Some of you seem to have missed tha part where I said all the utility change suggestions I made were under the assumption that damage is balanced. I will obviously not be letting Ret's keep their rediculous damage and then buff their mobility for example. That would be absurd.
@This will make warriors OP.
With these changes the warrior will still be pretty limited, it's mobility will still be restricted to one combat charge every 30 seconds, it will not be able to pre generate rage to produce as powerful burst and currently its offensive utility is just a snare and mortal strike/shield slam dispel. Granted Arms has historically had powerful burst, and I think we can still incorporate that without making the class unbalanced while still giving it the utility it needs. I feel that both hamstring and intercept are absolutely essential for the warrior since it is no fun for anybody to be wailing around in a root for the majority of the fight. Their mobility will still be behind other classes.
I introduced Heroic Throw and Shield Wall so that the warrior has some way to either contribute to damage or keep itself alive when controlled. Without it the warrior is just too vulnerable to control imo. Hc Throw isn't too necessary, it was just something that I feel would benefit the class, making it more interesting to play. Shield Wall however is. It helps the warrior be more autonomous, something I would like to encourage in warrior, and it gives the warrior a tool it needs to be viable as a Flag Carrier. Remember that the warrior needs to drop into defensive stance to use it and thus cannot intercept or execute with it active.
@Healing Surge will be too powerful
I do understand that in it's current form it is way too powerful. Its trumps Flash of Light in mana cost and it has a damn high through put, but I do intend to address this. Remember, the numbers will be balanced later on, but first I would like to get the utility framework in place to build around. The fact of the matter is that all shaman specs need a survivability buff and resto cannot survive without Healing Surge. I therefore see it as vital that they get surge. If you can come up with an alternative then please suggest it.
@Rets don't need LAotL. Judgement of the Bold is too important.
Again, please remember that their damage and burst will be very much limited. Their damage is very closely proportional to their mobility and buffing mobility is going to buff their damage, so of course their damage will be reduced. I feel that a mobility buff is necessary since all range will have some sort of snare and gap maker and Rets will have an unfulfilling game style if they cannot reach their targets and cannot use their signature moves. HoJ and HoF do give some mobility, but I dont feel that this is enough.
I swapped LAotL for Judgement of the Bold since both are abilities that every ret will consider 100% mandatory and will therefore have no effect on endgame. I also changed it since FoL is a powerful tool in the hands of a Ret and having too much mana will potentially make ret too powerful. I do understand that being able to actually run out of mana is very undesirable however. What do you think about swapping LaotL for Sheath of Light instead?
@Nerfing damage accross the board without analysis is a bad idea
Of course it is. Before I suggest any damage scaling changes I will be deciding what I feel is the optimum amount of each ability to damage/heal/absorb etc on a fully BiS twink. I will then suggest nerfs to each individual ability accordingly in order to put it into perspective for Blizzard. That said, it may turn out that each ability needs a nerf of at least, for the sake of argument, 20%. In that case I would likely suggest a stealth buff for all characters below 60 or so that reduces damage taken by 20%. For now I'm just going to say that I have thought about this pretty hard and I am satisfied in my own mind. When I get the time I will write it up properly.
@Buffing regrowth (or X ability) will affect endgame
I do apologise, I failed to state earlier that any rescaling I intend to do at level 19 will follow the same rule as abilities like ambush and overpower do at the moment. They currently scale differently below 80 than they do above. I will be using the same principal. My aim here is to fix 19s without affecting endgame at all.
I do however dearly wish that I could introduce Lifebloom. Having dispel protection would be brilliant and I may investigate this further.
Howl of Terror over Death Coil, I would say.
Sacrifice to Voidwalker.
Axetoss to Felguard.
I did consider Howl of Terror, but I felt that it might offer just a little bit too much control. It might still be viable though. I suppose with my model the warlock has little way to defend itself if it is trained by multiple targets. It can healthstone and deathcoil one, but ultimately it would have little reactive ability. Deathcoil would also give the warlock quite a bit extra healing and it's cooldown doesn't really help it fill its intended role of self peeling. Now that I've given it a little more thought I am warming up to Howl of Terror a little bit more.
I don't feel Sacrfice is necessary however. As far as survivability goes they will have more than enough with Soul Link and self healing. There's no need to give them more. If it does turn out that they need more then Sacrifice will be a good place to get it though, but since ther self healing will be getting a substantial buff due to the damage reduction of every spec I don't think it will be.
Axe Toss is a nice idea. It will give a reason to go demo over affliction and will make locks slightly more useful on an O. That said, it is quite a powerful ability on a short cooldown. 4 sec stun ever 30 secs will be really quite powerful. The duration would have to be reduced at this level and the locks other utility would have to be taken into account. Given a 2 second duration would still allow the lock to interrupt when needed and to cast a fear ( it is off the GCD right?) if they need, but it would not necessarily keep the target incapacitated for too long a period of time.
I think that having Howl of Terror and Axe Toss together could be OP, considering their potential self healing, damage mitigation and Fear. Axe Toss and Deathcoil could work well together I feel and it would give both demo and afflic a unique feel.
I like the changes you've listed to the warrior, but maybe to have some of those skills listed restricted to certain specs
This is unfortunately too unrealistic I feel.