1、The two-minute burst skill “Summon Darkglare” and the one-minute burst skill “Soul Rot+Phantom Singularity” can be perfectly countered by a simple dispel, while UA (Unstable Affliction) only inflicts a penalty damage of 15-25%. In previous seasons, UA’s penalty damage was 35-40%.
2、The single-target damage output of most melee classes exceeds 1.5 m/s, with some specific classes even reaching up to 2 m/s(ret、dk and fury). In contrast, Affliction’s three-target damage averages only around 1.2 m/s. This kind of numerical balance no longer follows a fundamental model.
3、Several PVE buffs for Affliction have not been implemented in PVP, yet in reality, Affliction’s damage output is already extremely low. The majority of its abilities should have their PVP nerfs reverted.
4、When Jinx uses the Curse of Exhaustion, if the target has a slow immunity buff, Affliction’s resources will be consumed without any effect. This is highly unreasonable. While the slow effect of the curse may not be applied, the damage over time (DoT) from Agony and Corruption should still take effect.
5、“Rampant Affliction” has become a PVP talent that is virtually unused; not a single Affliction Warlock among the top 500 players employs it. Affliction has completely lost its unique identity and has been reduced to an extremely mediocre specialization. The removal of the “Soul Rot + Life Siphon” mechanic, which extended DoTs (Damage over Time effects) on multiple targets, has made stacking three Unstable Afflictions (UA) entirely unviable. Moreover, when using this talent, UA’s damage is reduced to a mere 45%. Today, most spellcasting classes (such as Elemental Shaman, Balance Druid, and Mage) rely almost entirely on instant-cast abilities, while Affliction still requires an excessive amount of casting.
6、The issue with Affliction’s Fear breaking due to damage thresholds (even when using Nightmare) is particularly glaring, especially when compared to the far more reliable Fear effect of Warriors. Even if a healer has only Agony and Corruption DoTs (Damage over Time effects) on them, they will often break out of Fear automatically within approximately 3 seconds—let alone when your teammates are also applying additional DoTs to the target. In practice, a Fear effect that should last 5 seconds often breaks after just 2-3 seconds, which is highly unreasonable.