It's been a very busy time for me and I haven't played as much as I wanted to, but my runs with Warrior have left me with these early impressions:
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Berserker has a lot to gain from regular shielding at low health. Pairs well with Ring of Tenacity, enough that it didn't feel like a meme to run it. I don't think it represents a huge power spike but a setup that allows you to reap the benefits of lower HP actually exists now, which is cool
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Gladiator on the other hand feels somewhat worse to me. Typically I played Gladiator as an HP tank, so that passive shielding was more like active HP protection and the lack of cooldown on shield regeneration + permanent uptime meant that after any given fight I'd already gain the benefit of the shield, if I even needed it - if not, I'd just try to maintain combo between encounters. That's been turned on its head now and the shield can actually trigger frequently but disappear after combat, which makes the need to combo kill at the end of every fight is pretty crucial now, so building combo for a good kill feels far more pressing than it used to. You also gain nothing for doing so until you drop to half health, so you're not leveraging a big HP pool anymore.
Low health still feels like a risky way to play and while there's far more reward in it for a Berserker now, the Gladiator doesn't feel like it gains anything from this rework and maybe loses a little something - at least, in the way I always used to play Gladiator, it just doesn't exist anymore.
I'd be interested to hear what some other players have thought about the Warrior changes. My TLDR is I'm a lot more inclined to pick Zerk, a lot less inclined to assume Gladiator, and Ring of Tenacity feels way less like a meme now with regular shielding popping up once you're low enough health to make the shield effectively worth more than it says on the box.
Thanks for the response. I think I should explain the situations I'm seeing more clearly.
Let me explain two scenarios I'm seeing through my testing.
Scenario A
Even I get multiple kills in succession with a combo, the talent won't trigger unless the passive seal shield triggers
Scenario B
This is very consistent for me
I also noticed that even when the shield is on cooldown, if a combo kills multiple enemies, or if the shield could further decrease cool down reduction, it just doesn't.
This might be intended, but just in case
For example
Scenario C
After that happens, then scenario A will keep happening if I don't take damage, or scenario B will happen if I take even a bit of damage
Scenario D
Same circumstances as the previous scenario, but I use the Crush ability and successfully kill multiple enemies. This should give me cooldown for each enemy killed, but as of now, it just refreshes the cool down to 0.
Hm, there must be something extra going on here because from a quick test the cooldown works correctly in both A and C:
A: shield is correctly reduced to -100 cooldown, can be triggered twice in a row on two successive attacks
C: shield cooldown went from 90 to -10 turns, after re-triggering the cooldown correctly started at 90 turns.