Which will be expanded by more optional damage tools that you can use. That's exactly my point. Expand the skill ceiling and let people have room for skill expression.
There's a tank in WoW that's named Blood DK that has the same idea. It has :
* less damage mitigation than every tank
* has less baseline armor over all
* their basic filler gcd (think of it as a 1 - 2 -3 combo) requires 3 Runes to execute (that regenerate over time)
* runic power that gets generated upon using their basic filler gcd (think of it like the WAR gauge)
* uses runic power to do Death Strike (their Fell Cleave equivalent)
Now their Fell Cleave equivalent (Death Strike) heals 25% of all damage taken in the past 5 seconds and then some.
So you're really incentivized to take as much damage as you can and then Death Striking it. It's a delicate balance of taking as much damage as you can, and then not dying to it.
It's a skill you develop over time as you play Blood DK.
There's also the fact that you have to balance your Bone Shield stacks and Runic Power/Runes throughout the run but I'm not gonna talk about that since WAR doesn't have that.
Now how does warrior heal itself? Simple. You just press a button:
- Press equilibrium every 60 seconds.
- Press Raw Intuition/Bloodwhetting when you have gauge.
And honestly I'd argue that pulling and using CDs is the skill floor because you need to know how to do that to actually complete a dungeon (casual content).
We can both see that Blood DK has more room for skill expression than Warrior.
In fact, there's so little difference between the skill floor and the skill ceiling for WAR that you can literally have Raw Intuitition/BW fall under "use cds during the pull", which is exactly how all other tanks play.
The only difference is that WAR heals itself. That's it.
It illustrates my point of most jobs in this game having a skill ceiling that's really close to the skill floor, and that the skill ceiling needs to expand for the people who wants to grow and reach for it.



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