Demonology Feedback

Going into new patch and seeing the changes on warlock addressing wrong / unnecessary things I wanted to drop this little feedback.

To start with; I think you guys made some good improvements for warlock on Warwithin and I believe most of the warlock players were happy and hyped about them. On the other hand, despite demonology still feels great thematically, the gameplay feels very clunky and outdated compared to other ranged classes/speccs. From my experience the main issues are ;

-The idea of making warlocks " immobile & tanky " is not working out well. Mages have the same tankyness if not more, while barely hard casting anything. This is a very big issue for demonolgy because our rotation is on very tight timers and when we have a movement heavy season like this, it feels even worse to play.
-Every single talent point is pretty much locked on class tree and this causes 0 flexibility when it comes utility.
-Demo’s capstone talents on the right side of tree - doesn’t feel like capstone talents but more like placeholders.
-Some other talents are also weird or feels outdated. I was actually a bit scared when I saw the Grimoire Felguard buffs because It would just make the ramp / rotation even more clunkier than now. Having a felguard as a pet and also as a cd also doesn’t feel that right I think. Would rather have a better version of Nether Portal there instead.
-Similar to the issue above, we also have 2x felstorms and one of them interrupts our casting. Demonic Strenght even got worse now since it is a dps loss to cast it on single target. So we have that and bilescourge bombers on the same nod and they are both for aoe ?
-As a result of hard casting / clunkyness even we have a talent for tryant to get buff from up to 15x imps it is almost impossible to do that unless you have all db proccs and BL / Pi going.
-Can’t understand why the big fire dog scales with haste but the purple one doesn’t and got a flat %damage buff lately instead of the actual issue being fixed.

Bonus: The bug that still keeps us in combat after 4-5 sec combat ends should really be fixed at this point. It is very annoying on m+ being latest to mount up and thus being late for the next packs.

In conclusion; I am still enjoying the expansion and I really appreciate the effort / work dev team putting on the game after the infamous Shadowlands times. The amount of content, zones and player qol improvements all are great. On the other hand, some class/spec issues, mechanics and bugs seem to being handled poorly and bit far from the standarts we expect from Blizzard.

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Hi, I agree that calling the warlock “tanky” and then making him more and more grounded as a result is just plain stupid. I could understand if the damage was truly enormous, but the exact opposite happens. Furthermore, the concept of “tankyness” is misleading: the problem is not the flat reduction damage or more armor , but avoiding damage such as mages for example.

The warlock’s talents are wrong both in the exaggeration of the points needed for talents that are taken only because there is nothing better, but also in the logic itself (swift artefice which is necessary to take a reduction of a wall (cd 3 minutes in 2024 is ridiculous), when in case it should be logically connected to lifeblood (another useless talent) and sweet souls and pact of gluttony.

It’s not clear why we have talents like teleport, it doesn’t seem to me that for example the mage has blink as a talent. And we’re talking about a spell that is superior to the teleport itself.

One of the biggest problems is the fact that you need 4 points (mandatory) to have a practically non-existent passive healing and a 5% damage reduction in PvP or 5% stamina if you sacrifice the demon. Either the healing is greatly increased, or at least the 4 points should be merged into 2 with Soul Link whith passively heals.

The capstones are objectively disastrous and not inspired: the demonic healthstone made sure that all the warlock’s healing passed through there (bad idea in PvP where between dampening and healing reduction effects, the second Healtshone often heals perhaps 5% if okay), Soulburn could easily be inserted as a passive (apart from affliction, when Drain Life was still used, no offensive spell was increased by Soulburn), and finally the most absurd of all is Soul Conduit (which was brought for one week at 10% with a precise explanation, then returning to 5% the following week with an inverse explanation).

As regards the Demonology branch, some talents, especially from the Felguard, have definitely remained at DF values, such as Immutable Hatred which, among other things, does even less damage in proportion due to the decrease in demonic core

The thing that leaves me perplexed is also the name and usefulness of some talents, I’m thinking of Eternal Doom: the reference to the video game is fine, but why “eternal” if in reality it serves to reduce its duration?

In general the spec has an exaggerated hardcast, I’m fine with it if the damage is weighted towards static but to date this is not the case. There are extremely mobile casters that produce mind-blowing damage. In general Demonology really has too much hard cast, it would be enough if at least the Dreadstalkers were instant.

The Vilefiend/Charhound should be a little less central than now, also because I would like to be able to play without it as it is really problematic: exaggerated cast time, exasperating slowness in attacking the target, even more disarming slowness when switching target…

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