Way too much collateral damage.
1) Mythical Zolhan’s Revenge. The nerf on the retaliation damage added to WPS hurt every retaliation build that didn’t include Oathkeeper. The reason for this is Oathkeeper has Shattering Smash that has numerous items that add %retaliation damage to that respective WPS. So, while warlord can still carry 2 %retaliation damage WPS skills, most anything else can only carry 1.
Needed to remain 30% and add the retaliation damage to something a warlord wouldn’t care to take, such as Blitz, Blade Arc, or even Cadence at a reduced amount.
2) Physical retaliation damage nerfed across the board. Not sure if really necessary. I personally think the major problem was the fact that Oathkeeper has 2 stacking sources of physical resistance reduction than anything else. Of course % Physical Retaliation with all of that resistance reduction is going to melt anything.
3) Block Recovery/Overguard nerfs. The reduced block recovery in addition to the longer cooldown means tanks can’t tank as much as they used to now. I’m now forced to flee much more often in Crucible 150-170 whereas before I could reliably face down enemies gradually. It kind of ruined the vibe I wanted of an unrelenting tank. I’m now forced to flee much more often in Crucible 150-170 whereas before I could reliably face down enemies and outlast them.
My point being on this subject is if I’m going to be forced to flee this often, why wouldn’t I just make a higher DPS character that’d be doing that anyway? Pets seem very strong right now and the player doesn’t even have to engage enemies most times.
4) Retaliation Oathkeeper not hit where it hurt the most: too much %retaliation damage added to attack is available to the Oathkeeper. I think a big oversight is the availability of %retal on the skill trees and then you have items that do the exact same thing.
This right here was the major problem of Warlord pre-1.1.2.
a)42% (total available) retaliation damage added to Righteous Fervor, a default attack skill
b)2 stacking physical resistance reduction effects
c)2 WPS with 22-30% Retaliation Damage added to attack to those respective skills.
It wasn’t the tankiness. It was just the fact that they simply did too much damage for the tankiness they had. If it took them 15-20 mins to clear a naked Crucible 150-170, this wouldn’t even be a problem.
I think simply reducing the overall %retaliation to attack available to Oathkeeper, shifting M. Zolhan’s Revenge to a different skill, and making Shattering Smash reduce enemy Defensive Ability instead of Physical Resistance would’ve sufficed instead of this. Say if Warlord had to take Break Morale for physical resistance reduction would’ve balanced it out nicely as it would require heavy skill point investment.
But now, my retaliation based Tactician is not really as fun as it used to be from the collateral damage of these nerfs.
It barely had a 15 minute naked Crucible before these nerfs on a lucky boss streak, now likely to be much longer.