These seem like some ok changes, ill miss deathbolt as an option but wont miss it as something you had to take. Maybe it could come back as an choice node between that and haunt, as it seems to fill a similar niche (hardcast projectile that interacts with DOTs) but used as burst versus amping damage over time.
I’m pretty concerned with the devs refusal to address MR. It seems that the majority of warlocks are really displeased with this ability. I played aff in CN and it was a total nightmare. The ability seems to be in much better spot now, at least in PvP, but no one plays Siphon Life in PvP, which was always the problem I had with MR in raids/M+. At this point though the issue isn’t the ability, it’s the devs refusal to communicate with the playerbase. We just got a long, detailed breakdown of the changes the devs are looking to make with the trees, and yet the most discussed issue players have with Warlocks is completely ignored.
but they’re providing a route for MR to no longer be direct nuke damage and use it as an amp to your dots…? doesn’t this quell MOST of the existing complaints regarding MR which was “its not dots” its literally now potentially used to crank up your dots is it not? what more do you want?
I’m more of a visual interpreter, so I’ll need to see the changes in a talent tree to really fully grasp them. My post is about communication, and addressing community concerns. A very small group of players had issues, rightfully, with aff button bloat. This was addressed. A very large group of players has, for years, had issues with the direction aff has gone, first woth Deathbolt in BFA, and then MR in SL. Even if the devs come out and say, we want all your damage to be MR, dots are combo points, you are a nuke cleave spec now, it would be better than simply ignoring the elephant.
i dont see this as them ignoring the elephant tho (but thank you for addressing this, i can totally see your point). alotta the feedback was regarding “aff is a nuke cleave spec and we hate that, it should be dots” and they SEEM to have provided a path that allows us to circumvent that while boosting our dots all over? reading between the lines there is a “we hear you and we wanna provide an alternate route to damage delivery and how the spec interacts with MR”
we aren’t exactly guaranteed a direct line of communication with the dev themself or themselves (we truly don’t know who it is or have any background info). but if they choose to not directly comment, and instead give Kaivax or the CMs kind of a “script” to put into the forum, i would say reading between the lines on changes is where we are gonna get our communication until further notice. what matters to me in all of this is nearly instant iteration based on alot of consensus feedback, and i think thats a sign of “hey, im listening”
Gotta say, I don’t hate this. I can’t wait to see some feedback from people on alpha about how smoothly it plays. I do wish we could get some confirmation about creeping deaths impact on shard generation. If it is still has the hidden formula change to keep it shard neutral, I think that information needs to be presented somewhere that players (especially new players) can see so they can make informed choices.
It seems that not everyone likes the Rapture playstyle. PvP players particular can’t be happy right now.
It is pretty interesting though to be honest. If Deathbolt still is a PvP talent or a baseline, I think all crowds should be happy. Will have to wait and see what the Alpha players tell us when servers are up
Yeah, PvP most of the time you just don’t have time to cast MR. If they fixed it so UA ticks gave the bonus for free/instant MRs, then I think that’d be a better change instead of channeling Drain Soul for it.
In PvP Aff has to remain mobile and on the move, most of the time you don’t have any time to stop to cast unless the players are bad and give up on chasing you, which they should never stop forcing you to move. Maybe something like a PvE talent in the same node as 4pc part where you can choose to make UA ticks have a 30% or 20% chance per tick to proc the same effect, instead. This would help PvPer’s out, a lot, though I think it should actually be tied to Corruption ticks, instead, like how Nightfall is. The more Corruption ticks, the higher the chance of it proccing or more it procs? Something for the more you got out the better it is.
I honestly don’t see the appeal in DB. Like, it’s tied into your remaining DoT damage which can so easily be countered by healer dispels/mass dispel and you can actually hit for 0 damage.
That, plus it makes for a weird playstyle of having to fully refresh all DoTs after they’ve been up so they can get the full duration increase and it’s so easily telegraphed. Just makes for awkward refreshes, awkward timing, awkward play and then it’s telegraphed on top of it all so it’s easily countered.
I’m not sure why people are still hating before the new talents are even available for testing. Other than the name and icon, this really isn’t the MR we’ve been playing with in SL. Let’s give it a chance
Well they have removed Dark Soul so that is one problematic cd put of the way. We will have to wait and see what the consistent damage looks like as we get closer to launch, but so far it looks promising.
Look at the current changes they shared so far. Currently waiting for the full release.
Lots of rot potential. No real CD is needed, more focus on Shard Dumping. Looks like MR might be a fun interaction to consider using alongside rapid Contagion.
Malefic Affliction – Malefic Rapture causes your active Unstable Affliction to deal 5/10% additional damage, up to 15/30%, for the rest of its duration.
Dread Touch (a choice against Doom Blossom) – If Malefic Affliction exceeds 3 stacks, the target instead takes 20% additional damage from your damage over time effects for 6 seconds.
(the other option for pve i guess)
Soul-Eater’s Gluttony – Whenever Unstable Affliction deals damage, the cooldown of Soul Rot is reduced by 0.5/1.0 second.
i guess this pushes into this build – * Creeping Death no longer decreases the duration of your damage over time effects.