In the next Beta build, you'll see a few changes for Arms that should address the Rage economy issues pointed out in threads like this one. The baseline pacing is slightly lower than intended, and talents can cause too big of a swing in either direction (slowing down or speeding up the pace).• Rage generation from auto attacks is increased by ~16%.
• 战术专家's proc chance is increased to 1.4% per Rage spent (it was 0.9%).
This adds more button presses to the rotation regardless of your talent build, and pushes 压制
more than other abilities to avoid creeping too close to "Slam-spam" territory. The moment we're trying to eliminate as much as possible is the, “I have enough Rage to Slam right now, but I don't know if I'll have enough to 致死打击
afterwards unless I have a swing timer.” These changes add enough Rage, and enough 压制
procs, to make that a rarer occurrence.
However, pumping more Rage into the rotation doesn't solve the problems with certain talent setups that have been highlighted here. There are a handful of Rage management talents that have big impacts on the spec's feel and flow, but it is easy to accidentally put together a build that is either starved or flooded.• 天神下凡 and 战斗狂热 swap places (天神下凡 to 90, 战斗狂热 to 45).
• Trauma removed, and replaced with the new 屠杀 design: "Execute is now usable against targets below 35% health."
This makes the purpose of each row clearer. 45 is all about spending more Rage. The row will have a more predictable impact on total button presses over time, while each talent still has a distinct impact on moment-to-moment gameplay.
Similarly, the 90 row is now all about cooldowns. Putting 天神下凡
against each other limits the pacing swing between different talent setups, as well as lowering overall burst potential (something at which Arms already excels). Having strengths is important, but pushing them too far can lead to feeling like you're a one-trick pony.
Finally, two more related tweaks:• 碎颅打击 generates 20 Rage (was 30 Rage).
• 愤怒掌控 no longer affects 致命平静. It now only affects 巨人打击/灭战者, and 剑刃风暴.碎颅打击
was adding too much activity, relative to the other options on the 15 row. Even with this change, it is still the most active choice for players who enjoy being closer to GCD-locked.
Rather than adding 天神下凡
, we've opted to keep it simpler on the surface while still having all three 90 talents interact with it in different ways: 杀心骤起
is directly buffed, 天神下凡
feeds extra Rage into 愤怒掌控
, and 致命平静
makes it easier to set up for the more regular 巨人打击
Oh -- we're also trying out a different animation for 压制
As always, thanks for the feedback and discussion!