Demonology warlock - anatomy of failure

First i will start with recognition - yes there are some players who enjoy current demonology design/gameplay. Yes i understand your reasons for loving current spec, i do…i really do. But we must admit one simple thing - current demonology broken by so many levels, that spell buffs/nerfs or talent changes will not revilitiase spec in current gameplay meta and especially in PvP.

Lets take a look what did the old talents(pre MoP) and modern talents (MoP/pre legion) work.
Pre MoP talents worked as a tool to shape your character in the way you wanted, because all warlocks has access to all base spells, and trough talents you could shape your char into that specialisations.

In MoP talent version all specs was diffirent from the beggining, and talents was all the same for specs. But it played well because spec base difference required different talents, and same talents affected different specs differently. On top of that this talent trees provided several different playstyles within spec/talents with different choices. And most important thing warlock toolkit was complete without talents, talents was that Extra thing that helped to shape your playstyle…yes there was some talents that was obviously better for some warlocks/specs.
Just look at MoP talents ideology:

http://wow.mmosite.com/tools/mop_talent_calculator/#Va!1.....

15 level row - Self heal/preservation themed talents:

  1. Dark Regeneration - Restores 20% of maximum health over 12 sec to you and your pet, and increases all healing received by 25% for the duration.
  2. Soul Leech - your shadow bolt, incinerate and malefic grasp
  3. Harvest of life - Drain Life deals 50% more damage and 100% more healing.

30 Level row - CC

  1. Howl of terror -Your howl causes 5 enemies within 10 yds to flee in fear, disorienting them for 20 sec. Damage may cancel the effect.
    Being hit by a damaging attack reduces your cooldown on Howl of Terror by 1 sec.
  2. Mortal coil - Horrifies an enemy target into fleeing, incapacitating for 3 sec and healing you for 25% of maximum health.
  3. Shadowfury - Stuns all enemies within 8 yds for 4 sec.

As you see, each row had a specific theme for talents, and if at first glance same talents acros all specs looks kinda boring or lame, in more deep analysis we can understand that such design worked well because each spec worked perfectly without any talents at all.

And what do we have now in terms of spell/talents/PvP talents/Az talents…there is a lot of “non base optional” crap.
Talents:
Trough talents we aquire the crutial active spells and passives for our specs.
There a lot of very bad talents.
There a lot of broken talents.
There a lot of previosly base line spells that now serves as talents.
Talents in the same row can serve diffirente purposes.
In current gameplay design each spec needs some talents/az talents to be at least semi-viable, additionaly some previosly base spells is now a PvP talents - Hello demon armor that skiped demonology spec.

       Additional demons - pack that doesn't listen to you.

In legion demonology shifted from Metamorphosis gameplay to puppeteer gameplay.
From pure visual stand point it kinda looked cool…i guess, but not as impactful as old Meta visuals. But we here talk about gameplay, and oh boy, in legion gameplay was bad, not without some bright sides, but in general it was bad.
Lets start with basic demons like wild imps and dreadstalkers.

  1. game tooltip doesn’t tell you what these demons would do (well we all know that they will likely attack target). Tooltip doesn’t tell you that dreadstalkers will jump on target and try to use Dreadbite.
  1. And spell tooltip doesn’t tell you how much damage dreadstalkers will do with their melee attack
  2. When they are summoned you have zero control over them.
  • You can’t switch their target if you need.
  • you can’t call them back to quickly flee the combat and leave combat state.
  1. Dreadbite jump will miss the target if target moves faster then 120% of the base speed. It means that all classes exept priests can evade dreadbite just by moving.
  2. When dreadstalkers land on the ground after dreadbite they will stay in same spot for ~0.5 to ~1.2 seconds. This delay allows enemy to easily leave dreadstalkers melee range.

Hand of Gul’Dan and wild imps.

  1. This is AoE spell that is key part of base rotation.
  • In the most cases it might not be a problem, but in PvP it greatly hurts demo-locks, because it is the only base spell that summons wild imps, and in tight PvP battles HoG can break CC like fear on enemies that could be near to your main target. Doring MoP/WoD we didn’t had such problem, because HoG could be ignored in such situations due diffirent mechanic, and not being a Key spell to gain or spend demonic fury.

  • It basically leaves no room for precise single target damage output.

  1. Cast time on the spell 1.5 seconds that requires 1-3 casts of shadowbolt that also requires 2seconds to cast. Lack of insta cast on HoG really hurst gameplay flow. In total we need to wait from ~3.5 seconds to ~7.5 seconds before we will summon any wild imp.
  2. Wild imp summon animation - this is another time waster that serves only as visual noise. When you land a HoG on the target you will need to wait additionaly because animation that will spawn wild imps will travel from yout target to your location, and more distance to the target = more time to wait before imps will appear near to you. ADDITIONALY you will need to wait another 2 seconds before imps will finish their cast of Fel firebolts, and also the projectile will need to reach the target. (All cast time was used as reference without consideration of haste).
  3. When they are summoned you have zero control over them.
  • You can’t switch their target if you need.
  • you can’t call them back to quickly flee the combat and leave combat state.
  1. In BFA they summons around you, not around target like it was in Legion, this puts them in huge combat disadvantage on the long distance fights.

Demonic Tyrant

Put main burst capabilities on the shoulders of NPC that we can’t control was the worst thing that could happend…well not really the worst but a really bad move from gameplay designers.

  1. Demon requires too much preparation to be viable.
  • Non Demonic consumption build and demonic consumption build requires too many time to provide somewhat decent damage output. It needs at least 2-3 stacks of x3 imps to deal decent damage.
    • You need to utilise demonic core procs in order to summon tyrant in time, while imps are still present on the battlefield. This requires you to summon dreadstalkers and wait 12 seconds until they will dissapear and give you two stacks of demonic core, or summon 2-3 wild imps with HoH (from 5.5 secons to 7.5 seconds of your time) and then sacrifice them with Power siphon talent, and only after that start preparation chain: gain x5 soulshards > HoH > Demonbolt > HoG > Demonbolt > HoG > Summon Demonic Tyrant. This is overcomplicated mechanic, that is too damn vulnerable to any CC, lose line of sight, interupts.
  1. Tyrant is vulnerable to any CC.
  2. Tyrant has 40 yd range of cast, that makes him vulnerable to any fast enemy who can just run away from demon in order to evade damage.
  3. When he is summoned you have zero control over him.
  • You can’t switch his target if you need.

  • you can’t call him back to quickly flee the combat and leave combat state.

                       A gameplay disaster.
    

In order to understand why current demonology is bad puppeteer spec, we should understand what makes a good puppeteer spec/gameplay.

  1. Game Engine that can provide such gameplay.
  2. AI and Control.
  3. Good desing of your minion’s abilities.
    And before i start just look how good puppeteer class plays in another Blizzard game - Diablo 3

Engine - ok, WoW engine is old, but it could do it’s job when devs knows their limitations. And with Demonology, they has forgot that game engine can’t handle NPC in such way, that it would provide demonology warlock a compedetive gameplay. Look at paragraph 5 of dreadstalkers, the delay of AI responsiveness is one of the most if not the most frustrating things in tech side of our demons. Demons like dreadstalkers or vilefiend suffers from that delay the most. Imps and Tyrant feels not so terrible because they have range attacks and delay doesn’t looks that bad, but it still there.

AI and Control -

  • AI of our demons is an absolute disaster. Navigation or just navmesh are broken, my demons can’t jump from the cliff on the ground if angle is too narrow, they can’t jump over the fences…NO, they will try to run around the fence and catch my target.

  • Control is another thing that ruins demo on the BGs. You can’t force your demons to switch target, so in dynamic situations you just have almost zero capabilities to do significant damage to diffirent target… you saw that another enemy has low HP…forget it, you will need to summon new demons to attack that new target, the old demons will have their fun with someone else. The lack of control is also hurts demonology in PvP. You can’t force demons to leave combat and run to you, in order to escape combat and leave combat stance, oh no you will be force to wait until your demons will expire or will be killed, and only after that you will leave combat stance. This lead demo to a disasterous situation that is multiplied by bad overal class design.

Good desing of your minion’s abilities - Let’s just say, outside of raw damage, they don’t bring much on the table. Dreadstalkers, Wild imps, Vilefiend, all those demons from Inner demon and Nether portal talents do only damage and nothing more - no debuffs, no buffs just damage, that is also unrelyable due bad design of those demons.
Dreadstalkers and Vilefiend - two types of demonic beasts that design to deal melee damage, run with 100% speed, just like normal character in the game. In the other hand hunters’s animals all have access to some sort of sprint. In the mage where 80% of the classes are mobile as hell, our demons run with base speed and do just regular damage.

As you see, current design of demonology was made with one purpose - look pretty. Demonology is a puppeteer spec in requires more attention then normal caster spec, you need to desing not just spells but tons of additional NPC that demonology summons on the battlefield. But devs doesn’t wanted to spend some extra time to polish demo, nope they just left it in semi operational state and left. And there lies one question - Why did you change the demo with MoP / WoD when it worked flawlessly?

This is how Ion described WoD demo.

In is not super intuitive, it requires a lot of UI mods.
Well let me tell you what you was needed to be avare of in old demonology spec.

  1. Cost of your spells in human and demon form.
  2. How much Demonic fury do you have ATM.
  3. Where is your main demon.
  4. How long curruption or Doom will be present on your enemies.

And what do you need to be avare of playing current demo.

  1. How much shards do i have.
  2. How long my Imps will exist (each stack)
  3. How long my dreadstalkers will exist
  4. How much energy does my imp have in order to do max damage of implosion.
  5. how much of my imps do i have in order to summon my max tyrant.
  6. Where is my main demon.
  7. when my dreadstalkers will expire to give me a demon core proc.
  8. How much of demon core procs do i have.

Current demo requires a fel tons of UI mods or very complicated weak auras setup.

Current demo and warlocks in general feels not like a well thought class, it feels like some cheapearly access crap, thta was made to look cool and powerful, but not to work.

In legion Ion said that warlocks will not recieve any mobility and instead “We’d rather double down on Strengths”
And next thing that they did, they has put demon skin and dark pact on the same talent tier.
What is going on? i thought that tanky caster should be…tanky.

And now, absolutely imobile caster, with almost zero insta casts, with questionable self heal, and damage mitigation capabilities has no place in WoW fun sector of the game.
How warlock should defeat his enemies, if they just can ran away in first sight that they might not defeat warlock, and warlock has zero tools to stop them.
We cant catch our enemies, and if situation becames dire, we cant escape, because our mobility was pruned to the point of nonexistence.

    Why MoP/WoD version of demonology was a reliable spec?

MoP/WoD demonology was not over complicated spec.
Yes, it had some learning curve. You had to learn your abilities in non demon form, and how they change in demon form, cost of the spells, how to properly switch form to achieve maximum result. You had to learn how to use your demons, when to use wild imps, when to switch your main demon. There was some parts that rellied on your main demon AI, but it was one demon witch you could control. Best thing of old Demo was the feelings and experince that this spec gave you.
If you wanted to burst some target it was your doing, it was you whom dealt the killing blow, it was you whom bursted that enemy. You was in control of your gameplay. Your damage was your own, it was not splitted between gazillions of your imps, even number wise you feelt satisfaction when chaos wave landed a crit upon your enemies.

Now you had to relly on big ammount of demons that you can’t truly control. Burst rotation is overloaded with preparation. You don’t feel satisfaction gazillion of your imps do some witch slap damage, or they atatck wrong enemy.

In Diablo 3 necromancer feels good because

  • Engine provides good tactile feedback when your minions attack target
  • Sound and visual are on same level of quality.
  • There is no delay between their attacks or actions.
  • You can easily control them, their AI respond quickly on your commands.

And current demonology doesn’t share same level of quality as necromancer in D3.

P.S. This topic was made in several days, there a lot of thoughts that i will likely share and update that topic, but for now i will release it as it is now. I hope that you will forgive me my grammar errors, and i hope to see your thoughts on the matter.

                           Mobility.

Lack of mobility in current gameplay meta leads to very uncomfortable and unresultsfull gameplay. Not only we don’t have a mobility in the traditional way, the CD on our gateways and circle are extremely long.

First - our mobility has a territorial based design.
What does it mean? It means that we are only able to use our mobility spells in certain theretory, where we has placed Demonic gateways and Demonic circle.
Why this is no longer viable option to escape or catch the enemy?

  1. Increased cooldown for these abilities.
  2. Increased mobility capabilities across almost all classes. It is no longer a viable option, because melee can catch you with one GCD with zero effort, or in few seconds due passive speed bonus - like 130% outlaw rogues or 120% HDH.

https://www.twitch.tv/sleepy_dremora/clip/ZealousTransparentWaffleRitzMitz

  • Clip doesn’t show the actual good usage of the gateways, but rather shows how easy to melee to cross 40yd distance.
  1. A great techical ussues of demonic gateways.
    1.1 The navmesh problems - the ussue where visualy you can place gateways but game doesn’t allow you to do it.
    1.2 Spell doesn’t tell you what kind of terrain could be between point A and B of gateways - you can easily place gateways on the two sides of canyon but next time on simmilar location game will not allow you to do that.
    1.3 Issue with gateway vertical placement - in some not rare situations, you can place demonic gateways on the top of the some building, but you only will be able to use gateways from the top gateways not from that was placed lower on the ground.

And even now you can see, that i only managed to activate gateways that was placed on the top of the building only with second click.

Have a nice day.
Things to update:

  1. Pet design.
  2. Talents synergy.
    3. Lack of mobility - done
8 Likes

i hope blizzard sees this. i ended up switching to druid in legion because of how terrible demo became

The fact is that nobody cares about feedback and nobody wants to work on classes. For them, the job is done and it is what it is.

They probably working on next xpac actually. Our only chance was when they reworked ele sham it’s disgusting but again it is what it is :confused:

In Legion Demo was not all that bad, but unplayable (I mean, if you were aiming at non-pug raiding or M+) without Weak Aura’s for maximizing artifact ability and demonic empowerment. Once I installed WA my damage skyrocketed to the top of the chart (srsly, making that perfect Thalkiel Consumption that also crits was immensly satisfying), but the fact that I am totally dependant on this stuff made me so mad that by the time of Broken Shore I switched to Affliction (first time in a VERY long time, I always played Destro and switched to Demo only in Legion). And THEN I understood what a GIGANTIC chasm is between these two specs - and not in favor of Demo at all.

MoP/WoD Demonology had a complex design and gameplay output as a result.
Legion/BFA Demonilogy is overcomplicated mess, that doesn’t reward you, and has lots of internal and external problems.

4 Likes

It was viable and still is. Even after the nerf demo is fun to play, the problem is that other two specs out-value this one.

Current demonology is unreliable prototype, that can only be viable in static PvE combat.
An alluring puppeteer design cannot be fully embraced in this game because of technical limitations of game engine.
Just immagine a situation, you has summoned a fully buffed tyrant with demonic consumption to attack target A, but situation changes and you desperately need to attack target B. In this situation you can switch your damage and damage of your main demon to target B relatively quick, but your big bad tyrant will continue to damage target A, and he will switch targets only after several seconds.
What those seconds mean in battle? A lot of damage will be put into nothing, and you cannot do anything about it.
In MoP Demo, you had control over all your gameplay elements. If you had your 1000 points of Demonic fury, it was up to you to decide what target and when you will attack. You wanna switch target? - No problems.
I love puppeteer gameplay, i love play those classes in diffirent games, but this type of gameplay requires a lot from developers and their game. I’m up for playing such class in WoW, but we should be realistic - current game technology cannot give us such experience, and previous iteration of Demo, despite it contradiction with demon hunters, worked pretty damn good.

  • Good and reliable game engine
  • Good and reliable AI of your minions.
  • Good and reliable tools of control over your minions
  • Good and reliable program code.
  • Good and reliable design of spells.
  • Good and reliable gameplay design.
2 Likes

This is correct! Thats why they try to provided it some AOE and bla bla bla. Control minions has always been problem in WOW (according to my experience in almost 2 years). They are just retarded xD

I don’t really agree with demo being fun, although i understand that fun is subjective. To me, It feels artificially complicated. Worse of it all, a lot of that complication arises from technical issues more that from it actually being really challenging. For example, no real way of knowing how much energy your imps have and when will they disappear, having to wait a couple seconds after HoG before using implosion, not being able to reposition your demons, some of them not attacking if their summon spell is used as the opener… a series of lame issues that simply ruin the specc for me.

It also has other issues, like it being non-viable in pvp, or it being a slow specc (specially without the implosion azerite traits) that relies on hard casts.

1 Like

Before i started this topic, i loged in in one private MoP server, and i was surprised, but my demons didn’t had such delay between their actions like:

My main demon, my wild imps (that was summoned by passive ability or “wild imps” ability) didn’t had such delay.

Not sure what you mean, Demonology has plenty to deal with the more fluid nature of encounters (unlike it’s Legion variant) with plenty of opportunity for instant cast spells coming from talents (Soul Strike, Bats, DCalling, Doom) and Demonic Core and instant mobility from a pre-planned Demonic Circle.

You should be able to manually retarget Tyrant (and Dreads) by activating their skill again and Blizzard really needs to sort this out. But other than that, there’s a skill to knowing when to hold on to a major CD for just a few seconds; if you know there’s a priority add spawning 5s after you’d use Tyrant, why are you not “saving” your Tyrant’s full duration for that add and just wait an extra 5s before building? Better players make appropriate use of their CDs, the game shouldn’t be whack-a-mole with shiny buttons.

Predicting encounter can be possible in PvE, but what about PvP, one moment you can burst healer, but another you can see low HP target, that could be killed easily if only your Tyrant could switch targets by your will.

1 Like

Actually what I found horrible and frustrating is when I have to setup my burst in pvp. The ideal way to get 100% of the power from the tyrant Is to :
Generate 5shard and get 2proc Db

Cast Hog db cast hog db cast hog and cast tyrant. But it’s near impossible cause you got locked or stun. …cause of the super long cast time. And You have to completely restart because the tyrant will loose his power cause of imps fading if shutdown even 2sec.

The best way is to get 5shards and cast 2hog into tyrant but it’s completely stupid we can’t get our full burst while all others spec just press 1bind and smash an ennemi.

(and every other problem except this have ready been said).

BTW demo is r1 viable in arena but super frustrating VS pretty much all 2melee tbh.

1 Like

If that was the only problem… yeah, let’s say you are able to do that. And you get your Fat Tyrant ready… they just have to go behind a pillar to completely stop its damage.

It’s a joke.

1 Like

You have to think before bursting everytime and try to drag ennemie far away from pillar (easy VS melee but not that simple VS caster in general) and when tyrant is up stun the target with your felguard. No need to have 100% uptime from the tyrant to get big dmg but still stupid how we have to be smart while the other just press 1 bind and smash your face randomly.

Whole demonology preparation for the burst is just a bad design of the class.
Your preparation takes damn too long.
Even if you have two procs of demonic core you have to cast HoG=>Demonbolt=>HoG=>Demonbolt=>HoG and then Tyrant this is at least 6.5 (without concideration of haste) seconds when you are vulnerable to any kind of CC or interupts.
And on top of that i need to laserpoint predict when i need to burst and whom i need to burst… this whole mechanics is a mess, all other classes can switch targets on the fly during burst, they just need to have Xamout of their resources or have one ability off CD, while we need to perform a damn summon fest. And our damage output doesn’t reward us that much as other classes. Old Meta demo had some preparation time, but you was in total control over your burst, and if you thought that you need to change target - you could do that with ease, if you was over CCed during Meta burst you had several options

  1. If you fought against Melee you could use meta to metigate their damage using Meta’s increased armor.
  2. If you fought against casters, you could deactivate Meta and save remain demonic fury to retaliate a bit later.

All true
I knew demo would suffer with tyrant being our only burst during the Bfa alpha

If we had any tool to change tyrant’s target on the fly, problem wouldn’t be so bad.
Just if only activation turant ability, while tyrant is active would changed his target to desirable one…well i guess it is too hard for them to make such change to a spell… litteraly 2 lines of code.

What i don’t like with tyrant is that people can kick him (so no dmg for x second) or cyclone/banish (which can be locked and can be predictible , i keep my kick in general vs team with lock who can basnish . I 100% know they will do when tyrant down.)

or vs some mélée cleave like dh/war or ret/dk with huge cleave and or stun aoe can just shutdown tthe tyrant when down cause he pop on top of you and without knowing if tyrant is scary or not they just randomly cc/killing him so fast that makes ours only burst completely useless.

I saw during some matches against destro lock , when he pop is green pet down (i forgot the name xD ) he is doing a ton of dmg and sometimes like 2x more than my tyrant and can’t be locked cause it’s mélée. So why a spec who is not made to do dmg with pets do more dmg than a spec that is created to works with only pets ? it makes no sense xD

1 Like

Great post, as someone who enjoys PvP this really has me worried, as for my wishes

First of all, I’d like to say Im happy about return of soulfire (demonbolt) and I think that as for gameplay, BFA demo is not as traumatizing as legion one, who was after implosion became weaker useless outside Thal’kiel consumption windows, however even though this is improvement I agree it is still a big mess

Now I can sadly see we are not getting meta back, so here’s how I personally want demo to change within limits of its current form

Burst and targeting- Now honestly one thing I must say is tyrant is not ideal kind of burst as we can agree, the AI is big dum dum, personally I got no problem with tyrant being LOSed because enemies can escapw from burst of probably every class, however tyrant often doesn’t even follow enemy and is very clumsy, with as was said very little control the player has over it.
Now I definetly dont think tyrant should be removed its cool but maybe its not the best thing for PvP, now Im not saying he should be a talent either since design in BFA revolves around each spec having demon cooldown, however neither spec is so reliant on their demon as we are.
To be honest, I dont want super annoying Thal’kiel windows back, however PvPers either need at least some alternative burst to tyrant if not change in how demo burst works in general.

As for targeting, I think most was already said, just add some “demonic command” ability that makes all demons switch to whoever you use this spell on.

Baseline abilities and what should be

Inner demons- does anybody seriously know why this is not baseline???

Shadowfury- Now I am happy this was reintroduced. But seriously Blizzard? A cast time? Now I can see why this is for Destro since they already have an infernal, but us 10 people who play other warlock specs pay for subscription all the same, so I think all of us woulf appreciate of this ability was instant, I can imagine many situations where this would save me.

Demonic circle- this one is very funny. During Legion, Ion said that demo, as a “tanky caster” ought to have no mobility, so despite the fact almost, if not EVERY tank in game has some mobility (and that was not long before even the tanking was nerfed by swapping DC in talent tree), so what we had is slighly more defensive mage with no mobility.
Come on this was never a problem, Demonic circle should be baseline

Demoni skin+soul link merge- Now I don’t think this is completely necessary but Demon skin is very popular often go-to talent so Id advise for Blizzard to take soul leech approach to it and bake this into Soul link.
Now I guess I see Blizzards intentions to make us pick between passive and active defense but we could instead get Dark regen or even dark bargain back instead.
Though this is not priority for me.

Talents

I will now go over each tier and evaluate or replace certain talents

Tier 1- lvl 15

Dreadlash-
Why the hell not, it doesn’t sound too bad but I think this one is for PvEers, so let them sort that out for themselves

Demonic Strenght-
Good burst CD, I would not change it

Bilescourge bombers-
I think its fine, not my go-to but I think it has good uses in both PvP and PvE

Overall fine tier

Tier 2- lvl 30

Demonic calling-
This gives me traumatic legion Demo flashbacks but the ability sounds fine enough. Again it’s up to PvE players to decide on that one though.

Power siphon-
Fun and usefull ability, wouldn’t change a thing

Doom-
Heard the damage is bad in which case it could use buff (please dont make it go-to though) however I see some people running with it and haven’t tested it myself so can’t say much. Though Id not mind if this was baseline ability either, not fan of extra buttons but for kiting purposes it would be fine. (Personally though I don’t care)

This tier has very good talent as well as two I don’t know much about, so no ratings

Tier 3- lvl 45

Demon skin- Dark regen
As I said previously I saw the dichotomy of passive × active Blizzard was trying to set up there, however I feel demon skin is needed in the baseline part of our spellbook
And so instead, what I propose is to change the choice to heal × defensive, which I think would be very beneficial for lock overall, as you could choose to soak damage into your shield or to heal yourself.

Burning Rush- sounds fine and is designed for PvE, keep it as it is

Dark pact- Good ol’ dark pact should stay as it is, I’d argue that changing it back to damaging pet for demo would be absolutely fine since damage to your demon is more risky for our spec in PvP so it would matter (Blizzard thought it was way too soft to hurt your demon but for demon but for demo, some comps will try to kill it off so they were kinda wrong). Either way keep this ability but just buff it a bit again.

Tier 4- lvl 60

From the shadows-
Very undertuned ability, either buff or replace it.

Soul strike—> Shadowflame
Soul strike isn’t bad ability, however one I feel needs to be replaced by different yet similar one.
The ability, apart from the fact I can’t seem to be able to use it while casting, even when apparently my felguard is supposed to be the one to use it isn’t that bad, with only serious problem being no visuals whicj makes it feel hard to track and often disconnected from the rotation.
To fix this I propose to reintroduce Legion adaptation of shadowflame, which can generate two shards (or even one if thats too OP). Either way it would basically be the same ability, however now you can actually see it.

Vilefiend-
Did not test this but from multiple sources I have heard only praise, so I guess no changes are necessary

Mostly fine tier but Blizzard please listen to me about SF

Tier 5-lvl 75

Darkfury-
I dont think this is bad but its just boring. Two things I need to say, there are way cooler things you could do with talent for shadowfury and I feel the CD for the ability is arbitrary and that it was designed for the talent rather than the other way around.

Mortal coil-
I love this ability so much, wouldnt change anything

Demonic circle—>Demonic rift
DC will be baseline ability. DR will be talent that will make demonic gateway insta cast and for short bit either increase your movement speed by bit or give you some defensive bonus

This tier is kinda silly but appart from DC not being baseline I don’t care whats done with it.

Tier 6- lvl 90

Soul conduit----->Unstable core
I dont think soul conduit fits demo at all and I dont think it will stick around for long, as it is shared by two specs however on different tiers which makes me think the ability is just leftover that will get removed.
So inn the line with the theme of SS generation I instead came up with unstable core, this ability will give your demonbolts chance to generate additional demonic core (to ballance this the chance could be lower more cores you have)

Inner demons—>imp swarm
The very idea of wild imps/inner demons not being baseline is simply ridiculous, to fix this in true demo fashion I propose a talent that will stop the imp generation that will be baseline and instead give you active ability that will summon fixed number of imps at once for more quick, less rampy burst, Im pretty sure you recall this.

Grimoire Felguard—>Grimoire of service
Now I love Felguard and I think this isn’t necessary, however bringing back the grimoire would provide more utility though it could conflict with call fellhunter honor talent so not exactly sure

Final tier- lvl 100

I have been going on for way too long, as for this tier, I think the choice between conistent and burst is good idea though ideally the way we burst would be changed anyway, I got no idea what the hell Nether portal is for but as the two other talents are pretty decend it can be kept for fun despite not being particulary usefull.

Great post, hope my ideas were somewhat good too

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