10/2024 | Feedback: Affliction M+

10/2024 | Feedback: Affliction M+

Hello, I’m Affliction M+ only player, I play Affliction since TBC and M+ since BFA.

Warlock

Few things had changed in Class Tree in TTW, overall for better, but builds are very limited with almost no flexibility.

Affliction

In general, with TWW expansion Affliction received huge talent tree overhaul which moves specialization in better direction. What still makes specialization lagging behind is that core gameplay did not receive any, or not enough, care. It’s not a secret that gameplay was never fluid and enjoyable enough.

Agony management

The ability to refresh Agony is one of the basic skills for Affliction player. Being able to filter out thru noise of nameplates, where and when spell need to reapplied is one of crucial thing. It impacts both resource generation and damage of our shard spender ability. With TWW expansion we can see new talent which refers directly to that skill, Volatile Agony.

Volatile Agony , an interesting talent that in theory rewards for maintaining Agony correctly. Unfortunately, even if tuned properly it’s impact on the gameplay is low and mostly select as there is nothing better to spend point for.

Nevertheless, Agony management is a key part of specialization and creating positive feedback to the player for making it correctly is a good idea. Due to the Vile Taint, there are in worst case scenario 8x Agonies to refresh at same time. Being able to do that requires around 8x1.5=12 seconds when 0% haste value and 8x1.0=8 seconds with 50% haste value (+ human mistake factor). Challenge to overcome would be to find unique way, which is only Affliction kind, but doing same thing: improving gameplay quality around Agony without making it brainless.

One of solution would be to change Volatile Agony talent into to make refreshing Agony, extends other Agonies duration by two seconds. With such mechanic player is not relieved from having to refresh the Agony at multiple targets manually, but doing it feels less pressured as you are able to refresh all your Agonies just if you are willing to do it. With 2 seconds extension it would require casting 7 times Agony to pass Vile Taint cooldown so it would not become too much powerful.

Haunt and Shadow Embrace

With new expansion we came into version of Affliction where spending 2 talent points is responsible for 18% damage increase in single target by Shadow Embrace and Haunt. I’m not sure if any other class have access to so much power with so little points. Being so, both of talents are highly mandatory in any build, limiting flexibility how to spend point and gives additional frames over nameplate to track to, which we have already full of.

Would not mind see Shadow Embrace and Haunt again a choice note, same as it was in old talent tree system. In such case it would be possible to play active spell with 10% damage increase reward, and passive one with 8% damage increase. Such way would reduce the power gained behind both of those talents and give opportunity to keep it passive for players who prefer so.

Corruption spreading

Would be welcome to see developers re-thinking how Corruption is applied to enemies in multi-target situations, with Seed of Corruption spam gameplay gone, spell feels bland and out of place when taking into consideration its Soul Shard cost.

Death or barely played

  • Oblivion – Interesting talent but barely taken. Could be welcome in talent scale with Mastery. No cooperation with any talents below, just a standalone button to press.
  • Perpetual Unstability – Never taken in PvE, cast time reduction is nice but not worth last-row point. Cast time reduction could be baked in into different UA talent like Xavius’ Gambit.
  • Drain Life – Healing is way too low. Nowadays spell could not exist.

Hellcaller

General feeling:

Master of fel and shadow magic. Both, name and Satyr theme does not match in my opinion.

Gameplay:

Damage-over-time play style is what Affliction lovers always wanted to see back, dots are impactful and Malefic Rapture is there to fill burst gap, which together combined brings great result.

Shadow Bolt / Drain Soul is very not impactful spell with this Hero tree, it’s so bad that is not even worth to take any damage improving talents for them, not in specialization tree nor in class tree.

Utility choices:

Utility choices do not exist. Only combined Curses is ok but not that much interesting.

Soul Harvester

General feeling:

In overall I don’t think the result fulfilled mine expectations when we look at the name of the hero spec and its outcome. “Marvel Venom” is not what Soul Harvester should be, gameplay around Nightfall, Malefic Rapture and Soul Rot is fine, but theme and animations I would like to see more around souls, execution upon death and life stealing.

Gameplay:

Comparing to Hellcaller’s damage-over-time base style Harvester seems to be focused on Malefic Rapture windows playstyle which was strongly embraced during season 3 and 4 of Dragonflight, due to the tier set and talent changes that time. As huge fan of this playstyle I think key part of it was lost, without Soul Rot being 30 second cooldown it’s hard to feel the same fun as in the past. Being able to popup every 30 seconds gave Affliction unique, fun and niche playstyle. Would like to see it back.

Utility choices:

Very interesting choices, comparing to Hellcaller there is not much to complain about.

3 Likes

Nice write up, particularly in terms of some of the class fantasy components.

Diabolist is really far and away the winner in regards to flavor. Could be pushed even further honestly with minions that linger or grant buffs between windows to offset some of the spec’s weaknesses. The affliction trees are just uninspired and created a situation where their simplicity made them ripe locations for numbers to be insane for them to feel meaningful. Especially now that they have nerfed the “succulent souls” associated with soul harvester we’re left with a spec that does what exactly - add a menial amount of burst to our 1 minute window?

2 Likes

Warlock Tree needs a whole overall rework. Too many 2 pointers and many clogged talents that either lead nowhere or they’re needed just to get somewhere else. It feels SO bad to put talents into Warlock tree, specially when you play with other classes like Paladin. 2 pointers should just not be a thing in talent trees.

Aff tree is okay until mid point, then it all gets weird. U usually always want a point in Contagion and Malediction but actually sometimes you can’t even put a single point in any, also they’re 2 pointers. Every talent point that focus on UA it’s bad because UA is bad, so like 2 talents (bottom row ones) are bad and 1 is only good because it buffs MR damage, not UA. Oblivion was a nice idea but severely undertuned, specially when you count Hero Talents. Relinquished should just be deleted.

I actually suggested this too, would help a LOT and wouldn’t make the Vile Taint problem an actual problem. They should at least make Vile Taint hit like a wet noodle but have no cost.

I think Warlock as a class lacks actual passives, different from other classes that gets them outside of talents. I don’t think Haunt/Shadow’s Embrace should be a node option, sounds just like a nerf. SE should become baseline for Aff so you don’t have to waste a talent point in it. It’s badly positioned and it’s mandatory anyways.

Also unrelated but I think Haunt should generate shards, Aff is the only spec that can’t willingly generate shards unless you play Soul Harvester, which I think it’s one of the main reasons why it’s the preferred hero talent.

The best designed Hero Talent, it has a good loop between itself and the Aff gameplay, they clearly designed this version of Aff with it in mind this xpac. I don’t think the theme ties it to the gameplay too imo, there’s an infinite amount of demons but we are always summoning the same one and it always does the same thing (why doesn’t it do something else? Like this one increases MR damage, another demon apply a curse with X% effectiveness and X% duration, another one does aoe damage, another one apply UA to secondary targets, another one that extends dot duration etc), also “Succulent Soul” is silly af.

My biggest dissapointment this xpac. Themewise idk why there’s Satyrs involved at all, they never really got any kind of relevance in the game before so idk why tying Wither with them but I absolutely love the color pallete and Malevolence might be one of the coolest cooldowns in the game, visually. Gameplay wise it’s DEPRESSING. It’s what I always liked about Aff, seeing my dots dealing big damage and stacking them to do MORE damage, but what happens is that it brings the same old problem of Aff in modern wow: Dots aren’t good for any content.

Timed content and dps check is more prevalent in the game each passing year, every boss have a prio add, every boss have a swapping phase, M+ is time based etc… So you think Blizzard realized that and would modernize how dots work before adding Wither to the game but…they didn’t. Wither replacing Corruption is great, we don’t need another dot to manage, but the reality is that they just swapped all of the damage profile towards a single dot that is VERY volatile by itself.

Since Infinite Corruption, lots of issues exists. Usually they aren’t important BUT when Corruption turns into Wither, they get VERY bad. First of all, lots of bosses have intermission phases that makes them immune or untargetable and it clears Infinite Corruption, usually it doesn’t matter because Corruption doesn’t stack but Wither does, so you often lose stacks because of the game and it’s completely out of your control. You can’t control exactly when it acutes so you’re just praying all the time, so sometimes (most of the times) mobs die without acuting and the remaining stacks go to waste. Malevolence is nice really, Wither is the main problem. The other nodes are fine but honestly they’re VERY boring but oh well.

Honestly they need to fix Wither or rework it. It’s not like Agony that the main thing about it is generating shards, if Wither is the main source of damage it stacks should always be meaningful. Hellcaller also lacks a good gameplay loop. If Soul Harvester is all about Soul Rot and Nightfall, what Hellcaller supposed to be about? Apparently just takes every talent that has “increasse Corruption damage” and yeah, press Malevolence when u can. I think Wither by it’s core is unsalvagable, either it’s overtuned or undertuned, they need to change it to something better. Maybe move it to another dot like Agony instead? Idk, make it about dot refreshing and make stacks matter ALWAYS (even if target dies with 1000000 stacks it should mean something).

I have a lot more to say but TL;DR:

Rework Class and spec tree to have only 1 pointers, bake the super necessary passives/skills into the class/spec so we can actually play with talents, buff UA (like seriously it needs like an 80% damage increase imo) it’s talents, rework Hellcaller to make it competitive and have a proper gameplay loop like it’s counterpart and add more variety to Soul Harvester visuals.

2 Likes

Logged in today and it feels pretty much the same. Numbers might be slightly higher but still behind

Literally the exact same dps on every fight. I did upgrade 1 or 2 pieces of gear so my dps went up about 20k, but def not because of these “buffs” HAH