Destruction is one of the main specs I have played since Vanilla. I feel I need to clearly state the followingâŚ
There is currently no hero talent options that feel as though they are designed for destruction. This MUST be amended before release.
First things first, whoever wrote the lore description should be praised for it, because it is absolutely spot on what a Hellcaller should be and goes beyond what I anticipated. Itâs just a shame that the actual concept for the tree doesnât match up with the lore at all.
The TLDR is this; If you are a Hellcaller you are not âFollowing in the footstepsâ of Satyrs, you are just the same warlock you have always been, but now you donât have immolate and your chaos bolt hits 10% harder.
My first impression of Hellcaller is that it was designed by someone who actually does not play warlock at all. Corruption and immolate are iconic abilities. If you remove them then you do not add to the class fantasy, you deduct from it. You are literally removing 20 year old abilities, and that feels like whoever designed this does not care or understand. Why canât casting immolate or corruption also debuff with Wither?
Cosmetically, immolate can also be changed to green flames. The hero spec is called Hellcaller - it literally mentions fel in the descriptive text. Yet you are suggesting that immolate be removed and replaced by something generic that also fits in with Affliction. Removing any fel customisation for Destruction should be an absolute red line that should NOT be crossed at all. Destruction should NOT be losing options in this, we should be gaining options. Hero talents should NOT make things worse.
As far as the actual tree goes, the feedback canât be as specific as Diabloist. Why? Because Hellcaller is generic and boring. The vast majority of options bestow percentage increases, so where is the choice? Where is the flavour?
If most of the tree is percentage increases then why bother with a hero class, because all of that can be done by tuning.
Mark of the Legashi stands out as the most âinterestingâ option, and that should be changed to also include Curse of Exhaustion so it has some use for PvP - either that or both options on the node need reworking so that they are less PvE specific.
The other interesting option is the Zervrimâs Resilience node. Illhoofâs Design sacrificing 10% hp is an interesting one, but again, what is it with nothing being actually designed and just straight up percentages? It all just feels rushed, or like someone didnât have a clue. Regardless, it just seems like Zervrimâs Resilience is the âalways takeâ node.
And thats it. Thats all that can be really said, because everything else is just generic percentages that basically mean nothing and could be done in tuning.
The implimentation of Wither aside, it does not look like a fun button to press. Even if it were a debuff from Corruption and Immolate, it does not look fun. The main payoff is that it adds additional DoT pressure and ups your haste with Malevolence. This is just so boring, and it just wonât change how anyone plays.
The way that the tree is currently setup FORCES people to play exactly as they do now, receiving only percentage buffs. There is nothing heroic about what has been designed here.
Hellcaller should be completely scrapped and re-written to focus on spells such as Chaos Bolt and Rain of Fire for Destruction, shaking up the mechanics as opposed to just adding flat percentage tweaks.