as someone who played almost exclusively demo i really love the spec and i can see the high potential in an raiding environment
but i have some gripes which infuriated me from time to time:
-imps from HoG on dying targets don't spawn. that makes it so you can't risk casting Hog on quickly dying targets.
-you cant implode imps when they don't have line of sight to the target. that means using implosion on staircases or even on bumpy grounds is impossible.
-implosion: the delay from pressing the button and the dmg actually going in is too damn high (meme)
-the delay imps spawn after hog is too damn high (meme)
summarise the two points: if you want to use implosion asap, the delay from spawning imps and then imploding them adds to an absurd amount and feels sluggish. also you cant really react to for example low hp adds waves it just takes too long.
-demonic empowerment feels sometimes a bit awful when you think almost per necessity your summoned pets running around 10% of the time underpowered because of the cast time
-demonwrath channeltime is to short: with a bit haste the channel becomes so fast you almost have to spam it. when you get suddenly shards capped and you already queued up the next one you wasted a global cooldown.
-maybe a similar point i made with DE, but when using dark glare the issue gets amplified because of the GCD nature. when you have to wait gcd+DE cast it makes you a bit miserable inside when your awesome demon does limp damage for such a long time.
-remove shard cost of dark glare. even if you want to overlook the miserable experience to cast a 1 shard Hog to get doom going you also have to generate another shard to even cast dark glare which all contribute towards the whole ramp up fiasco
Hello, my favourite spec right now is destruction but i really enjoyed the demonology on wod, also i have to say the idea of new demonology is good.
Straight to the point:
Demonology: (Not maining but some sensations i have)
1-Thal'kiel's Consumption make it insta cast, would solve the problem of small window to burst your dps while moving, i mean actual problem of that is that a slight movement on rotation and is a real fail.
2-Demonic empowerment, make it like during X seconds all the demons you summon are empowered, would solve pretty much the problem of spamming.
Destruction:
1-Chaos Bolt should be less spammy, but HIT HARDER; and this give window to insert another ability to fill up.
2-RoF please, or make it insta cast, or reduce shards, or buff the damage; but this way it's not viable PLUS that would solve the problem pure ST or pure AoE problem.
3-RNG too much RNG RNG RNG, it's okay a bit, the idea exposed in Q&A was good (simulate crit) but it's affecting too much, make the mastery like your attacks deal from 10% to 60% more damage, and keep scaling with more mastery would go like 16% to 70%...etc make mastery worth a bit more.
For All Specs:
1-Make doomguard and that long cd's cost no shards c'mon -.-.
2-Slightly a bit more mobility, in WoD i switched demonology for dps, but when it was nerfed i stayed demonology because OF THE JUMP IT HAD gave me so much advantage, even dough it was still less mobile than a mage.
Straight to the point:
Demonology: (Not maining but some sensations i have)
1-Thal'kiel's Consumption make it insta cast, would solve the problem of small window to burst your dps while moving, i mean actual problem of that is that a slight movement on rotation and is a real fail.
2-Demonic empowerment, make it like during X seconds all the demons you summon are empowered, would solve pretty much the problem of spamming.
Destruction:
1-Chaos Bolt should be less spammy, but HIT HARDER; and this give window to insert another ability to fill up.
2-RoF please, or make it insta cast, or reduce shards, or buff the damage; but this way it's not viable PLUS that would solve the problem pure ST or pure AoE problem.
3-RNG too much RNG RNG RNG, it's okay a bit, the idea exposed in Q&A was good (simulate crit) but it's affecting too much, make the mastery like your attacks deal from 10% to 60% more damage, and keep scaling with more mastery would go like 16% to 70%...etc make mastery worth a bit more.
For All Specs:
1-Make doomguard and that long cd's cost no shards c'mon -.-.
2-Slightly a bit more mobility, in WoD i switched demonology for dps, but when it was nerfed i stayed demonology because OF THE JUMP IT HAD gave me so much advantage, even dough it was still less mobile than a mage.
i have two lvl 100+ warlocks, each has it's own problems:
Destruction
1. Overall damage seems and feels lower than it should be for a spec called "destruction", and the spec seems clunky when there is only one target due to havoc as the signature destruction spell. It feels something is wasted/missing because we could do double the damage - maybe it should help if havoc would increase the damage done if there is no second target present.
2. Dimensional rift (the artifact signature spell) doesn't seem to benefit from havoc and does not change targets. It should target the next enemy you choose after the first one dies (and so on) until the rift disappears. Now it's just stay there doing nothing after the inital target dies.
3. You either do aoe with Fire and brimstone or with Rain of Fire. First one is a talent and does not care about CCs in instances. RoF stacks so it would be okey, but takes a lot shard to build up and it's not instant, meaning that when you could finally aoe a group down it's almost dead.
Demonology
1. Demonic empowerment all the time, have to recast after every demon feels... stupid. Why not a longer buff or a passive that increases all demon damage based upon the number of demons you have?
2. Summoning demonic hordes to see them disappear seconds later is underwhelming and destroys spec immersion. I would take the diablo 2's necromancer way, start with one weak demon and build up a horde that you can manage, not resummon everything all the time.
3. Enslave demon should be a much useful spell with demo spec, you should be able to enslave much powerful demons for a short time. Now it's almost 100% useless due to weak demons and immunities.
Common problems
There aren't any really useful escape spells. I know we are "tanky" but that should not mean all the time to soak damage in one spot with dark pact/fortitude and heal with life drain... it's boring. Teleport and gateway requires planning, shadowfury was only useful as instant, death coil is laughable, fear is unreliable in dungeons.
Glyphs i miss really:
- Glyph of Fear (can't CC in instances reliably, this IS important!)
- Glyph of Nightmare (mount waterwalk)... now everyone just use water strider instead
- Glyph of Verdant Spheres (fire mages needed something special i get it... but how about us?)
Destruction
1. Overall damage seems and feels lower than it should be for a spec called "destruction", and the spec seems clunky when there is only one target due to havoc as the signature destruction spell. It feels something is wasted/missing because we could do double the damage - maybe it should help if havoc would increase the damage done if there is no second target present.
2. Dimensional rift (the artifact signature spell) doesn't seem to benefit from havoc and does not change targets. It should target the next enemy you choose after the first one dies (and so on) until the rift disappears. Now it's just stay there doing nothing after the inital target dies.
3. You either do aoe with Fire and brimstone or with Rain of Fire. First one is a talent and does not care about CCs in instances. RoF stacks so it would be okey, but takes a lot shard to build up and it's not instant, meaning that when you could finally aoe a group down it's almost dead.
Demonology
1. Demonic empowerment all the time, have to recast after every demon feels... stupid. Why not a longer buff or a passive that increases all demon damage based upon the number of demons you have?
2. Summoning demonic hordes to see them disappear seconds later is underwhelming and destroys spec immersion. I would take the diablo 2's necromancer way, start with one weak demon and build up a horde that you can manage, not resummon everything all the time.
3. Enslave demon should be a much useful spell with demo spec, you should be able to enslave much powerful demons for a short time. Now it's almost 100% useless due to weak demons and immunities.
Common problems
There aren't any really useful escape spells. I know we are "tanky" but that should not mean all the time to soak damage in one spot with dark pact/fortitude and heal with life drain... it's boring. Teleport and gateway requires planning, shadowfury was only useful as instant, death coil is laughable, fear is unreliable in dungeons.
Glyphs i miss really:
- Glyph of Fear (can't CC in instances reliably, this IS important!)
- Glyph of Nightmare (mount waterwalk)... now everyone just use water strider instead
- Glyph of Verdant Spheres (fire mages needed something special i get it... but how about us?)
Favourite spec; Afflic
Problems there;
* Ramp (Each Drain Life/Soul tick should add a stack of agony)
* Snap AoE (Any damage should trigger Seed of Corruption (alternatively - it detonates instantly if unstable affliction is on the target. If explosion damage needs to be lowered slightly, fine)
* Talents force AoE/ST choice too harshly. Reshuffle talents, reduce the impact of some of them.
Going to go for a 4th, sorry;
* Reap isn't fun. At all. It feels very much like a penalty when you can't keep it up, and seems to force fight design towards either sub-par Warlock DPS or forcing adds to be used even where not really appropriate. I'd replace it with "short, powerful DoT on CD" design, which adds ST burst.
(2 golds on mob deaths don't help either!)
(Also, generically, low overall DPS (Numbers tuning on damage))
I wouldn't mind giving *up* a bit of our insane solo survivability for this (don't even generally need to use a VW!) - perhaps replace Demon Skin with a talent which causes targets not to flee when feared!
Destro -
* Make -all- DPS spells (portals, drain life, etc.) havoc. If necessary go back to 3 charges.
* Feels *much* squishier than afflic, perhaps needs something there? (Drain life consumes a shard if available to do lots more healing? Already a DPS loss so...)
* Filler with little/no synergy with other abilities feels bad. Maybe stack a buff which boosts next portal damage? (Or make it naturally AoE and put a talent in to do that)
edit: RoF does not feel good enough for fixed location/3 shards. Make it 2, or boost damage.
Demo-
Plain don't like it, but as I do like 2 specs, no further comment.
Problems there;
* Ramp (Each Drain Life/Soul tick should add a stack of agony)
* Snap AoE (Any damage should trigger Seed of Corruption (alternatively - it detonates instantly if unstable affliction is on the target. If explosion damage needs to be lowered slightly, fine)
* Talents force AoE/ST choice too harshly. Reshuffle talents, reduce the impact of some of them.
Going to go for a 4th, sorry;
* Reap isn't fun. At all. It feels very much like a penalty when you can't keep it up, and seems to force fight design towards either sub-par Warlock DPS or forcing adds to be used even where not really appropriate. I'd replace it with "short, powerful DoT on CD" design, which adds ST burst.
(2 golds on mob deaths don't help either!)
(Also, generically, low overall DPS (Numbers tuning on damage))
I wouldn't mind giving *up* a bit of our insane solo survivability for this (don't even generally need to use a VW!) - perhaps replace Demon Skin with a talent which causes targets not to flee when feared!
Destro -
* Make -all- DPS spells (portals, drain life, etc.) havoc. If necessary go back to 3 charges.
* Feels *much* squishier than afflic, perhaps needs something there? (Drain life consumes a shard if available to do lots more healing? Already a DPS loss so...)
* Filler with little/no synergy with other abilities feels bad. Maybe stack a buff which boosts next portal damage? (Or make it naturally AoE and put a talent in to do that)
edit: RoF does not feel good enough for fixed location/3 shards. Make it 2, or boost damage.
Demo-
Plain don't like it, but as I do like 2 specs, no further comment.
14/09/2016 18:56Posted by Oleoducto
2-Demonic empowerment, make it like during X seconds all the demons you summon are empowered, would solve pretty much the problem of spamming.
[/quote]
I agree with this. Demonology is my favorite spec. When a fight starts I want my felguard to be empowered from the get-go, so I cast empowerment. And then when I put down my imps and felstalkers I have to empower them too, overlapping the one my felguard has. I think demonic empowerment should be a 12 second buff on you that empowers all demons you summon during the duration of the buff, rather than having to cast empowerment every time a demon is summoned.
Hello guyz,
Altough Destro is awesome looking , cool stuff called "chaos bolt" and dream spec of mine, im fan of demonology becouse of dps seems a bit high from others^^
A few things annoying while playing it,
-Boring rotation with lots of Demonic Empowerment
(Spell kills mana early in the stage of long fights and cant be castable while moving )
-Doom (ticking too late in short fights and this drops a lot dmg)
-Artifact ability has too flexible dps ... u can be the hero or u can just cry and wait for 40 secs..
-We can have 40 secs cd for to have a nice aoe damage in heroics..(thanks to the other felguard )but, fights ends and starts like 15,20 secs
Ofcourse as players we have to seek the best rotation , gear or talents and stuff,mages,hunters and monks nowadays doesn't looking for the best.
i got a 843 ilvl warlock and trying to keep up the dps and gear up but this lazy dps and hard rotation makes warlocks as a second preferred dps class in heroics and mythics...
Altough Destro is awesome looking , cool stuff called "chaos bolt" and dream spec of mine, im fan of demonology becouse of dps seems a bit high from others^^
A few things annoying while playing it,
-Boring rotation with lots of Demonic Empowerment
(Spell kills mana early in the stage of long fights and cant be castable while moving )
-Doom (ticking too late in short fights and this drops a lot dmg)
-Artifact ability has too flexible dps ... u can be the hero or u can just cry and wait for 40 secs..
-We can have 40 secs cd for to have a nice aoe damage in heroics..(thanks to the other felguard )but, fights ends and starts like 15,20 secs
Ofcourse as players we have to seek the best rotation , gear or talents and stuff,mages,hunters and monks nowadays doesn't looking for the best.
i got a 843 ilvl warlock and trying to keep up the dps and gear up but this lazy dps and hard rotation makes warlocks as a second preferred dps class in heroics and mythics...
Demon
I (this might sound stupid), but I actually hoped that demon would be (just), summon more and more demons and having the rotation keeping up the maximum amount of demons. Like imps. Not having 5 different demons, just one kind and doing upkeep and dots, debuffs etc.
So I don't like the multiple different demon aspect of demonology and how the rotation of the current state of spec.
Thank you for the thread.
EDIT: Actually this could be glyphed.. Glyph of one type of demons...
So those who disliked this, thanks.
I (this might sound stupid), but I actually hoped that demon would be (just), summon more and more demons and having the rotation keeping up the maximum amount of demons. Like imps. Not having 5 different demons, just one kind and doing upkeep and dots, debuffs etc.
So I don't like the multiple different demon aspect of demonology and how the rotation of the current state of spec.
Thank you for the thread.
EDIT: Actually this could be glyphed.. Glyph of one type of demons...
So those who disliked this, thanks.
I just read the warlock changes in ptr. I'm speechless.
Demonology
DOOM
PvE
From a PvE perspective it seems very clunky and unrewarding with it's lack of damage. Rather than just giving us a soulshard when it ticks or when target dies before it ticks, also give us dreadstalkers or something else than IMPS... having our spec based around IMPS is not very fun, especially when you're called "Master Summoner".
PvP
From a PvP perspective It is to easy for enemies to get rid of it with a dispell, there is no consequences for dispelling it. same concept as the PvE part for the solution, but also give it a dispell protection like we had in WoD, but now that it summons a demon or demons.
General
Also make DOOM 100% crit, it's not very fun having a spell doing 20% of someones hp when it has a 15 second timer to detonate and is dispellable.
Master Summoner(PVP TALENT)
There is no reason for me to choose Master Summoner over Fel Lord or Call Observer, I do also not understand why Master Summoner was nerfed in the first place.
Make Master Summoner decrease cd on DOOMGUARD/INFERNAL, GoService and Darkglare, this would make us be more dynamic in our talent choices.
Dreadstalker/Wild Imp summoned duration
There is not enough room for us to get a clear thal'kiels consumption of in PvE or PvP with 12 sec duration on our wild imps/dreadstalker, we already have to manage so much stuff(Demonic Empowerment mainly being the issue).
Increasing duration on wild imps/dreadstalkers would help us keep our ramp up in situations where we have to move around a lot in PvE situations, but MAINLY help us keep our damage rolling in PvP situations when being cced(crowd controlled), and to get a reasonable thal'kiels consumption of.
Demonic Empowerment
This spell is not very fun, having to press this spell every 5 seconds is very bothering since we are so dependent on having to keep our demons up with their short amount of uptime and having to empower them at the same time with a spell that we are so dependent on and is a snapshot.
Make Demonic Empowerment an aura that buffs our demons that spawn or are already summoned for 15 seconds.
Darkglare
Why is Darkglare's damage based on appliance of doom? I mean sure, you could argue that we have the talent "hand of doom" to help us with that, but it doesn't really fit the class fantasy somewhat. Honestly, am i playing affliction? DOOM is supposed to be a single target DOT spell, a spell that is something that someone should be afraid of and warn them that they are in trouble, THAT'S why it's called DOOM i assume? It seems like you gave us a mechanic an affliction warlock should have..
Base Darkglare's damage of how many demons we have summoned, it would need a target to be used and basically work how it is now attacking any target in its range that has DOOM applied, but this time instead damaging without doom and have increased damage based of how many demons we have summoned. I'm sure it would fit the class fantasy more and feel rewarding when being utilized right.
Felguard
This is more of a bug report. I'm not sure if this is intended, but why is our felguards legion strike only applying 10% mortal wound effect? It's totally useless and does not make sense when other classes have 25% mortal wound effects with their abilities or pets abilities. I'd gues you guys forgot to update it since our wrathguard in MoP/WoD had 25% mortal wound effect with the talent Grimoire of Supremacy, and felguard had 10% when we specced out of Grimoire of Supremacy, but now we do not have the option of having the "upgraded" felguard which was wrathguard, instead it's a reskin now of felguard with a glyph....
My point
I'm sure changes that let us keep our demons longer instead of damage buffs would compensate for our demons lack of damage and distinguish us from what a BM hunter is. For an example, Demo is about ramping/building your army and later empowering them becoming a very powerful army and becomes stronger later on and for a longer period of time, where a BM hunter has 1-2 pets mainly that he just presses 1 and 2 and sends them destroying people in a short period of time, but which is fair since our classes are very different, especially from a survival point of view.
DOOM
PvE
From a PvE perspective it seems very clunky and unrewarding with it's lack of damage. Rather than just giving us a soulshard when it ticks or when target dies before it ticks, also give us dreadstalkers or something else than IMPS... having our spec based around IMPS is not very fun, especially when you're called "Master Summoner".
PvP
From a PvP perspective It is to easy for enemies to get rid of it with a dispell, there is no consequences for dispelling it. same concept as the PvE part for the solution, but also give it a dispell protection like we had in WoD, but now that it summons a demon or demons.
General
Also make DOOM 100% crit, it's not very fun having a spell doing 20% of someones hp when it has a 15 second timer to detonate and is dispellable.
Master Summoner(PVP TALENT)
There is no reason for me to choose Master Summoner over Fel Lord or Call Observer, I do also not understand why Master Summoner was nerfed in the first place.
Make Master Summoner decrease cd on DOOMGUARD/INFERNAL, GoService and Darkglare, this would make us be more dynamic in our talent choices.
Dreadstalker/Wild Imp summoned duration
There is not enough room for us to get a clear thal'kiels consumption of in PvE or PvP with 12 sec duration on our wild imps/dreadstalker, we already have to manage so much stuff(Demonic Empowerment mainly being the issue).
Increasing duration on wild imps/dreadstalkers would help us keep our ramp up in situations where we have to move around a lot in PvE situations, but MAINLY help us keep our damage rolling in PvP situations when being cced(crowd controlled), and to get a reasonable thal'kiels consumption of.
Demonic Empowerment
This spell is not very fun, having to press this spell every 5 seconds is very bothering since we are so dependent on having to keep our demons up with their short amount of uptime and having to empower them at the same time with a spell that we are so dependent on and is a snapshot.
Make Demonic Empowerment an aura that buffs our demons that spawn or are already summoned for 15 seconds.
Darkglare
Why is Darkglare's damage based on appliance of doom? I mean sure, you could argue that we have the talent "hand of doom" to help us with that, but it doesn't really fit the class fantasy somewhat. Honestly, am i playing affliction? DOOM is supposed to be a single target DOT spell, a spell that is something that someone should be afraid of and warn them that they are in trouble, THAT'S why it's called DOOM i assume? It seems like you gave us a mechanic an affliction warlock should have..
Base Darkglare's damage of how many demons we have summoned, it would need a target to be used and basically work how it is now attacking any target in its range that has DOOM applied, but this time instead damaging without doom and have increased damage based of how many demons we have summoned. I'm sure it would fit the class fantasy more and feel rewarding when being utilized right.
Felguard
This is more of a bug report. I'm not sure if this is intended, but why is our felguards legion strike only applying 10% mortal wound effect? It's totally useless and does not make sense when other classes have 25% mortal wound effects with their abilities or pets abilities. I'd gues you guys forgot to update it since our wrathguard in MoP/WoD had 25% mortal wound effect with the talent Grimoire of Supremacy, and felguard had 10% when we specced out of Grimoire of Supremacy, but now we do not have the option of having the "upgraded" felguard which was wrathguard, instead it's a reskin now of felguard with a glyph....
My point
I'm sure changes that let us keep our demons longer instead of damage buffs would compensate for our demons lack of damage and distinguish us from what a BM hunter is. For an example, Demo is about ramping/building your army and later empowering them becoming a very powerful army and becomes stronger later on and for a longer period of time, where a BM hunter has 1-2 pets mainly that he just presses 1 and 2 and sends them destroying people in a short period of time, but which is fair since our classes are very different, especially from a survival point of view.
Edit:
https://twitter.com/WarcraftDevs/status/776199354520596480
"No class tuning has been done in Patch 7.1 yet. Datamined "changes" from the PTR at this point are simply tooltip corrections."
"To clarify: "tuning" refers specifically to numerical changes. Changes to mechanics are a separate process."
https://twitter.com/WarcraftDevs/status/776199354520596480
"No class tuning has been done in Patch 7.1 yet. Datamined "changes" from the PTR at this point are simply tooltip corrections."
"To clarify: "tuning" refers specifically to numerical changes. Changes to mechanics are a separate process."
14/09/2016 10:54Posted by AerythleaThanks for the structured feeback so far. I'm going to sticky this thread to keep it visible so other players can contribute their feedback too. :)
Sorry for jumping in here and posting an unrelated reply, but could you (or any other community manager) jump in to the priest class forum and do the same for the shadow priest feedback thread. Honestly, we over there get the feeling you guys are totally forbidden from interacting with topics concerning any shadow priest issues (based on the amount of feedback over the past weeks that met absolutely no acknowledgement or answers from neither devs nor community managers.
Thanks :)
Destro for PvP
I almost don't know where to begin. Playing warlock in PvP over the 3 last expansion this is by far my worst experience with this game since i lvled my first character in 2005.
1. Ability pruning
Way to many abilties got removed and those that didn't get removed should almost be baseline for warlock. Want to make us tanks? Make mortal coil, soul link, and a passive (10% passive dmg reduction) baseline and we can talk. I get that you want to simplify the classes but this wasn't the way to do it.
2. Talents
They are really bad. This goes a little back to what abilities SHOULD be baseline. And we don't really have much choice on what to pick. Dark pact and mortal coil/shadowfury baseline and add some other intresting abilties. It gives us more choice and alot more fun!
3. Visuals/quality of life.
Right now playing with green fire is dusgusting. And not to mention chaosbolt. I see all the other classes running around all brand new and oh boy here I come with a green snail traveling on the ground. Or this awesome 3 pixel (Dragon head or what is it?) chaos bolt. Even the mount is bugged, with lingering animation on the wrong place! Also all the other small cool things that made me always pick lock over anything else. (Small visuals we used to have trough glyphs etc...)
Tldr; We are not tanky. No choice when it comes to talents. Lost visuals and no updated spells.
I almost don't know where to begin. Playing warlock in PvP over the 3 last expansion this is by far my worst experience with this game since i lvled my first character in 2005.
1. Ability pruning
Way to many abilties got removed and those that didn't get removed should almost be baseline for warlock. Want to make us tanks? Make mortal coil, soul link, and a passive (10% passive dmg reduction) baseline and we can talk. I get that you want to simplify the classes but this wasn't the way to do it.
2. Talents
They are really bad. This goes a little back to what abilities SHOULD be baseline. And we don't really have much choice on what to pick. Dark pact and mortal coil/shadowfury baseline and add some other intresting abilties. It gives us more choice and alot more fun!
3. Visuals/quality of life.
Right now playing with green fire is dusgusting. And not to mention chaosbolt. I see all the other classes running around all brand new and oh boy here I come with a green snail traveling on the ground. Or this awesome 3 pixel (Dragon head or what is it?) chaos bolt. Even the mount is bugged, with lingering animation on the wrong place! Also all the other small cool things that made me always pick lock over anything else. (Small visuals we used to have trough glyphs etc...)
Tldr; We are not tanky. No choice when it comes to talents. Lost visuals and no updated spells.
Main spec demo
My main grip with this spec is that the imps and dreadstalkers have a small duration which makes using Thal'kiel's Consumption a pain because we have such a small easily missed window to cast and if we get stunned silenced or hit with boss mechanic we have to start our rotation all over again creating more ramp up time, i'd rather remove duration and have a cap of how many i can have out and have them degenerate when i'm out of combat longer then 30-60 secs
Dreadstalkers are useless and a waste of a cast time without the imp dreadstalker talent, please buff them
Another is the felguard, once we hit level 107 he goes some an awesome tank to a squishy imp, he goes down faster then pissing on a sand gnome, another about the felguard is his weapon, i hate the arcane reaper skin and now with legion no longer dropping weapons and npc felguards all carrying awesome weapons there are limited times i can get another one besides farming old raids and even that it takes up alot of bag space
Command demon needs to be taken off the Global CD, literly everytime i press it it doesn't go off because my demon is using a ability with a short CD
Another big grip is the talents, i have to spec for good single target while gimping my aoe or spec for good aoe and gimp my single target while all the other class's can do this on a whim with just base skils regardless of talents.
ShadowBolt no longer fits into the spec fantasy as a spell and much would rather demonbolt made baseline
Enslave demon for demonology still desummons our main pet, surely with the skull of the first summoner we have the power to enslave while keeping our pet out
Artifact weapon seem really lackluster with hidden abilities, only thing it does is talks and once that novalty wears off it's like ....yea, i would of though it would give us some hidden tips or reveal hidden mechanisms for boss fights that no class has access to. Plus our 3rd golden trait is locked behind such a useless trait which reduces unending resolve, have to waste 3 trait point in there while destro has the same but only need 1 point. There is so much that could of done for this since it is the skull of the first summoner who mastered summoning powerful demons and we got stuck with imps and the same demons we had since the game started. I was expecting the skull having a hidden ability to randomly summon a powerful demon and either damage/debuff enemies or buff warlock and/or party and raid members simluar to the Eredar twins but you made that just a garrison ability
Unending resolve completely useless outside pvp, it might aswell been turning to an honor talent and replaced with something else
Demonic gateway i have found no use for this, the CD and cast time on using it is too high for its poor range turning it back to 5 secs debuff and instant cast will actually make this thing useful again, and with the class fantasy now pointing to warlocks having the ability to summon ourselves to other places simular to mage portals can we have this for QoL and class fantasy since NPC warlocks can all do this since Demonic Gateway became a thing
Ritual of summoning why do we still need 2 people just to summon the stone, please remove that it's no longer needed since you removed the shard cost per each summons. If anything why can't i just summon people and just have one person click the portal again to save alot of time and messing around with everyone each opening their own portal and no one click on the already opened portals, warlock summoning should be warlock only
Warlock tank pets are still as squishy as hunter dps pets make them in line with hunter tanking pet
Healthfunnel, when channeling it our pets die faster because their survivability relies on us dpsing and when we stop the pets health drops faster then we can keep up with health funnel, please change it to a small cast time or hot
soul stone is the only battle res that has a cast time, all others are instant and nearly every time i have to cast it another class beats me to it and i end up wasting the soul stone and my dps , please make this in line with the other battle rez's
Lifetap could be off the global CD for more QoL issue resolved, demo's rotation is pretty intense
Change Create healthstone spell, our bag space is full as it is without healthstones taking up a spot, change it to a spell with 3 charges and keep soul well as it is for other class's
Unending breath, please consider raising the swimming speed from this to be in line with druid travel form
My main grip with this spec is that the imps and dreadstalkers have a small duration which makes using Thal'kiel's Consumption a pain because we have such a small easily missed window to cast and if we get stunned silenced or hit with boss mechanic we have to start our rotation all over again creating more ramp up time, i'd rather remove duration and have a cap of how many i can have out and have them degenerate when i'm out of combat longer then 30-60 secs
Dreadstalkers are useless and a waste of a cast time without the imp dreadstalker talent, please buff them
Another is the felguard, once we hit level 107 he goes some an awesome tank to a squishy imp, he goes down faster then pissing on a sand gnome, another about the felguard is his weapon, i hate the arcane reaper skin and now with legion no longer dropping weapons and npc felguards all carrying awesome weapons there are limited times i can get another one besides farming old raids and even that it takes up alot of bag space
Command demon needs to be taken off the Global CD, literly everytime i press it it doesn't go off because my demon is using a ability with a short CD
Another big grip is the talents, i have to spec for good single target while gimping my aoe or spec for good aoe and gimp my single target while all the other class's can do this on a whim with just base skils regardless of talents.
ShadowBolt no longer fits into the spec fantasy as a spell and much would rather demonbolt made baseline
Enslave demon for demonology still desummons our main pet, surely with the skull of the first summoner we have the power to enslave while keeping our pet out
Artifact weapon seem really lackluster with hidden abilities, only thing it does is talks and once that novalty wears off it's like ....yea, i would of though it would give us some hidden tips or reveal hidden mechanisms for boss fights that no class has access to. Plus our 3rd golden trait is locked behind such a useless trait which reduces unending resolve, have to waste 3 trait point in there while destro has the same but only need 1 point. There is so much that could of done for this since it is the skull of the first summoner who mastered summoning powerful demons and we got stuck with imps and the same demons we had since the game started. I was expecting the skull having a hidden ability to randomly summon a powerful demon and either damage/debuff enemies or buff warlock and/or party and raid members simluar to the Eredar twins but you made that just a garrison ability
Unending resolve completely useless outside pvp, it might aswell been turning to an honor talent and replaced with something else
Demonic gateway i have found no use for this, the CD and cast time on using it is too high for its poor range turning it back to 5 secs debuff and instant cast will actually make this thing useful again, and with the class fantasy now pointing to warlocks having the ability to summon ourselves to other places simular to mage portals can we have this for QoL and class fantasy since NPC warlocks can all do this since Demonic Gateway became a thing
Ritual of summoning why do we still need 2 people just to summon the stone, please remove that it's no longer needed since you removed the shard cost per each summons. If anything why can't i just summon people and just have one person click the portal again to save alot of time and messing around with everyone each opening their own portal and no one click on the already opened portals, warlock summoning should be warlock only
Warlock tank pets are still as squishy as hunter dps pets make them in line with hunter tanking pet
Healthfunnel, when channeling it our pets die faster because their survivability relies on us dpsing and when we stop the pets health drops faster then we can keep up with health funnel, please change it to a small cast time or hot
soul stone is the only battle res that has a cast time, all others are instant and nearly every time i have to cast it another class beats me to it and i end up wasting the soul stone and my dps , please make this in line with the other battle rez's
Lifetap could be off the global CD for more QoL issue resolved, demo's rotation is pretty intense
Change Create healthstone spell, our bag space is full as it is without healthstones taking up a spot, change it to a spell with 3 charges and keep soul well as it is for other class's
Unending breath, please consider raising the swimming speed from this to be in line with druid travel form
The talent swap of Demon Skin and Demonic Circle (making us choose between Skin and Dark pact) is an absolute out-rage. So much for doubling down on Warlock strengths, you've made us even weaker.
Threads upon threads of complaints, that BLUES have even stickied have still been ignored.
Who is in charge of Warlock class design? A kid or a troll?
Threads upon threads of complaints, that BLUES have even stickied have still been ignored.
Who is in charge of Warlock class design? A kid or a troll?
Favourite spec: I've truly loved them all. Playing as affli with Haafun (my felpuppy). Running around questing as destro with Kal'rath (voidwalker) or tearing !@#$ up with Zillikiril (my felguard - who i will have you know has his own bag full of transmog weapons in the bank).
I don't even know where to start on this to be very honest. I guess i start by saying i'm not enjoying lock. I'm glad that some people are though.
I think i'm sick of relearning stuff over and over. In terms of your conduct, Blizzard, telling us that you didn't like the way we were playing demo, so you nerfed the %^-* out of it, when really, it was because you were planning on giving meta to someone else... i don't know. Leaves a sour taste. And not even just meta that we lost, but i really don't want to just !@#$% at you.
Personally, I feel that mobility is fun. That's when i enjoy playing, when I can jump about, throw out instants etc. I think with how mobile DH is, you're quite aware that mobility is fun.
I dislike that you have to choose between AOE and ST. That truly is disgusting. AOE is going to be an important part of what we're being offered in terms of content this season (in terms of Mythic plus).
Ramp up time is an issue. Constantly casting demonic empowerment is an issue. Having to watch shards, pet numbers, mana and life while managing all four for such middle of the road payback is lame.
I'm quite sure that you'll throw enough numbers at the specs that they will be ok. But I won't be playing one. I'll continue to read the forums, and I hope it gets better for the ones who stayed.
Edit: Maybe i'm just sick of the class after playing it for 6 yrs. Who knows :(
I don't even know where to start on this to be very honest. I guess i start by saying i'm not enjoying lock. I'm glad that some people are though.
I think i'm sick of relearning stuff over and over. In terms of your conduct, Blizzard, telling us that you didn't like the way we were playing demo, so you nerfed the %^-* out of it, when really, it was because you were planning on giving meta to someone else... i don't know. Leaves a sour taste. And not even just meta that we lost, but i really don't want to just !@#$% at you.
Personally, I feel that mobility is fun. That's when i enjoy playing, when I can jump about, throw out instants etc. I think with how mobile DH is, you're quite aware that mobility is fun.
I dislike that you have to choose between AOE and ST. That truly is disgusting. AOE is going to be an important part of what we're being offered in terms of content this season (in terms of Mythic plus).
Ramp up time is an issue. Constantly casting demonic empowerment is an issue. Having to watch shards, pet numbers, mana and life while managing all four for such middle of the road payback is lame.
I'm quite sure that you'll throw enough numbers at the specs that they will be ok. But I won't be playing one. I'll continue to read the forums, and I hope it gets better for the ones who stayed.
Edit: Maybe i'm just sick of the class after playing it for 6 yrs. Who knows :(
Just bring back Metamorphosis.
Please revert the swap between Demonic Circle and Soul Leech.
Currently, our non-mobility requires all the survivability we can get. Demonic Circle is not on a short CD enough to be counted as mobility. It's very situational and has to be constantly moved to safe spots in an encounter, which counteracts the mobility in the first place.
Also, with Soul Leech and Dark Pact being on the same row - you essentially remove Soul Leech completely. You use Demonic Rush for convenience while questing/easier dungeons and you'll always use Dark Pact for raids.
I know you haven't done numbers tuning yet, but numbers won't fix this error of thought.
Currently, our non-mobility requires all the survivability we can get. Demonic Circle is not on a short CD enough to be counted as mobility. It's very situational and has to be constantly moved to safe spots in an encounter, which counteracts the mobility in the first place.
Also, with Soul Leech and Dark Pact being on the same row - you essentially remove Soul Leech completely. You use Demonic Rush for convenience while questing/easier dungeons and you'll always use Dark Pact for raids.
I know you haven't done numbers tuning yet, but numbers won't fix this error of thought.
14/09/2016 12:15Posted by ShandalitaFavourite spec: Demon
4 things I dont like:
- Demon
1) short lived demons
2) doom`s tick time too long
3) no instant casts, too heavy punishment for movement
4) demonic empowerment spam feels clunky and not rewarding
Possible fixes:
-Increase demons lifetime
-Make doom ticking 2 times instead of just 1.
-Make Dreadstalkers instant cast baseline and give them cleave dmg, the spec needs help on cleave; also, make the "Stolen Power" artifact trait to make that shadowbolt instant cast, plus the 100% dmg.
-Make DE an aura or increase the base demons dmg and attack speed and make DE a CD.
-"Summon Darkglare" should be a permanent pet, not a cd. This would help into sustained aoe dmg where the spec lacks actually.
-This fix is for all the lock specs: make summon doomguard/infernal free shard cost, its pretty clunky actually
These are great suggestions for demo and I hope blizzard sees them.
I love the dreadstalkers and stolen power changes and they seem like exactly what we need. Blizz Pls
I'd want to define The dreadstalkers cleave as a halv circle in front of them instead of a "hit 2 targets" cleave
3 issues for demo is that the slightest movement floors our dps, cleave/ AoE is troublesome and Dreadstalkers damage is underwhelming on the meters.
I'd like to suggest a change to the demonic calling talent, instead of removing the cost of dreadstalkers it removes the cast time and resets the cooldown. This would give us the choice where to spend our soulshards, Imps in single target and (with The cleave change to dreadstalkers) focusing on dreadstalkers for AoE, in this case IF we get a bad luck streak we can still either cast dreadstalkers with a cast time or cast imps if Dreadstalkers are on cooldown.
Not sure about The darkglare part, specially if we get The dreadstalkers cleave and instant cast.
The doomguard change is a popular suggestion and it would ease up on demos opener / burst rotation.
Life drain for destruction and demonology for our main healing "survival" cd it is not really efficient enough , it has no synergy and it's not fun gameplay to be forced to sit on one place and channel when every single class has some big heals on the move.
simple solution to be problem.
-reintroduce ember tap make it cost 1 shard and heals us for % of our max hp
-replace essence drain pvp talent with healthstone make it heals for 100-150 % more but to heal over time .
simple solution to be problem.
-reintroduce ember tap make it cost 1 shard and heals us for % of our max hp
-replace essence drain pvp talent with healthstone make it heals for 100-150 % more but to heal over time .
Just adding a small thought i had in MM dj last night :
http://www.wowhead.com/spell=119899/cauterize-master
Burns the Master's wounds, dealing a small amount of damage, then restoring 8% health over 12 sec.
Now that destruction is forced to play with the imp, can we have a "true" pet ability ? Not something so useless that most people even forgot about it ...
Suggestion :
Easy one : an interrupt
Or maybe bring back the AoE burn magic to add something unique to the class ?
http://www.wowhead.com/spell=119899/cauterize-master
Burns the Master's wounds, dealing a small amount of damage, then restoring 8% health over 12 sec.
Now that destruction is forced to play with the imp, can we have a "true" pet ability ? Not something so useless that most people even forgot about it ...
Suggestion :
Easy one : an interrupt
Or maybe bring back the AoE burn magic to add something unique to the class ?