Posted 21 April 2013 - 04:36 PM
Personally I'm not happy with the direction warriors went either. Warriors used to be about a lot of control, locking one target down pretty hard with an intercept on healer and charge back. They did good damage, but not crazy burst or anything. When swapped to a warrior could get super defensive, between spell reflect, shield block, disarm, etc, but wouldn't do much damage. Very hard to kill if played properly, especially with their mobility. Very high skill cap as well.
Now, warriors are all about just smashing a bunch of cooldowns and doing crazy burst, then doing decent damage and trying not to get castercleaved down until CDs are back up again. It's a horrible playstyle, and nowhere near as skill-based as it used to be. The issue with zerker rage, AMS, and other similar abilities, is that for a rush-down comp, being immune to a ton of different CC in the few seconds it takes to kill a team's healer is ridiculous.
Rets do get controlled pretty hard, mostly because they don't have the gap closers to get in and interrupt CC, and after getting feared have to walk all the way back. They can get out of every root and slow though. Ferals can get out of every root and slow, don't know much about enhancement shamans. Having both zerker rage and tremor nerfed or removed makes popping intimidating shout a lot more meaningful and productive. Warriors traditionally have taken more babysitting in terms of their healer's dispels, mostly because of roots and the occasional poly, but have put out more pressure than the other melee.
If they do a serious pvp overhaul at some point, both tremor totem and zerker rage need to go. The amount of roots in the game, the amount of cc, silences, interrupts, and stuns, all of that needs to be toned down and harder to apply (either with a cast time, longer cooldown, or a special buff/debuff requirement). Nerfing zerker rage right now wouldn't work, but definitely needs to be considered when the system is reworked.
Making zerker rage give a moderate amount of damage reduction on a minute cooldown while reducing the effects of cc on you by 25% for 6-10 seconds would be a good change, if the fear break and immunity was removed. You could either pop it when being peeled or heavily cc'ed, or pop it when you're taking a lot of damage or about to get shattered, idk.