Originally Posted by
Shurrikhan
Okay, but... how? Let's take that step past some vague gestalt and look at what specifically makes it however good it is.
For instance, I like the Thrill of Battle upgrade because it gives me additional interaction with my healer. It gives us more reason to schedule whatever healing GCD is absolutely necessary to just after a tankbuster that was countered at least in part by ToB. I like healer-tank interactions in general, and that seemed an appropriate spot to put it, so even while it's nothing 'special' exactly, I like it.
Nascent Chaos, on the other hand, is a mechanic that seemed to me to have a lot of potential, but made use of almost none of it. Upon seeing the skill described in the ShB reveal I at first thought "Oh, nice, my Infuriate timing should matter now!" which I could see as working with my other macrorotational factors in interesting ways. But, it doesn't actually add any opportunities for its use. It only takes some opportunities away, offering complexity only by restriction. Thus, while I love the concept and what it could be, I'm badly disappointed by what it actually amounted to.
But, again, what "change" and why do you think it's good?
The only changes Fell Cleave has received is that it no longer has an opportunity cost except against the combo ppgcd (no Inner Beast or Steel Cyclone mitigation or self-healing to balance its choice against) and it has less of a bonus over the normal rotation (a relative nerf). I don't see why either of those would be good or enjoyable changes.