Rets main defensive is healing - nerfed by BF. Shadows main defensive is shielding - nerfed by BF. DKs main defensive is AMS/healing - both nerfed by BF.
Warrior main defensive is disarm, spell reflect, % damage reduction - not affected by BF. Rogues main defensive is vanish, cloak, % damage reduction - not affected by BF. Mages main defensive is blink, ice block, roots, silences, vanish - not affected by BF (ice shield is though). Hunters main defensive is distance, deterrence, feign death, silence, disarm, root - not affected by BF.
Rets main defensive is bubble - not affected by BF Shadows main defensive is disperse - not affected by BF DKs main defensive is disgusting damage on the other team - buffed by BF.
Warriors main defensive is second wind - nerfed by BF. Rogues main defensive is recuperate - nerfed by BF. Mages main defensives are spellsteal glyph and temp shield - both nerfed by BF. Hunters main defensive is spirit bond - nerfed by BF.
Plain and simple – no jibber jabber:
1. It adds one more layer of reaction complexity to a class with a low degree of complexity i.e. skillcapTM (All rights reserved, scumbags united, 2009).
a. Why? You can use to it reactively disrupt cc chains on your healer/teammates. Allows you to avoid cc, which is of paramount importance with an 8 second dispel system
i. Example 1: You healer get’s deep frozen by a mage and the mage proceeds to cast polymorph (if and only if PoM is down). Being the true mongoloid warrior you are, you are currently in Antarctica spamming damage on something, but in a rare moment of clarity (or because your healer starts screaming Minpojke mode “STOP THE SHEEP PLS”) you decide to sacrifice your gapcloser to stop the cc, which would otherwise put your team behind (e.g. deep->sheep->blind->clone->-20)
ii. Example 2: You are close to getting a kill. That pesky hunter that has been jumping around for 5 minutes, looking cool and making your healer thirst for a Prozac is at 10%. But oh noes, the opposing team’s shaman has NS available, and if the coin flips heads the hunter will be at 100% in the next second. Being the good warrior you are, you decide to charge the shaman and stun that pesky queer for 1.5 so that your mage can “seal the deal” with an ice lance, before the hunter reloads his rifle and takes his head off.
2. It is one of the few remaining, versatile, multi-use tools in a warrior’s arsenal. It can be used:
i. To charge a cast and stop some damage
ii. To stun a melee dps for a split second to allow your teammate to get some breathing room
iii. To generate some distance between you and the other team’s damage dealers (e.g. an enemy pet is clone to your healer – you charge it to get some distance from the enemy dps who is raping yo black ass)
i. See (1.b.ii)
c. As a gap closer (self-explanatory)
3. It is our most frequently used gap closer. Changing to a root will have the following repercussions:
a. It will no longer be reliable versus the following classed due to freedom effects and whatnot:
b. It will be impossible to do anything described in (1) and (2.a.1, 2.a.ii).
i. Charge is not shadowstep – there is an actual time between you pressing the button and reaching the target. Ergo, the opposing side’s argument “But you can pummel after the charge” is rendered null, as long as things like Soul of the Forest clones exist, and as long as charge has a travel time. Now you can stop them. If it’s changed to a root you won’t be able to.
ii. “But you can take Warbringer”. No you can’t. Your predecessors tried that in s9 and it went so bad that they had to change it next patch. A gap closer that dr’s with itself? A gap closer that dr’s with every other stun in the game? Let’s take a journey down memory lane:
Once again, you repeat the same mistakes, while at the same time, dumping down the game, picking an ability that is relatively easy to use by every 1200 rated Noob Saibot. No me gusta.
Wanna nerf something?
But no; the above 3 are precious little jewels since they are an "integral part of the talent tree system introduced in MoP". Instead an ability that has more or less worked the same way since WotLK, and has existed since the dawn of time is a better candidate to address issues with warriors (whom you already nerfed, while, at the same time ignoring classes like hunters and mages).
It seems unreasonable to me, to nerf a 1.5 second stun with the versatility I mentioned above, instead of nerfing one/two/three of the above abilities (while leaving stuff like PoM sheeps and Wyvern shot untouched).
the druid one would literally change nothing, the other two would make them functionless in arena
I have a 30 second CD on my trap which CCs for the same duration yet I'm not function-less? With your logic I should be able to trap after my first trap and then trap again after that trap and then maybe after I DR'd that first person let me move onto my next victim and trap them until they want to break their keyboard in half. By the time I'm done with them I can move back to the first person I started with. But wait that would be over powered.
A mage sits there Ice lancing for 70k+ inside of deep freeze and Frozen orb so they don't need to cast nearly as much as they do.
Imagine if shamans could sit there and hex someone all day that would also be over powered wouldn't it?
Every season it's the same sh1t with this community. Complain, complain and complain. For honestly I actually think we finally came to a season where multiple classes are viable. For (allmost) every class and spec there is a top tier comp.
Locks and Mages are just as stupid as warrior are right now, The difference? Warriors are easy to pick up and play (Unfortunately) Hence the reason they are the main target while mages and locks fly under the radar.