(PvE) Why does felhunter spell lock still cast if the target isn't casting?

Not sure what decade this was changed but it was simply better before.

sorry, I didn’t understand what you meant

As far as I understand he wants spell lock be usable only when target actively cast anything

It is a skill shot ability, learn when and how to use it.

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I have to agree. It was merely brought in line with literally everyone else´s interrupts so as to also be wasteable on a non casting /already interrupted target.

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Any interrupt can be wasted. This is why in PvP we have a precognition to punish melee that wasted interrupt when we didn’t casted. There is nothing wrong with interrupt mechanic as it is right now.

Yes, NOW.

But it used to be, before the change, that the felhunter´s interrupt could not be wasted because it could only be used on a casting target, which is what the op wishes to have back again.

Why? You already have interrupt detached from the warlock himself, and you can use it when you are in CC or when Target LoSes you but your felhunter sees it.

The main reason is PvP, and Blizz won’t change it and the second reason is because we are warlocks, blizz would never change anything rather than some damage values for locks.

First off, why are we even “arguing” this to begin with? We have explicitly agreed that the OP has a skill issue and that current felhunter kick is fine… but ok…

That arguably makes it stronger than everyone else´c kick, because it can be used while you are yourself incapacitated. Even less reason to make the change the OP wants.

After getting demonology completely reworked multiple times in just the past 10 years incl. losing metamorphosis to batmen, I´m not interested in this hoogie-boogie “devil on teh wall” level of balance discussion, sorry. :beers:

What rework? In the 10 years we got only annual rework of Tyrant damage buff mechanic. Rest stayed the same apart from damage numbers that was shuffled from one ability to another.

And in my previous posts I addressed the OP not you.

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With Legion (8 years ago) demo was almost completely reworked (after finally being made reasonably good in MoP). We used to be able to tank heroics with ease for example, and our playstyle revolved mostly around summoning an army of demons, and then sacrificing them to go beastmode, basically the opposite of what it is now, both in playstyle and in class fantasy.

https://xelnath.com/2018/05/15/the-mop-warlock-what-you-knew-and-what-you-never-knew-you-missed/

Then came legion, we lost meta to DH, with that our “I am death incarnate” cd, and the entire playstyle was flipped on it´s head to "Summon an army of demons and empower THEM /and or the tyrant. Not bad, but definitely not he same, either, and the flow was borked.

Then came a smaller rework late BFA / SL-Prepatch that mostly finished what they started and made demonology finally at least feel like a “complete” spec. Still feels like playing “in reverse”, and for the longest time it felt like you were ramping up just to ramp down again because tyrant tuning was cotton, but at least feels like a complete and actually playable, albeit thoroughly boring, spec.

And now with the hero talents, specifically Diabolist, it´s finally more or less where the post MoP interpretation of class fantasy originally envisoned it. Still has nothing to do with the demonology warlock that existed just before legion for 4 years, or the one that existed before that, though. :beers:

Xelnath on one fan site gave an interview where he said that he had to go away from Zookeeper playstyle of the demo because of tech limitations. AI is just not work right as he wanted, and originally he looked at Necromancer of D2 or Witch doctor of D3 but on the WoW engine and WoW server engine it just didn’t fell right, because of that Wild imps was implemented only as a proc from SB (once every 20ish seconds) or Glyph of Imp Swarm. Basically he went quality over quantity method of designing Demo.

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I agree with what he did and why, and ever since SL -pre I´ve been back on demo as my second main.

But you asked where the reworks were, and they were in fact “a bit” more than just +2% here, -5% there :beers:

My post clearly says PvE, Not sure why you’re arguing pvp.