Quote Originally Posted by Metalwrath View Post
The reason Warrior got such an overhaul was not just about it struggling in Coil and Titan Hard mode.But because the Tank to be utilized properly in these areas required a much higher level of player skill.
This resulted in a lot of the player community acting toxic towards Warriors in this content.A lot of healers would refuse to have to be healer for a warrior tanking in those situations and a lot of parties would only let PLDs into the parties.Despite there haveing been coil turn 5 clears with Warriors at the time.
It was actually more because of some bad design (healer effectiveness was tied to a consumable resource that self healed causing a conflict of interest) and the Warrior suffering from a concept known as the "Immortality Curve."

The first part is well known the second part isn't as much.

The Immortality Curve is a curve generated by plotting the amount of damage a character or class takes after resistance based mitigation effects against the amount of damage it can mitigate on average through self-healing or self-shielding (be it natural regen, spells, potions, drain attacks or self-heal abilities). When the self-healing/self-shielding rate is higher than incoming damage the character is Immortal. When the self-healing/self-shielding is lower than the incoming average damage the character is dying and needs to be healed every so often of they will die. Different classes have different curves and those that can not mitigate enough damage in comparison to other classes at the same damage amount are "squishy."

When the Warrior was first released it had a very sharp self-heal based Immortality Curve compared to the Paladin's much more gradual resistance based Immortality Curve. At the damage amount inflicted by Coil at i70 to i90 the Warrior was far far more squishy than the Paladin even though it was nigh unkillable in all other available content.