EU warlock feedback thread

Fave spec is affliction

Heres my suggestions

Make shadow bolt part of our roation or make haunt useful . Have drain soul or drain life do more damage to targets under 30% health.

Lastly i would like our collected souls on our weapon not to drop off so quick out of combat. It would be nice to save 12 stacks for boss fights without the worry of losing souls before the pull. Starting a boss fight with no souls stored really effects our dps and takes ages to build them up in some fights

Another option would be have drain soul charge your weapon. This would be a good mechanic i think. Cause i mean why would a skill that drains peoples soul not charge up a weapon thats based on collecting souls ?
Favourite Spec: Affliction

I like most things about the spec, it's not as interesting as the WoD Warlock, but I enjoy playing it. What I don't like:

1) I don't like that we have to choose so heavily between AoE or ST, where ST isn't all that great even if fully specced into.

2) I don't like the fact that the artifact traits rely so heavily on mobs dying

3) I don't mind the ramp-up time, it feels like it's part of what an affliction warlock is all about, but it would be nice to be able to choose between, faster ramp up or faster dot spreading.

With that said, in one of the Q&A:s (I believe it was), they said that they wanted to eliminate the part about where shadow priests previously had to go kill a few things before boss fights to get shadoworbs, and then they introduced that very same gamplay to the affliction warlock, the 3 shards at start helped, but the gathered souls still creates this issue.
Destruction would be my favorite spec.

Mechanics overall are fun to play. Havoc adds a lot to the spec, although I'd raise the time it's active a bit.
Without going into details, it is clear as a sunny day that warlocks requires a huge DPS buff, in all their specs. It is actually a joke in my server that meeting a warlock in a group/raid is like finding a rare specie, since everyone are re-rolling into other classes.

Developers - just look into my server alone - you'd see that the amount of active warlock toons are dropping. It is evidence alone enough that you guys need to look into this situation.
Remember the exitement when we where about to go into meta and unleash our demonbolts? When i was raiding i was like: oh boy, oh boy, oh boy here it comes!!!

Where is that exitement now?

Same with Destruction these days!
Trinket procs and it was GOGOGO CHAOSBOLTS! BOOM!

Now it is like a never ending circle
build up shards. do imps. keep doom up. shadowbolt.
Clunky and boring AF!

Not to mention we have no CD now.

- 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 Demonic Language, bye bye Dark Soul
- 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

Anyways i rerolled. It was fun in MoP/WoD though :')
I play Destruction and Pve. I like the new playstyle with soulshards. I would like if Chaosbolt could hit stronger. It is "the fun" playing destro lock seeing how chaosbolt hit hard. Fire and brimstone could be baseline like rogue have bladeflurry. Demonskin should be baseline for all specs. Removing or swapping Dark Pact isn´t a problem if we could have sacrificed pets ability so we can have voidwalkers shield.
Affliction - PvE

Having done my first raid tonight, I'd say:

- Re-spec'ing was deliberately made painfull, yet our talents seem to scream "spec for each fight". Those are design desitions that clash in a major bad way.

- tormented souls are often scarce, so with contagion you just end up hoping for a single soul to go with your compounding horrors. Spending compounding horror stacks with no souls feels 'wrong', yet it happens so often you almost want to interrupt your cast if a soul procs, and that's a mighty wierd gameplay imo.
Perhaps contagion is just wrong for certain fights, but that just leads back to re-spec'ing being deliberately made painfull.
I posted this over OK MMO-C a week or so ago, but just saw this sticky so...

My first comment is that all three specs have moved a very long way from where they've been in the past. For some people that's good, for others that's bad; but it's a very important thing to consider.

I'll focus my attention to Affliction, because it's the spec I'm finding hasn't changed 'too much' to a point where I simply don't recognise it and therefore the spec I'm most comfortable with. Destruction hasn't changed a huge amount in the past couple of expansions; but compared to Wrath and Cataclysm it's a very different beast for which I never developed a taste.

Starting with a couple of the key issues:-

Resources and ramp up.
- Stacking procs are a resource and we have several of those; Reap Souls, Compounding Horror and Wrath of Consumption. It's these I feel are the major contributor to our slow ramp up - there are simply too many of them and it takes a long time to build them up.

- Soul Shards are our major resource, we start with 1 (soon 3), and it takes time and RNG to build these too. This obviously compounds the issue of slowly building; particularly when our major cooldowns - Service and Doomguard/Infernal are costing a Shard.

I completely get the 'class fantasy' of Affliction being slow to build - but it used to build to something; a very strong Drain Soul execute. We no longer have the low health execute, so it's no longer the exponential damage curve. That feel is gone, we get the build up (a bit too much of it!) but no pay off.

All of these things are also only really effecting when you cast UA; nothing much else, so it seems entirely superfluous to be having so many resources tied to one spell.

Reliance on 'on death' mechanics.
This is mostly a problem with a handful of Artifact Traits: Wrath of Consumption, Soul Flame and Reap Souls. We're simply not killing multiple things in a given encounter, or if we are it's not regular; and these are very potent abilities. The delta in throughput if you can snag some kills or not is just far too wide.

I get the idea of being empowered by killing things, but there's just too much piled in to it, and therefore too much reliance on it. I'd like to see that 'on-death', shifted back to 'on-low health'.
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Those are the big things, but there are clearly some issues with specific talents as well, so starting at the top:-

Haunt
Doesn’t scale with Mastery, doesn’t really seem to serve a purpose beyond I guess stopping flag capping and stomping totems in BGs? I don’t feel like that needs to be a talent because it’s never going to outscale Writhe in Agony while targets live long enough. Even Drain Soul is better for soloing/dealing with short lived adds because you gain a Shard and Haunt given the cast time and cooldown isn’t actually killing things substantially faster.

Contagion Vs Mana Tap
I’d rather Haunt was Haunt, rather than trying to turn Unstable Affliction into Haunt. It breaks up the rotation a bit from just DoTs and helps with the multi-dot Vs ST issue. This way is just dull. Maybe that isn’t actually big problem, just lacks imagination.

Mana Tap, it’s a maintenance buff. They’re not popular. I used this while levelling because mobility and dotting everything, but so many timers is madness.

Siphon Life Vs Sow the Seeds
This is the big one. I’m seeing a 10-20% DPS loss from not having Siphon Life specced in ST encounters. It’s not just something you see on the meters, you feel it because you’re missing a core spell from your rotation. It’s bad, and it feels bad not having it.

The disparity between hitting one thing with Seed and hitting five is clearly enormous and therefore an absolute no-brainer when those situations arise, which is basically all the time in dungeons of all levels.

This gap needs narrowing. I’d suggest making Siphon Life baseline, and this talent buff it; and making Seed hit 2 or 3 targets baseline as well.

Also worth noting that Siphon Life is also helping in our tankiness, another cost of picking StS.

The 100 row
Soul Effigy.
It’s a poor way of throttling ST dps when it means doubling the workload. I get that there are some people who would argue for multidotting no matter what – but to get the same effect we got passively from variously Malefic Grasp, Haunt, Shadow Embrace, and Doom in the past, for me it’s just a weak argument. It’s not great for purpose. It’s also poorly implemented in world placement and UI integration. For me, it’s a bad idea done badly; for others, a good idea, but still done badly.

Oh, and it also adds yet more ramp up, as if we didn't have enough already.

Phantom Singularity.
I like it, but it’s too big an area, I don’t feel safe using it half the time. You also lose it if you place it on the mob that dies first. Make it world placement so we can put it in a safe spot, or make it not hit things we’re not in combat with. Or make Glyphs to make it smaller or have one of those effect.

Soul Conduit isn’t in a bad spot, just in a strange spot relative to the alternatives.

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Mobility and tankiness
Actually, mobility for Affliction is okayish. I feel like it’s also very tanky when specced Siphon Life, but tanky doesn’t necessarily mean we can ignore standing in bad, or as seem quite popular in this tier’s dungeons – stack up and run out style mechanics. PvE is always going to have an element of dancing and no amount of tankiness will ever make up for that.

Visuals and Sounds
There's really not much to look at whatever you're doing, and everything uses the same sound effect. Drain Life definitely needs something more visceral going on, and Mana Tap needs something more noticeable on the character.

Also give us back our floating shards. As much as I campaigned for the glyph of hiding them in MoP's Beta, they really ended up growing on me.

Reap Souls QoL
Can we get the 30% wiggle room duration effect put on it, so having cast it extend rather than entirely overwrite the buff? The 'A more powerful spell is already active' thing comes up based on duration, so you can have 20s left, but with 5+ stacks still overwrite it and just adds 5 seconds.
Favourite spec: Affliction

As someone that has played a warlock on and off for the last 8 years I never really posted on the fourms to have my say, and I feel that time is now more than ever. In this post I will be coming from a PvE perspective and not a PvP one.

AOE

in the current state of our aoe I feel it is a nice improvement than other rotations in the past with the Sow Of Seeds being a awesome talent. But in saying that with affliction in its current state you cannot have a balance of good single target and good aoe and be forced to focus on 1 option. You guys spend time on class fantasy and making talents with interesting mechanics. But what use are they if you can't select them and have this open style of gameplay when you have this cookie cutter build of talents and have no other option or your DPS will suffer and it's already suffering enough with some classes having half the management and pulling more than 100k+ DPS compared to us. Also I feel our talent phantom singularity could be changed slightly, even a cooldown reduction would make it a better talent down to even 30 seconds cause 1min CD is too long for something that does no damage for the amount of time before you can use it again.

Single Target

Single target is the big one for me personally and I feel a lot of people can relate. Our soul shard regen is RNG taking long periods of time to build up enough soul shards to really do any sort of burst damage with UA spam, but you end up maybe spending 3-4 soul shards and not the full 5 due to having to spend 2 soul shards on summoning our fel hunter and doom guard. Agony takes too long to stack up to 20 stacks and doesn't generate enough procs for soul shards for us to get a decent burst with UA. Even with soul effigy it still feels like Soul shards just don't exist. So I feel we need an ability for us to get instant soul shards like the other specs because it just feels like a warriors colossus smash window where you have this awesome window of damage and then you just wait until you can use it again. I think brining back haunt as a baseline spell again would be something to consider as a possibility as it was a cool spell that did good damage and fitted in a steady rotation for affliction locks in the last expansions, or at least redesign the talent slightly to make it a viable choice to pick from the other talents.

[/u]Other Issues[/u]

We may have this idea of being ''tanky'' but having demonic circle as a useless talent instead of a baseline spell does hurt our mobility. The only other mobility we have is demonic gateway and it's not viable enough to sustain a steady flow of mobility during a boss fight.

I feel our artifact weapon needs a complete rework to how it functions into our rotation. The fact that we need to kill things to get the most optimal use out of it still baffles me in a raiding environment. Also with most of our traits revolving around having to kill things to get the benefits as well as get stacks of reap souls I find that pressing it isn't even worth it until halfway through a fight. Where compared to some other classes like wind walker monks strike of the wind Lord as this high damage ability that fits in smoothly in the monks rotation, I find that build up of passive souls to be too slow and just not worth waiting 12 stacks.
Fav spec: Destro of course.

I won't be typing about how bad lock is at this moment I just have some suggestions which might slightly help us out:

Destro Mastery is just unreliable at this moment. It has some nice concept and I like it, but it's just not good enough to even consider going for mastery.

In my opinion there should be a new formula added to mastery, which says something like that:

"Your critical strike percentage determines the lowest value of damage increase from mastery you can get"

(dunno how to form it correctly in english :D)

I think it would help us a lot and give locks more options instead of going strictly for haste.

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The second thing I would like to see is a change of the artifact trait named:

Planeswalker, which does:

"Transporting through your Demonic Gateway increases your movement speed by 30% for 6 sec."

To something like that:

"Transporting through your Demonic Gateway recharges one charge of Dimensional Rift and generates one Soul Shard"

Because the way it is now, no one will ever choose this trait, only as the very last trait for your artifact.

What do you guys think about these ideas?
Blizz,pls buff warlock.
Ok first point on a 30foot tall concreet chiseled list of problems is buff us about 15-20% across the board. Being boring and uninspired mechanicaly is "fine" i'll put up with bull!@#$ if it get's me my raid spot (hell i remember when locks where just curse %^-*!es not allowed to use corruption / agony because the mages needed CoE) but ATM we are so bottom of the barrel it's going to be a problem....

Nythendra - ST burn, Ursoc - ST patchwerk / butcher style enrage check, ylgonoth - ST burn (hell on mythic you can't even AoE the ichor, you have to ST them so target switching burst is a must) Elrethe - ???? this fight is wierd, but considering how sporadic spiders spawn let's just lump that into ST burn to Xavius - Some cleave, important ST burn "race against the soft enrage" burn sub 30%

Why did i leave Cenarius / Dragons last you ask?
https://www.warcraftlogs.com/rankings/10#boss=1877
https://www.warcraftlogs.com/rankings/10#boss=1854

^ This crap is why, Cleave fight, our one true Nieche since Aff and Demo don't bring anything unique and locks still are not topping.... On cenarius you have to look down to rank 132 to find the first warlock allmost 100k behind the leader and on Dragons, a fight were we have literal, 100% uptime on _DOUBLE DAMAGE_ we still are not toping, tho it is better , rank 19 for the first lock 50k behind the leader...

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Numbers out of the way i general concern i have for warlock is that for some reason is we seem to have be the most talent dependant dps in the game, i ASSUME the idea was to leave every dps bare bonese'd and force people to chose between AoE / Cleave / ST but in practice, IGNITE / Solar fire + starfall / Barrage / Bladestorm / Mind Sear (generates instead of confuses resources) / Eye beam / SotWL etc etc etc all are usualy enough to provide AoE. ALL of these (except barrage but hell it might as well be) are baseline abilities that either don't consume resources, are part of the ST rotation, have neglijable or no cooldowns AND the respective classes can even specialize for AoE on top of it.

Warlocks? Destro - Consume 60% of your slow generating resources to drop a ground target AoE... this thing needs to hit like / harder than cataclysm to fell good.

Affliction - Seed and multidotting, multidoting wich over the years was allways pourposefully kept dots super weak single target "because at 10+ targets all those dot's add up guys". Ow and soulflame.... yeah was doing 800k+ dps on arcway trash coz of SoulFlame and SoW , except it procs when the pack is dead.....

Demo - Again multidoting, but worse because it take 15 seconds to do dmg / generate resources and.... felstorm? Hell the talented option isn't much better... just let's you apply more dooms with Hand doing negligeable dmg on impact and darkglare while can pull "ok" numbers with alot of targets it's still doing very little per invidual target (read it's a padding tool, not a burst cd).

Also Cooldowns... dafuq are we now, old Survival hunters?... New combustion FEELS so good now (tho output wise old was better but eh). It's a mechanical change in playstyle, make chain gunning 14-16 insta crits over it's duration just feels awsome. It's probably the pinackle of what i'd call a dps cd but still pretty much all the other CDS come down to "gives more resources". Adrenaline rush, Celestial alignment, Berserk, Empower rune weapon, hell even the classes who "just" summon a pet get resources of it, shamans even get cool Elemental wolves that blow up n @#$%, Spriest get insanity from mind bender / fiend.....
OUR COOLDOWNS COST A RESOURCE! ... for a big dumb doomguard that just stands and shoots.... (or infernals if destro, why the hell did we even get lord of flames? coz archimonde / mal'ganis could do it?) Thematicaly i coulda kinda see destro having "Reign of Chaos" as a CD and Demo Doomguard, thematicaly for the former and mechanicaly for the latter (as you know, demo is the only class that actualy has a rotational reason to summon a big sack of HP to shoot at the enemy) but affliction? wtf does affliction have to do with demons? for that matter why the ^-*! do Destro and Affliction even have the "grimoire" tier. Just strip every demon but imp from destro and felhunter from Affliction and let demo keep the rest (but gives us a baseline interupt while you're at it).

Also can you please name your randsom demands for the stuff you stole from the baseline kit? Demon ability on sac, burning rush (functionaly it was baseline, wasn't competing with anything better) , demonic circle, Shadowburn, Backdraft, Haunt, Shadow fury that's worth using.... i'm sure at this point the warlock comunity will do _anything_ :wink: :wink: you want to get those back...

Lastly why do we have 2 resources....? i picture this conversation in my head: Dev #1 We need to revitalize warlocks somehow Dev #2 I know! we'll give them.... A VANILLA mechanic! Life tap! everyone loved vanilla right?
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Destro and Demo feel mooooostly ok gameplay wise tho, i admit i prefered embers for Destro but Feretory of souls / more haste speeds up the spec significantly to charred remains levels. Problem with destro is mostly stuff hitting like a cumsock in a hurricane.... Demo has the usualy ramp up problems , but if we're gona pidgeonhole demo into the ST tunell spec then... eh, demonic empowerement every other cast is anoying tho.

Affliction on the other hand.... oh boy i don't know what i can say about it that hasn't been said but yeah, this thing needs a redesign, let's start with gold talents that are actualy designed around how the artifact works NOW not how it worked in ALPHA and work our way down to the lack of ... anything? No burst for target switching, no ST tunelling capability, no real AoE potential (let's assume soul flame doesn't exist as per above, SoW is... ok but considering it doesn't blow up on death anymore Aaaaaalot of low hp adds'll be dead by the time you pop it), RNG resources.... sacrificing ST "damage" for AoE padding damage just to not get kicked for the damage you do with a ST spec on trash.... take your pick.
Fav spec: Affliction

I actually enjoy the playstyle of Allfiction in Legion. But ofc Affliction has big issues in raids with single target DPS, so I am forced to play Demonology (which is clearly a solid singletarget build if you don't have to move).
What I like about affliction:
-Your able to move and don't drop to much in damage. (aside from the fact that your damage is comparatively low anyways)
-To have Soul effigy mechanic in general - (its cool to have a talent that gives more dotting rotation in single target fights - but the problem is that it is very stationary for fights like Ursoc etc.)
-I like the Drain Soul/ Drain Life filler spell, simply because it releases the healers and gives you great survivability in questing and pvp situations.
-The 3 instand castable dots Agony/SL/Corruption
What i dont like:
- Mainly the DPS on single target and the low nuke potential.
(It's ok that Affli won't top the damage charts in patchwerk fights, but it should be at least top 3 in movement raid fights even on 1 single target)
-The crazy ramp up time for agony and every other dot
(maybe every dot should tick once on apply and compensate that extra dmg in total)
-the Soul Effigy really deals to less damage and is too stationary.
(You have to keep up 3 dots on that target for 35% damage that is really not rewarding and you could have given us simply another DOT)
- the lack of movement abilities is terrible for pvp and pve!
(burning rush shouldn't spend health - maybe mana or soul shards)
- The artifact weapon depends to much on killing mobs to get charges. How will this mechanic help you in single target Boss fights and benefit from gear progression?
Suggestions:
As the AoE damage is - lets say OK you could simply buff the Soul Effigy damage to 50-75% to help us with the single target fights.
Additionally soul effigy should be mobile. Maybe you can control it or it should be tethered to the Caster/Target.
(Issue in pvp:-effigy is dispellable. As we have no permanent dispell-protection with Unstable Affliction this talent is useless. You loose 4 globals + SE cast time with 1 dispell for 35% dot damage thats a crazy punishment)

Thank you for you efforts!
,examples i find to fix warlock pvp:
-Make demonic gateway instant cast with 2 charges 20 sec cd 1 min debuff (would be nice so it can be used in a mid game instead of the standard start game cast every arena )
- make burning rush cost a shard and remove hp cost (maybe ppl will at least try it in PvP)
- make dran life able to drain hp from your own demon (locks got 0 recover unless they can drain life and its frustrating when most classes just outrun locks to reset and recover if the lock manage to get advantage)
23/09/2016 15:42Posted by Conflagrate
,examples i find to fix warlock pvp:
-Make demonic gateway instant cast with 2 charges 20 sec cd 1 min debuff (would be nice so it can be used in a mid game instead of the standard start game cast every arena )
- make burning rush cost a shard and remove hp cost (maybe ppl will at least try it in PvP)
- make dran life able to drain hp from your own demon (locks got 0 recover unless they can drain life and its frustrating when most classes just outrun locks to reset and recover if the lock manage to get advantage)

2 charges on gateway use, not 2 charge on the cast
Favorite: Destruction Pve

Chaos bolt hits like a wet noodle and dosent feel rewarding

Overall dmg is low

No baseline interrupt
Spec. Demonology warlock

I dont like how the demons are always the same. Been running the axe dude since wrath and the dog for a short time somewhere in cata i think.
Why not make a pretty useless but cool spell like enslave demon something that we can pick a second demon with so we have 2 permanent demons out (like hunter can). This wil also give us more the feeling we should have running around in this spec while giving us something to do (hunt that cool or rare one). So pay longer for the game ;)

I dont like the lack of mobility.
Sollution... Give Felflame back. also fits the whole demon theme.

I hate but understand the removal of metamorphosis, and like the idea of hordes of demons but flat buffing them up with de over and over, feels weak and slows it down. Give us something to work to again, that button u can press that makes u feel the ALLMIGHTY demonlock.
remove Demonic empowerment, make us feel WE control the demons so instead of that dumbass buff give a instant on a 30sec cd we can hit on 5shards to sac all non permanent demons draining there demonpower to summon one massive one for x seconds that dude fights while u build the whole army up again. Id rather press that cd button after every few demon summons, and start building again then what i do now. Instead of racing to be ready when they die again to get em up again. We never have an army, we just try to have one... again i feel the weak wannabe demonlock not the old almighty one.

4th and last... Give us another aoe then the ooze from demons. Whats that? Toxic crap? If im able to summon demons from somewhere, cast doom and chaosbolt, move ppl trough portals, im pretty sure i would make sure i can do something to hit more then a few... Say to stay in the theme... Chaos Wave anyone? Or why not open a portal behind us, sticking a huge demonhead out breathing fire on them. I dont like what the current aoe is, im trying to get demons up and buff them to hell, to what? Implosion all and thats it... or make em poo stuff...

This are just ideas, my general concern is that the way demonology plays now, its not feeling right. Its no fun, its trying to keep up, not building up towards... I never feel that big summoner. I should sit behind my screen screaming dieeeeeeeeeee weaklings, mwoehahaha let my democ hordes destroy you. Not saying summon buff summon buff... Lika robot
Today 3 warlock removed from raid because of low dps. Now i started to leveling a death knight. I lost a lot of progress(artifact, lore, rep) From now i start over and try to catch my friends to raid them. Is this fair?. I don't know if is it to hard to make warlocks better. Warlocks even worst with movement.

Blizzard play with warlock. Play in raids and see what you done. I afraid to use LFR any more with my lock.
Fav spec's Destro and Demo

For demo i would like to see some change to Doom and pet damage / empowerment. As many recommended for Doom changes to tick more often and etc. Also something to be able to counter the dispellers ? like giving us shard if dispelled or portion of dmg dealt to the dispeller or victim something.. Its really frustrating getting ur doom dispelled and just puff much dps gone !

For empowerment i just feel sometimes i buff my pets but they arent doing much :/

Personally i would like to see a rework on demo's artifact ability as its way too hard to accomplish a fine burst and actually have to keep on it even its off cooldown just so u do a good lineup ( mostly impossible in pvp )..

Destro :

Please make the spec more versatile with aoe -single target its impossible to keep with everyone in mythics and etc.. We are just getting declined all day long cause of low dps in many fights per dungeon..

As others said please make he spec WAY less RNG the chaos bolt dmg sometimes is a joke for the huge casting time...
https://worldofwarcraft.com/en-gb/news/20252902/hotfixes-september-23

while it's almost only about numbers yet (and RoF instant, yay), it's great to see that changes started in a positive way already!

i can't wait to see the other spell mechanic changes later! :)
hello guys i also play lock for some time now and destro was my os cause it was alwayse missing the fun.... destro is about Destraction and Chaos but this rotation doesnt gives the feeling... i would love to have something like the rogues mechanic like the more soul shards you use the bigger the dmg... it would make chaos bolt matter... if you want to make a cleave or want to keep steady dps... it will be up to you and the talents you would pick... you could have the shadowburn do the same as chaos bolt at put people at dilima to what spell to use if the want to keep a long fight or a short one... its just that destro lock doesnt feel like he destroy anything...

now i main afl now. i find him very good at pvp but pve... i feel afl isnt balance bewteen singe target and aoe. if you want one you cant have the other. im ok with the dots dmg cause hes tanky. you cant have everything and afl works in pve in tearms of survivability. i would be happy if we could have better chances to get soul shards like if we pick drain soul at the end of the cast give one soul shard or something similar.

thank you lot guys for listening us!!!!