Dear Aggrend! The (Warlock) suggestions you asked for are here

I really hope they will listen to these ideas instead of making the same “lazy” adjustments as for shadowpriest…
I see it coming " haunt now increases dot damage by +35% instead of +20%" and end of story :laughing:

It’ll create more problems than it solves I can tell you that much

We will see.
Good thing is they made it upfront a “limited for 4 days and then we will see” Experiment.
To make it more balanced between heal/hybrid/dps only classes they should maybe also scale down healing taken not only damage taken.

I still can’t understand why it’s on gcd with such a small duration. No GCD would make it so good for shadowdestro, affli, metatank.

Yes please.

Probably because its poorman’s better version of mage shatter, can be pretty strong, but it feels clunky in SoD. I’d even make the argument mage should get a GCD free Deep Freeze as well for both PvE and PvP

Yes they could just increase duration a bit. It should be possible to cast 2 shadowbolts with bane talent in the given time frame to be viable for dps output. So it should be not 6 seconds, minimum should be 6.51 seconds.
The problem is this spell is meant to be a tank ability - it would get too strong overall if it is a equal or even better dps factor than everlasting affliction or demonic pact. AND gives massive dodge chance.

yes it is about tanking, so there is no need that this rune is providing more dps than the other options which are pure dps runes.

I changed this in the original text (old version was self bonus should be +20% like lionheart - but slicksally had a good argument against this and that downtuning the 20% would be a better option.)

The change from +18 to +24% won’t do much.
It should be like +40% for each shadow effect up to +160% to be somehow viable.
And the drain soul ticks should be faster instead of stronger, it is much more punishing if you have to move after 2.9 seconds and lose 1 strong tick instead of getting 2 weaker ones through and only lose 1/3
But the other ideas are pretty cool!

I am pushing this topic just in case somebody wants to read something that is not pvp aura related :innocent: (oops i did it again)

push it to the limit!

fix the fel scar dagger droprate. Increase portal uptime/reduce spawn cd and/or up droprate. Let us buy the dagger with X amount of fragments.
And before someone starts you don’t have to do this, they know the mentality of players. This is the most anti fun, anti gameplay thing I have ever seen. Archeology has nothing on this.

Bump with more ideas:

Firestone:
Firestone proc needs to scale with SP (10-30%, whatever seems balanced), and the Improved Firestone talent needs to be buffed / tweaked, either make it proc from all damage including dot and other spells, or make it proc from pet melee attacks when you take the talent. That way the talent becomes actually usefull and demo lock becomes viable as DPS spec (since they clearly dont want demo to be tank spec given the change to soul link when you tank).

Infernal
So I have tested Infernal in SoD and compared it to Felguard (Succubus can do pretty much same damage too) without any demonology talents and with decent gear (270 fire SP including demonic knowledge buff). I tested them both vs lvl 48 (I am lvl 50) wolf mob in Hinterlands.

Felguard did 48 dps (including his cleave - an auto attack that does +20 dmg every 6 seconds), Infernal did 60 dps including his immolation aura (25 fire dmg every 2 seconds). The infernal has 60 minutes cooldown, requires a reagent and lasts for 5 minutes and then requires to be subjugated again and can resist or break free sooner etc. He is not affacted by unholy power talent (+20% damage to auto attacks), he does not trigger master demonologist talent of any sort, he does not work with demonic knowledge and I think Soul Link does not work with it either. To my knowledge he does not scale with gear either (SP, stamina, intellect).

I suggest that:
1 - Infernal stats should be affected by Warlocks stats the same way other pets are when it is summoned (this should be probably snapshotted due to how the spell works).
2 - Infernal should be affected by demonology talents such as unholy power, fel stamina and fel intellect, probably snapshotted on summon. Maybe should even scale more than other pets to make him especially viable for demonology.
3 - Infernal should proc master demonologist buff the same way Felguard does, is should also proc demonic knowledge and work with demonic grace and all the other pet runes.
4 - Improved Subjugate Demon talent should be buffed when aplied to Infernal and Doomguard summoned by warlock. Right now 5 points in this deep demo talent reduce debuff to attack speed , casting speed and resist chance of the spell by 10% (from -30% AS / -40% CS / ? resist). Honestly I think 5 points should completely remove the debuff to be even worth considering. On top of it the duration of subjugation when applied to Infernal and Doomguard should be increased by 5 minutes with 5 points in, cooldown of their respective summoning spells should be significantly reduced with each talent point (maybe 5-10 minutes per point) and Inferno should became useable Indoors with 5 points in.

This change would make Demo lock a viable damage spec, would make Improved Subjugate Demon talent usefull and would give some love to this iconic Warcraft 3 ultimate.

Also this could be a rune or tome in P4.

Why did they not listen to me, now 95% of pvp players are enraged :rofl:
I think my idea is much more realistic than their -50% experiment.

100% true. And like many people say also implement -25% healing taken in addition to the -25% damage taken

One of the least important problems was taken care of.
It is dissapointing that this is the only fix, but we can hope they will do more soon !

Invocation is now the potential BiS rune for affli warlock. But it is not really worth the stress to reapply dots 6 seconds earlier i think

It has the potential if you play it without mistakes.

UA is about 20% of overall damage.
Corruption is 14%
Siphon life is 5%
And Agony is 12%
Shadow bolt about 30%.

Invocation reduces dot duration by 6sec if you play it “godlike”. But it will turn out on average to be about 5 seconds for human beings.

So UA will deal now the same damage in 13 instead of 18 seconds, this is ~+40%. Same for corruption. Also +40%.
SL will be now 25 instead of 30. +20%
And agony is now 19 insteadnof 24 … +26%

UA +8%
Corr +5.6%
SL +1%
Agony +3%

So we have a + of 17.6% overall damage.

BUT: we also use more mana and more global cooldowns now for these dots.
You will lose at least a third of your shadow bolts… so it is -10% there.
Overall dps increase is therefore only +7.6% (and that is about equal to synergy or shadow and flame now)

Like i said. It has the potential to be superior if you would play godlike mode and get the -6 seconds right every time (which is impossible)

1 Like

Ok so if you play it perfectly with always -6sec on dot duration instead of the realistic -5 used in this example above, then the overall dps potential is about +10 or maybe +11%.

But is it worth the stress it is causing? Not really. Rather pick one of the 2 other passive options that give also 6-9% dps increase :man_shrugging:
And also curse of agony can be ignored in this calculations because nobody can use it

This rune is now useable for people who like to punish themself.

How is invocation ever a DPS increase when compared to the other 2 runes? By casting dots prematurely with invocation you get up to 2 ticks of Corruption (162 dmg + 33,4% of SP) and Unstable Affliction (263 dmg + 40% of SP) and up to 3 last ticks of Coa (240 or so dmg + 24,9% of SP) for the price of GCD (1,5 sec), instead you could be casting Shadow Bolt while the dots still tick, in 1,5 sec you can cast 60% of Shadow Bolt (with Bane talent) which equals 185 DMG + 51,42% SP. In raid it is normal to have 400-500 SP, so with Haunt buff included only dot that would really result in slight DPS increase (in ballpark of 10) is Unstable Affliction. But instead you could use Shadow and Flame which in combination with pandemic can be on pretty much 100% of time or synergy which can stay up for roughly 40-75% of the time on the Warlock with machine gun imp and almost all the time on the imp with all the dots and drain life from the Warlock.