Read this before posting:
Most of the comments here are feedback on LEGION CLASS DESIGN. Feel free to leave your BFA warlock feedback here, but don't respond to old comments that are not relevant to current content anymore.
Hello fellow warlocks,
Back in Legion I had seen the Dev Q&A with Ion & Lore and I saw the question about warlocks. The devs noticed that warlocks were clearly unhappy with their class and they said that they were trying to figure out what the exact problems were. They said that they were watching the forums, however, they noticed that most posts were about "Reroll, quit game, gj ruining it blizz" (Nothing new. WoW forums.. amiright?) So then I decided to make this thread to offer us warlocks a place where we could post our clear and contructive feedback, so that we could assist the devs in filtering out the cry/rage posts from the constructive ones.
Now Legion is over and BFA is live. If you feel like leaving some feedback on warlock class design in BFA, feel free to leave a comment. But please mind the rules:
Simple rules:
- Tell us your main warlock spec
- 3-4 things you don't like about the spec right now.
- Be realistic and keep it short and simple
- Please, no cry and rage posts.
2 Likes
Waiting for this post to be deleted..
I actually rolled warlock for first time since vanilla for legion - becuase I thought the changes were great.
Fav spec: Destro
Things I don't like:
cast time of rain of fire - would prefer quicker
Mana usage. In current gear without talent, going oom and having to tap feels frustrating.
That's about it at this point. Found the talent system of Destro one of the most engaging sets of talents out there. Tons of choice and mostly all viable given the right situ.
Loving my warlock at the moment.
Fav spec: Destro
Things I don't like:
cast time of rain of fire - would prefer quicker
Mana usage. In current gear without talent, going oom and having to tap feels frustrating.
That's about it at this point. Found the talent system of Destro one of the most engaging sets of talents out there. Tons of choice and mostly all viable given the right situ.
Loving my warlock at the moment.
- My favourite spec is demonology.
- 3 things i don't like about warlocks right now:
- DOOM doesnt feel rewarding at all. Having to wait 18 (15 with lots of haste) seconds for a 300k damage tick doesnt simply feel rewarding. Personally i also liked it alot more when doom had 1 minute duration and ticked 4 times. Doom's damage should be greater to compensate for those 15 seconds.
- I am supposed to be a master summoner, commanding POWERFUL demons to do my bidding. So why is it that i can summon 4 imps (+ 4 if u have loads of haste) , the weakest demons existing, + 2 dogs, again rather weak, + 1 felguard which i've already had for 8 years (+ cooldown demons)? This is a legion orientated expansion and all i can summon is imps dogs and my main pet i've had for 8 years now? I would like to see more powerful models atleast instead of 4 tiny puny imps.
- Please do something about demonic empowerment. It feels absolutely silly summoning demons then instantly empowering them. Why couldnt we summon already more powerful demons instead and change empower demons into a spec specific damage cooldown or remove it? Also the shard costs from our "dps cooldowns" must go.
- 3 things i don't like about warlocks right now:
- DOOM doesnt feel rewarding at all. Having to wait 18 (15 with lots of haste) seconds for a 300k damage tick doesnt simply feel rewarding. Personally i also liked it alot more when doom had 1 minute duration and ticked 4 times. Doom's damage should be greater to compensate for those 15 seconds.
- I am supposed to be a master summoner, commanding POWERFUL demons to do my bidding. So why is it that i can summon 4 imps (+ 4 if u have loads of haste) , the weakest demons existing, + 2 dogs, again rather weak, + 1 felguard which i've already had for 8 years (+ cooldown demons)? This is a legion orientated expansion and all i can summon is imps dogs and my main pet i've had for 8 years now? I would like to see more powerful models atleast instead of 4 tiny puny imps.
- Please do something about demonic empowerment. It feels absolutely silly summoning demons then instantly empowering them. Why couldnt we summon already more powerful demons instead and change empower demons into a spec specific damage cooldown or remove it? Also the shard costs from our "dps cooldowns" must go.
Demonology
- demonic empowerment imperative after every other summon spell.. maybe prolong the duration of demons?
- doom should do more... maybe initial dmg and final dmg?
- dogs seem too weak, currently I do not use the spell at all... making them instant would certainly help
- demonic empowerment imperative after every other summon spell.. maybe prolong the duration of demons?
- doom should do more... maybe initial dmg and final dmg?
- dogs seem too weak, currently I do not use the spell at all... making them instant would certainly help
Don't you feel that shadowbolt should do more damage as demonology?
My favourite spec is - Affliction
I don't play much PvP but I do have some issues with Aff in a PvE setting.
- Ramping damage up takes too long. We have no burst now Haunt is a pointless talent. Sometimes you have those "Ohsh*t..." moments and you need something to help here.
- Having to make the choice prior to getting a group to go with an AoE build or go with a Single Target build is silly. I have thought for years Aff needs a rework of AoE and our AoE feels strong now, but not when we sacrifice Single Target damage. It's worse because you made it harder for us to change Talents on the fly in a group situation without making people wait on us so we can do viable damage.
- Our Demon Cooldowns like Doomguard, Infernal and the Talent which summons another one of our demons just don't feel good for Aff when they cost Soul Shards. It takes ages to get your Soul Shards when your group has sat for 5 minutes while the tank takes his time until he is ready, of course I could just pull the boss with full Soul Shards and 12 stack of Souls but why be like that for the group?? When not taking the talent which causes UA to give all damage a 10% (i think) buff we are supposed to stack our UA so we can compound the damage, I like this but not when it takes us years to get a full set of Soul Shards, especially when wasting them on Doomguards and Pets.
I would like to say that this expansion is the best I have been in for years. I love it and I'll continue to play it. But wanted to get my own opinions on this for Blizz. Please Blizz, don't just ignore us!!
I don't play much PvP but I do have some issues with Aff in a PvE setting.
- Ramping damage up takes too long. We have no burst now Haunt is a pointless talent. Sometimes you have those "Ohsh*t..." moments and you need something to help here.
- Having to make the choice prior to getting a group to go with an AoE build or go with a Single Target build is silly. I have thought for years Aff needs a rework of AoE and our AoE feels strong now, but not when we sacrifice Single Target damage. It's worse because you made it harder for us to change Talents on the fly in a group situation without making people wait on us so we can do viable damage.
- Our Demon Cooldowns like Doomguard, Infernal and the Talent which summons another one of our demons just don't feel good for Aff when they cost Soul Shards. It takes ages to get your Soul Shards when your group has sat for 5 minutes while the tank takes his time until he is ready, of course I could just pull the boss with full Soul Shards and 12 stack of Souls but why be like that for the group?? When not taking the talent which causes UA to give all damage a 10% (i think) buff we are supposed to stack our UA so we can compound the damage, I like this but not when it takes us years to get a full set of Soul Shards, especially when wasting them on Doomguards and Pets.
I would like to say that this expansion is the best I have been in for years. I love it and I'll continue to play it. But wanted to get my own opinions on this for Blizz. Please Blizz, don't just ignore us!!
Love Demonolgy, Hate the dps.
For a single target class we need to shine on boss single target, ilvl 849 haste 39%, damage around 210, It needs to be 270-280.
Increase imp damage
Increase DS damage
Make Doom's 15 second damage tick every 5 seconds not 15. Again needs to be increased.
OR
Doomguard cool down bring down to 2 mins.
For a single target class we need to shine on boss single target, ilvl 849 haste 39%, damage around 210, It needs to be 270-280.
Increase imp damage
Increase DS damage
Make Doom's 15 second damage tick every 5 seconds not 15. Again needs to be increased.
OR
Doomguard cool down bring down to 2 mins.
In my opinion, pvp wise, add to casting circle a stun immunity to the already existent interrupt immunity.
Since we need to cast almost everything, this could give us the tank feel against melee we need.
I guess it would be too much asking for a slow is it?
Also demonic empowerment feels unrewarding, since we need to cast it so many times... Either make demonic empowerment summon one more imp, or make it deal some close aoe dmg to our pets....
Since we need to cast almost everything, this could give us the tank feel against melee we need.
I guess it would be too much asking for a slow is it?
Also demonic empowerment feels unrewarding, since we need to cast it so many times... Either make demonic empowerment summon one more imp, or make it deal some close aoe dmg to our pets....
Favorite spec is Demonologist.
1. I feel that our rotations are clunky, with some of our skillset feeling unfinished and like they had cast times tacked on to "fit a vision", could do with revisiting some of these skills and either eliminating the cast time, upping the duration or lowering the cast time. I'm thinking on the lines of Pets like Dread stalker and Wild Imp duration.
2. Doom feels extremely unrewarding, I get it, we get shards back when it goes off. Honestly 90% of the time with an effective rotation, Doom either doesn't get chance to trigger, or does trigger and you get either 1 shard or no shards at all as you're topped up and about to cast demons. As an above poster mentioned, Doom should tick 3 times, every 5 seconds (lowering the duration to 15 seconds) each tick should have a % chance of returning a shard as a trade off.
3. Demonic Empowerment in its current state is a maintained management buff, you have to cast it often to get benefit from it, it feels clunky and often times clumsy. I feel putting it as a toggle or passive would be much better and more flowing.
1. I feel that our rotations are clunky, with some of our skillset feeling unfinished and like they had cast times tacked on to "fit a vision", could do with revisiting some of these skills and either eliminating the cast time, upping the duration or lowering the cast time. I'm thinking on the lines of Pets like Dread stalker and Wild Imp duration.
2. Doom feels extremely unrewarding, I get it, we get shards back when it goes off. Honestly 90% of the time with an effective rotation, Doom either doesn't get chance to trigger, or does trigger and you get either 1 shard or no shards at all as you're topped up and about to cast demons. As an above poster mentioned, Doom should tick 3 times, every 5 seconds (lowering the duration to 15 seconds) each tick should have a % chance of returning a shard as a trade off.
3. Demonic Empowerment in its current state is a maintained management buff, you have to cast it often to get benefit from it, it feels clunky and often times clumsy. I feel putting it as a toggle or passive would be much better and more flowing.
Hello My Warlock Friends.
First up this is my Opinion and i don´t want to hurt anyones feelings. This are just Suggestions which i think could help us out.
Affliction Warlock Problems :
1. - Soul Shard regeneration is RNG
2. - Agony ramp up time is too slow
3.- Not Tanky enough [in my Opinion] ( Without Essence Drain, Dark Pact)
4.- Afflictionlocks have no Possibility to Anti-Tap. (only meele Hit)
1. - Soul Shard regeneration ist RNG
- as Affliction
The Soulshard RNG makes it hard to do Dmg in Short Fights [Dungeons] or to have high Dmg in the Situations you need it. [Arena] That makes it hard for the Warlock to have Utility in Dungeon Groups or Arena Teams. ( At the Moment)
2. - Agony ramp up time ist too slow
Agony is nearly Impossible to ramp up to 20 Stacks in short fights (dungeons),
aswell as in Arena against good Healers which know how to Rotate Dispells. This Leads to a loss of DMg because we cant get to our full Dmg Potential.
The Problem here is that we have no Spell which helps us to Ramp it up. (Like in WoD Drain Soul)
3.- Not Tanky enough [in my Opinion] ( Without Essence Drain, Dark Pact)
First: The Warlock is very tanky in a 1vs1 with Essence Drain ,which reduces the dmg we take stacking up to 50% from the Target we are casting Drain Life at. I think this is not a good way to make a class" tanky" . It forces us to spam one Button and that is Drain life, also it makes us just "tanky" against one Enemy the other one is having a Blast . And its Way to Over Powered in 1v1 Situations.
I just think we should get more Versatility do be honest. And another Honor Talent.
4.- Afflictionlocks have no Possibility to Anti-Tap. (only meele Hit)
That says it all I guess.
How to improve the Warlock Situation
Shadowflame should be a Basic Spell.
Purpose:
- The Idea is that it gives us the Option to Control our Soulshard Regeneration at one Point.
- It could add 5 (optional) Stacks to Agony.
So as an Example:
Start : 1 Soulshard
Casting: Agony , Shadowflame 2x,
Now we have 3 Soulshards and agony with 11 Stacks.
We can now cast 3 x Ua´s. And can add the other dots.
As in PvP Terms.
We can "run" build up our basic dotline. Agony, Curruption and if used Syphon Life. As we run we can use Shadowflame 2x as a Filler Option to Stack up Agony, get maybe some Distance and we dont have to spam Drain life. As soon as we are able to cast we have now 3 shards to stack UAs , a decent agony stack. And Drain life for additional Dmg.
Summary
1. It would help us to controll to gain Soulsshards
- Fixes the dmg issues in Short Fights a bit
- Fixes to have dmg in the right Situations
2. It could be used to ramp up Agony
- Gives us a hand to get 20 Stacks faster
3. It would give some alternative Filler Spell to drain life
3. We would have something to Anti-Tap
I also would like the Idea that Drain life stacks Agony. That would be fine with me.
I hope you like my Ideas, suggestions and opinion about the Affliction Specc. I see forward to hear your criticism and your ideas about the Class. Please do think about it in a balanced Way. I am also sorry for gramma mistakes or if i mispelled words. I hope you can understand what i mean. Have a nice Time.
First up this is my Opinion and i don´t want to hurt anyones feelings. This are just Suggestions which i think could help us out.
Affliction Warlock Problems :
1. - Soul Shard regeneration is RNG
2. - Agony ramp up time is too slow
3.- Not Tanky enough [in my Opinion] ( Without Essence Drain, Dark Pact)
4.- Afflictionlocks have no Possibility to Anti-Tap. (only meele Hit)
1. - Soul Shard regeneration ist RNG
- as Affliction
The Soulshard RNG makes it hard to do Dmg in Short Fights [Dungeons] or to have high Dmg in the Situations you need it. [Arena] That makes it hard for the Warlock to have Utility in Dungeon Groups or Arena Teams. ( At the Moment)
2. - Agony ramp up time ist too slow
Agony is nearly Impossible to ramp up to 20 Stacks in short fights (dungeons),
aswell as in Arena against good Healers which know how to Rotate Dispells. This Leads to a loss of DMg because we cant get to our full Dmg Potential.
The Problem here is that we have no Spell which helps us to Ramp it up. (Like in WoD Drain Soul)
3.- Not Tanky enough [in my Opinion] ( Without Essence Drain, Dark Pact)
First: The Warlock is very tanky in a 1vs1 with Essence Drain ,which reduces the dmg we take stacking up to 50% from the Target we are casting Drain Life at. I think this is not a good way to make a class" tanky" . It forces us to spam one Button and that is Drain life, also it makes us just "tanky" against one Enemy the other one is having a Blast . And its Way to Over Powered in 1v1 Situations.
I just think we should get more Versatility do be honest. And another Honor Talent.
4.- Afflictionlocks have no Possibility to Anti-Tap. (only meele Hit)
That says it all I guess.
How to improve the Warlock Situation
Shadowflame should be a Basic Spell.
Purpose:
- The Idea is that it gives us the Option to Control our Soulshard Regeneration at one Point.
- It could add 5 (optional) Stacks to Agony.
So as an Example:
Start : 1 Soulshard
Casting: Agony , Shadowflame 2x,
Now we have 3 Soulshards and agony with 11 Stacks.
We can now cast 3 x Ua´s. And can add the other dots.
As in PvP Terms.
We can "run" build up our basic dotline. Agony, Curruption and if used Syphon Life. As we run we can use Shadowflame 2x as a Filler Option to Stack up Agony, get maybe some Distance and we dont have to spam Drain life. As soon as we are able to cast we have now 3 shards to stack UAs , a decent agony stack. And Drain life for additional Dmg.
Summary
1. It would help us to controll to gain Soulsshards
- Fixes the dmg issues in Short Fights a bit
- Fixes to have dmg in the right Situations
2. It could be used to ramp up Agony
- Gives us a hand to get 20 Stacks faster
3. It would give some alternative Filler Spell to drain life
3. We would have something to Anti-Tap
I also would like the Idea that Drain life stacks Agony. That would be fine with me.
I hope you like my Ideas, suggestions and opinion about the Affliction Specc. I see forward to hear your criticism and your ideas about the Class. Please do think about it in a balanced Way. I am also sorry for gramma mistakes or if i mispelled words. I hope you can understand what i mean. Have a nice Time.
Favourite spec: Affliction
1. Reliance on RNG to gain resources
If Soul Shards decide not to proc for you, you're boned. No amount of Soul Effigies can offset this. You do not have cooldowns to offset this, you do not have a way to generate shards on-demand during a boss encounter. This is now our primary resource, and it's absolutely unreliable.
2. Binary talent choices
Either AoE or single target. Or you can suck at both in the good time-tested vanilla druid style. Warlocks shouldn't be forced to devote their talent build to doing either good AoE or good ST damage. We should have solid AoE and ST capabilities further improved by talents. We should not have to talent into effects and abilities just to regain the pruned baseline utility. The talent tree and baseline toolkit need a rework.
3. Unstable Affliction
The "Unstable" part of this spell's name comes from it's dispel protection mechanic, not the ramping up damage or unstable uptime. This ability should not work like a rolling ignite and the Affliction Warlock's primary "nuke" shouldn't visually amount to fiddling his fingers at the enemy a few times to have his hp decrease in an almost-burst for a few seconds. Affliction should ramp up and deal solid damage throughout the fight, without UA stack spikes. If you made a graph of an Affliction Warlock's dps, it should go up over time, reach a peak and stay there with minor fluctuations, dropping only if the Warlock screws up. Instead of UA being the primary shard spender, Affliction should use it's shards for DoT functionality such as Soulswap or something akin to Exsanguinate.
1. Reliance on RNG to gain resources
If Soul Shards decide not to proc for you, you're boned. No amount of Soul Effigies can offset this. You do not have cooldowns to offset this, you do not have a way to generate shards on-demand during a boss encounter. This is now our primary resource, and it's absolutely unreliable.
2. Binary talent choices
Either AoE or single target. Or you can suck at both in the good time-tested vanilla druid style. Warlocks shouldn't be forced to devote their talent build to doing either good AoE or good ST damage. We should have solid AoE and ST capabilities further improved by talents. We should not have to talent into effects and abilities just to regain the pruned baseline utility. The talent tree and baseline toolkit need a rework.
3. Unstable Affliction
The "Unstable" part of this spell's name comes from it's dispel protection mechanic, not the ramping up damage or unstable uptime. This ability should not work like a rolling ignite and the Affliction Warlock's primary "nuke" shouldn't visually amount to fiddling his fingers at the enemy a few times to have his hp decrease in an almost-burst for a few seconds. Affliction should ramp up and deal solid damage throughout the fight, without UA stack spikes. If you made a graph of an Affliction Warlock's dps, it should go up over time, reach a peak and stay there with minor fluctuations, dropping only if the Warlock screws up. Instead of UA being the primary shard spender, Affliction should use it's shards for DoT functionality such as Soulswap or something akin to Exsanguinate.
1 Like
Hi all
After 11 years of playing a warlock the changes to my preferred spec ( demonology ) in legion were just too much. The replaced design is just inferior and not as much fun as the original.
It's incredibly sluggish and on most fights you just spamming drain life as the whole mechanic of summoning demons just doesn't work on non boss fights. Most fights left me struggling for stuff to do.
Additionally the removal of demon form and other abilities from demonology turned demonology into a quasi hunter type spec. I don't feel like a spell caster anymore. More of a summoning bot.
Finally the removal of demon form to give to demon hunters was such a change I did what I thought the developers wanted me to do and rerolled as a demon hunter as that was the part of the class I enjoyed.i think that similar to druid tree form redesign debacle the attachment to demon form by warlocks was massively underestimated.
Essentially the class redesign went too far and instead of recapturing the soul of the class it destroyed my connection to it to the point I no longer want to play a warlock
Formerly committed warlock
Banannas
After 11 years of playing a warlock the changes to my preferred spec ( demonology ) in legion were just too much. The replaced design is just inferior and not as much fun as the original.
It's incredibly sluggish and on most fights you just spamming drain life as the whole mechanic of summoning demons just doesn't work on non boss fights. Most fights left me struggling for stuff to do.
Additionally the removal of demon form and other abilities from demonology turned demonology into a quasi hunter type spec. I don't feel like a spell caster anymore. More of a summoning bot.
Finally the removal of demon form to give to demon hunters was such a change I did what I thought the developers wanted me to do and rerolled as a demon hunter as that was the part of the class I enjoyed.i think that similar to druid tree form redesign debacle the attachment to demon form by warlocks was massively underestimated.
Essentially the class redesign went too far and instead of recapturing the soul of the class it destroyed my connection to it to the point I no longer want to play a warlock
Formerly committed warlock
Banannas
I have been playing demo warlock since burning crusade when the best that we could summon was a felguard. Then wrath of the lich king came and during the beta I made posts about how you shouldn't give it metamorphosis and rather save it for the hero class of the demon and now look where we are.
Now because you have asked for constructive feedback this is the best that I can do:
Currently I feel that the first thing to fix for demo is demonic empowerment. I think it should just be made a passive. This would mean that the artifact weapon tree does not need to be changed only number tuned but the talent will need to be changed. This would take out the repetitiveness out of the rotation.
Soul shard usage is very high with demo. There are two main rotation spells that require stones while the other two specs only have one. With the dreadstalkers being on a cooldown why does it need shards? Just remove the shard costs. When I play destruction it seems like I always have enough stones to cast chaos bolts when I want to and I don't need to perfectly time my rotation so that I have enough stones to do what I need to when I need to. If you are worried about imps becoming too many you can always put a cap on the amount that you can have active at a time.
I think theses two changes could make a huge difference to the play of the spec.
In terms of flavor and quality of life I have some suggestions:
1. Change demonwrath for the old hellfire. We cannot control where all the pet are so we can't be sure where the aoe will be and it is pet number dependent. Hellfire was also great in pvp for finding stealth players. The animation for demonwarth is unfortunately not the best.
2. Take out demon bolt talent and give us back soul fire for executions phases again or just change demon bolt to soul fire. mean less work for you and good flavor for us. ( It will be green as well, what was the point of having this long quest if not all the specs can benefit from it).
3. Change grimore of supremacy to summon a better pet than the felguard and let us keep the demoguard and infernal as a cooldown.
4. Make the imps that are summoned by hand of guldan form around us, this way we can see them and know how many we have. It will look for like a swamp of pets around us, instead of being where the spell landed.
5. Change the dreadstalkers to rather summon a random lessor demon.
Now because you have asked for constructive feedback this is the best that I can do:
Currently I feel that the first thing to fix for demo is demonic empowerment. I think it should just be made a passive. This would mean that the artifact weapon tree does not need to be changed only number tuned but the talent will need to be changed. This would take out the repetitiveness out of the rotation.
Soul shard usage is very high with demo. There are two main rotation spells that require stones while the other two specs only have one. With the dreadstalkers being on a cooldown why does it need shards? Just remove the shard costs. When I play destruction it seems like I always have enough stones to cast chaos bolts when I want to and I don't need to perfectly time my rotation so that I have enough stones to do what I need to when I need to. If you are worried about imps becoming too many you can always put a cap on the amount that you can have active at a time.
I think theses two changes could make a huge difference to the play of the spec.
In terms of flavor and quality of life I have some suggestions:
1. Change demonwrath for the old hellfire. We cannot control where all the pet are so we can't be sure where the aoe will be and it is pet number dependent. Hellfire was also great in pvp for finding stealth players. The animation for demonwarth is unfortunately not the best.
2. Take out demon bolt talent and give us back soul fire for executions phases again or just change demon bolt to soul fire. mean less work for you and good flavor for us. ( It will be green as well, what was the point of having this long quest if not all the specs can benefit from it).
3. Change grimore of supremacy to summon a better pet than the felguard and let us keep the demoguard and infernal as a cooldown.
4. Make the imps that are summoned by hand of guldan form around us, this way we can see them and know how many we have. It will look for like a swamp of pets around us, instead of being where the spell landed.
5. Change the dreadstalkers to rather summon a random lessor demon.
Hey all,
Fav spec - Demonology.... well it used to be before patch 7.0
I'm not a hardcore player but with the way Demo warlock is going, it seems like i need to find all these addons just to be efficient at the class.
1. Please blizz devs, make a more user friendly UI/monitoring system to track how long pets last. I can barely see the numbers under my portrait and what pets they are. I'm have to use weak auras to track these efficiently. So my solution is this:
- Possibly have a UI of all temporary pets slightly similar to that of the permanent pet. It can have an additional bar under HP to show how long they last.
2. Please reduce to duration of doom before damage ticks. Even if its a 1 sec reduction
3. Please increase starting doom shards to 2-3. That will help reduce to HUGE ramp up time demo has.
Other than that, its an OK dps class
Fav spec - Demonology.... well it used to be before patch 7.0
I'm not a hardcore player but with the way Demo warlock is going, it seems like i need to find all these addons just to be efficient at the class.
1. Please blizz devs, make a more user friendly UI/monitoring system to track how long pets last. I can barely see the numbers under my portrait and what pets they are. I'm have to use weak auras to track these efficiently. So my solution is this:
- Possibly have a UI of all temporary pets slightly similar to that of the permanent pet. It can have an additional bar under HP to show how long they last.
2. Please reduce to duration of doom before damage ticks. Even if its a 1 sec reduction
3. Please increase starting doom shards to 2-3. That will help reduce to HUGE ramp up time demo has.
Other than that, its an OK dps class
I really like demonology warlock. I have been playing it for a long time and all throughout Legion.
The problems I have found with this specialization:
- They are hard casters so every dungeon boss and encounter in legion makes them feel useless and powerless (because of the onslaught of endless knockbacks, knockups, ground stuff etc)
- Their single target damage is just okay and the burst is not bad but timing it perfectly with the first problem I mentioned factored in is often a nightmare.
- Their AOE abilities in dungeons feels weak compared to most other classes. Even when I take such talents as 'Implosion', 'Hand of Doom' 'Summon Darglare' and 'Grimoire of Service' I still cannot compete with most other classes.
That is not all the problems I have found but I tried to name the most important ones.
All these things being said I will keep playing my demonology warlock and continue my hunt for the Visage of the first wakener.... if you know where it is tell me now. Do it. now.... :p
The problems I have found with this specialization:
- They are hard casters so every dungeon boss and encounter in legion makes them feel useless and powerless (because of the onslaught of endless knockbacks, knockups, ground stuff etc)
- Their single target damage is just okay and the burst is not bad but timing it perfectly with the first problem I mentioned factored in is often a nightmare.
- Their AOE abilities in dungeons feels weak compared to most other classes. Even when I take such talents as 'Implosion', 'Hand of Doom' 'Summon Darglare' and 'Grimoire of Service' I still cannot compete with most other classes.
That is not all the problems I have found but I tried to name the most important ones.
All these things being said I will keep playing my demonology warlock and continue my hunt for the Visage of the first wakener.... if you know where it is tell me now. Do it. now.... :p
Affliction.
-1. DoTs don't do any competitive damage and are too easy to dispel;
-2. Pruning of abilities/turning them into talents. Curses, Drain Soul [as execution ability like it was in MoP] and Demonic Circle should be baseline;
-3. Soul Shards. I almost forgot about this. RNG Soul Shard generation is awful and must go.
-1. DoTs don't do any competitive damage and are too easy to dispel;
-2. Pruning of abilities/turning them into talents. Curses, Drain Soul [as execution ability like it was in MoP] and Demonic Circle should be baseline;
-3. Soul Shards. I almost forgot about this. RNG Soul Shard generation is awful and must go.
1 Like
Affliction- PvE
1: spec for either AoE or single target - only "wrong" choices.
2: very rampy damage, and very punishing to somehow "let" an agony drop.
3: Visual clutter - I for one like the low-key visuals, but I could do without all the ghost from mobs you kill, especially on aoe pulls, and an option to shrink mr. Infernal (and smarten him up) would be most welcome.
1: spec for either AoE or single target - only "wrong" choices.
2: very rampy damage, and very punishing to somehow "let" an agony drop.
3: Visual clutter - I for one like the low-key visuals, but I could do without all the ghost from mobs you kill, especially on aoe pulls, and an option to shrink mr. Infernal (and smarten him up) would be most welcome.
Issues i have with the warlock:
- clumsy gameplay mechanics : which will not be changed until next major updates, if we're lucky
- visual not being updated: aka Green Fire visuals
- lazy talents : taking baseline spells to go in our talents, while other classes got new ones
- unnecessary pruning : bye bye water walking warlock mount, bye bye Dark Soul
- ramp up time : in demonology for example, you have at least 14 seconds before STARTING doing your average damage
- aoe : Destruction was aoe king in Mop, now we have to gimp our solo damage to do aoe when others classes don't have to (hello to you fire mages)
- RNG ressource gathering : a secondary ressource, necessary to our dps rotation tied to RNG (except for Demono)
- RNG mastery : Chaos Bolt, Destruction's big hit spell, now hit like a wet noodle if you're not lucky
- ZERO communication from Blizzard : many of these problems have been said since Alpha and there have been zero response or explanation from Blizzard, hence people getting the feeling their feedback goes in the trash can.
Lastly, I would like to open a discussion here about Metamorphosis. I perfectly know this topic will never be addressed before the end of Legion yet I cannot help but complain about it. Please keep in mind this is just my complaint, not other Warlocks’.
Metamorphosis was so core to the concept of Demonology: it was the way to go for some caster who also lets demonic energies into himself…sometimes falling into their hands like Kanrethad Ebonlocke did. Or like Illidan did in the Vault of the Wardens.
Metamorphosis was brought to us in Wrath of the Lich King and was changed to an active ability in Mists of Pandaria. Throughout the years, we saw plenty of Warlocks using it: Kanrethad (who also invented Dark Apotheosis through that magic), Teron’Gor (in Auchidoun, when he uses the powers of Demonology in normal or heroic difficulty, he uses Metamorphosis), and even the casters in Hellfire Assault (they transform using Metamorphosis at 50% health). And these were Warlocks, not demon hunters. Our Metamorphosis is not the same as the gloriously customized one the Demon Hunters got. It draws from other powers of the Legion.
Furthermore, we are lore wise entitled to use it. It is mentioned in The Legacy of the Masters (part 1) that after the defeat of Illidan atop the Black Temple, Kanrethad brought the secret of this demonic transformation to the council of the six masters…and that’s why we got the ability in Wrath of the Lich King.
So we basically got stripped of a most iconic Warlock ability for the sole purpose of Demon Hunters to have their nice cooldown. Let’s face it: Metamorphosis did not bring more complexity to the spec than it currently has, with all the Demonic Empowerment, Doom, and Demon tracking we must do. And why not have a spec that is harder to master! Its better than the RNG Sh!t we got, since RNG is an aspect that requires no skill nor do we have controll over.
But do you, fellow warlocks, want to hear about the ultimate backstab? While Demon Hunters were already implemented and our Metamorphosis removed, we got to face Gul’Dan at the Broken Shore. And next to him, was an Eredar Sorceress (Lady Keletress)…with Metamorphosis wings. The same model as we’ve always had. Not the Demon Hunter one. And she was a WARLOCK.
So when are we getting beloved Meta back??????
- clumsy gameplay mechanics : which will not be changed until next major updates, if we're lucky
- visual not being updated: aka Green Fire visuals
- lazy talents : taking baseline spells to go in our talents, while other classes got new ones
- unnecessary pruning : bye bye water walking warlock mount, bye bye Dark Soul
- ramp up time : in demonology for example, you have at least 14 seconds before STARTING doing your average damage
- aoe : Destruction was aoe king in Mop, now we have to gimp our solo damage to do aoe when others classes don't have to (hello to you fire mages)
- RNG ressource gathering : a secondary ressource, necessary to our dps rotation tied to RNG (except for Demono)
- RNG mastery : Chaos Bolt, Destruction's big hit spell, now hit like a wet noodle if you're not lucky
- ZERO communication from Blizzard : many of these problems have been said since Alpha and there have been zero response or explanation from Blizzard, hence people getting the feeling their feedback goes in the trash can.
Lastly, I would like to open a discussion here about Metamorphosis. I perfectly know this topic will never be addressed before the end of Legion yet I cannot help but complain about it. Please keep in mind this is just my complaint, not other Warlocks’.
Metamorphosis was so core to the concept of Demonology: it was the way to go for some caster who also lets demonic energies into himself…sometimes falling into their hands like Kanrethad Ebonlocke did. Or like Illidan did in the Vault of the Wardens.
Metamorphosis was brought to us in Wrath of the Lich King and was changed to an active ability in Mists of Pandaria. Throughout the years, we saw plenty of Warlocks using it: Kanrethad (who also invented Dark Apotheosis through that magic), Teron’Gor (in Auchidoun, when he uses the powers of Demonology in normal or heroic difficulty, he uses Metamorphosis), and even the casters in Hellfire Assault (they transform using Metamorphosis at 50% health). And these were Warlocks, not demon hunters. Our Metamorphosis is not the same as the gloriously customized one the Demon Hunters got. It draws from other powers of the Legion.
Furthermore, we are lore wise entitled to use it. It is mentioned in The Legacy of the Masters (part 1) that after the defeat of Illidan atop the Black Temple, Kanrethad brought the secret of this demonic transformation to the council of the six masters…and that’s why we got the ability in Wrath of the Lich King.
So we basically got stripped of a most iconic Warlock ability for the sole purpose of Demon Hunters to have their nice cooldown. Let’s face it: Metamorphosis did not bring more complexity to the spec than it currently has, with all the Demonic Empowerment, Doom, and Demon tracking we must do. And why not have a spec that is harder to master! Its better than the RNG Sh!t we got, since RNG is an aspect that requires no skill nor do we have controll over.
But do you, fellow warlocks, want to hear about the ultimate backstab? While Demon Hunters were already implemented and our Metamorphosis removed, we got to face Gul’Dan at the Broken Shore. And next to him, was an Eredar Sorceress (Lady Keletress)…with Metamorphosis wings. The same model as we’ve always had. Not the Demon Hunter one. And she was a WARLOCK.
So when are we getting beloved Meta back??????
Thorough the time I enjoyed Affliction the most (until now, when Demo looks quite semi-fun and other unfun, Affliction right now is worse Shadow Priest and Destruction worse Fire Mage, both damage and fun wise).
My feedback concerns
AFFLICTION
I see the main issue in Affliction single-target and multitarget abilities. It is just so badly developed.
First of all, when multidotting, you have no DoT protection. You cannot cast UA on everyone, healer will simply keep dispeling.
Second of all, Soul Leech is bad. It shouldn't work from multitarget, so it should make your absorbtion shield a little bit better, but working on recently applied DoTs only (or something like that).
Instant spells vs Hard casts
What's also pretty bad is Hard casts and instants. These are so badly developed.
Multidotting now feels too easy, too unrewarding and too weak to dispel. Single target feels too reliant on hard casts, too unfun and too weak in damage. UA feels very bad while dispelled as it does not enough damage and it does not refund shard.
Suggestions?
Well, it was solved pretty nicely before. You can make Drain Life (Soul) to make tick every DoT on target when it deals damage, so it can make DoTs stronger, while not affecting multidotting (while not making Warlock broken, because making all DoTs simply do a lot of damage would break it while multidotting, that leaves only option for something that increases DoTs on single target, Drain Soul is good example).
Haunt return! Make Haunt back! With now implemented UA it should be probably not costing a Shard, be a little cooldown and be only possible to exist on one target at a time.
Forgot to mention, if they intend to UA cost a shard, they should make it refund it on dispel, or make somehow dispel punishing. Why should Feral just DoT everything when healer cannot do anything about his DoTs and Warlock just DoT everything with laughable damage when healer can even dispel it to make laughable be nothing?
What playstyle did I enjoy the most in past?
Probably Cataclysm Warlock:
Soul Shard RNG system didn't really matter as it didn't require you to spend Shards on any of your main spells. It just empowered some useful like make Demons instant or make Circle increase movement speed.
Also Haunt healed you for the damage it increased, I think it is much more fun mechanic than Siphon Life.
Honestly I enjoyed WoD Warlock as well. Soul Shards were kinda annoying, but rest of it was fun. Single Target vs Hard casts were implemented well, so multidotting wasn't really too easy, but it was rewarding and single target wasn't so hard and it was actually rewarding as well.
My feedback concerns
AFFLICTION
I see the main issue in Affliction single-target and multitarget abilities. It is just so badly developed.
First of all, when multidotting, you have no DoT protection. You cannot cast UA on everyone, healer will simply keep dispeling.
Second of all, Soul Leech is bad. It shouldn't work from multitarget, so it should make your absorbtion shield a little bit better, but working on recently applied DoTs only (or something like that).
Instant spells vs Hard casts
What's also pretty bad is Hard casts and instants. These are so badly developed.
- In multitarget fights you only click instants (which can be solved with one macro and it is easy and boring) which leads to instants be pretty bad in damage (which makes sense when it is so damn easy to apply them).
- In single target the problem is the right opposite. You have to cast UA again and again, which also is pretty boring and leaves easy way for anyone to interrupt you, you can channel Drain Life, but it damage feels unrewarding and you have no synergy in it
Multidotting now feels too easy, too unrewarding and too weak to dispel. Single target feels too reliant on hard casts, too unfun and too weak in damage. UA feels very bad while dispelled as it does not enough damage and it does not refund shard.
Suggestions?
Well, it was solved pretty nicely before. You can make Drain Life (Soul) to make tick every DoT on target when it deals damage, so it can make DoTs stronger, while not affecting multidotting (while not making Warlock broken, because making all DoTs simply do a lot of damage would break it while multidotting, that leaves only option for something that increases DoTs on single target, Drain Soul is good example).
Haunt return! Make Haunt back! With now implemented UA it should be probably not costing a Shard, be a little cooldown and be only possible to exist on one target at a time.
Forgot to mention, if they intend to UA cost a shard, they should make it refund it on dispel, or make somehow dispel punishing. Why should Feral just DoT everything when healer cannot do anything about his DoTs and Warlock just DoT everything with laughable damage when healer can even dispel it to make laughable be nothing?
What playstyle did I enjoy the most in past?
Probably Cataclysm Warlock:
Soul Shard RNG system didn't really matter as it didn't require you to spend Shards on any of your main spells. It just empowered some useful like make Demons instant or make Circle increase movement speed.
Also Haunt healed you for the damage it increased, I think it is much more fun mechanic than Siphon Life.
Honestly I enjoyed WoD Warlock as well. Soul Shards were kinda annoying, but rest of it was fun. Single Target vs Hard casts were implemented well, so multidotting wasn't really too easy, but it was rewarding and single target wasn't so hard and it was actually rewarding as well.