FEEDBACK: Warlocks (Midnight)

Hey all, back again with another feedback thread. I was thinking of splitting this into three to try and consolidate feedback for gameplay of each of our specs, but what’s the point really? Here’s hoping more of us get into alpha to post on the alpha forums.

Since this alpha fundamentally changed all 3 of our specs, this post is going to be long, sorry for that off the bat.

Things I don’t know much about or chose not to discuss here (trying to give pretty general feedback): PVP, general feeling of simplifying the class, broad discussion on spec thematics. I also did not add hero talents because they are currently non-functional and don’t work with several of our new base spells (rapture vs ua etc.)

Alpha Week 2 Changes

Alpha Week 3 Changes

Alpha Week 4 Changes

Alpha Week 5 (tier set no changes)

Alpha Week 6 (Demo redesign)

Beta Week 1

Beta Week 2


Base UI changes needed to play Warlock:

  • Nameplate Debuff Tracking options: Time remaining, size, glow, pandemic, choosing which debuffs to track and where on the nameplate

  • Boss Frames: Need to be customizable with the same options as the current target frame/focus frame/nameplate. Current boss frames just aren’t functional for dot specs.

  • Cooldown manager: Needs debuff tracking on current target, needs debuff tracking on all targets (do I have UA up on any target).


Destruction

Base Spec (buttons you will always have

Shard Generation: Destruction has suffered from having extremely high shard generation in aoe, to moderate shard generation in single target for a long time. I’m not sure what the solution is here to have a good combat pace, but the goal should be that both spenders (rain of fire and chaos bolt) feel good to press. The loss of ritual of ruin and decimation hammers this part of our kit tremendously, so TBD on how this feels through alpha/beta

Rain of Fire: Worried about Alythess’ Ire in single target, particularly if we are overloaded with shards in multi-target settings, where it might be optimal to just spam Rain of Fire on our priority target.

Movement: While it is still worthwhile to see where encounter design pushes low-movement specs, I’m still worried about our ability to use abilities on the move. Chaotic inferno is an interesting node, but atm with 1ppm it doesn’t really do anything for us aside from holding an incinerate “proc”. I don’t see us taking this talent unless the 5% increase to Chaos Bolt is worthwhile. It feels pretty pathetic to pick a talent that way.

Talents

First Talent Gate

  • Stat Increases: Not a fan of the stock stat % increases, but I know why they’re in the tree.

  • Roaring Blaze: Needs to prioritize enemies that do not have immolate/wither, then it needs to prioritize targets that have the lowest duration left on immolate/wither.

  • Improved Havoc: Seems way better for mayhem than it does for havoc at the moment. I don’t see a place to play havoc unless there is a fight where there are multiple targets alive and you want to target a specific enemy (which feels worse in farm raids since you just play mayhem anyway).

Second Talent Gate

  • Fire and Brimstone and Emberstorm: Talents should swap places. Emberstorm is a universally good talent, while Fire and Brimstone is a situational talent. There might be situations where I wouldn’t want Flashpoint either.

  • Man’ari Erudition: Extremely lame talent, maybe merge this with Chaotic Inferno or something. There are a lot of passive damage increases in this talent gate that overlap with each other.

Final Talent Gate

This talent gate is a complete mess, with talents that feel bad to play and are not even enticing to take.

  • Soul Fire: Either remove soul fire, or never put this in the tree without decimation. Soul fire, even with backdraft, is one of the most miserable spells to press; it does less damage than chaos bolt, more than incinerate, but has a much longer cast time than both. Decimation was the best thing to happen to destruction in the war within, and maybe even in the past few expansions.

  • Dimensional Rifts: This talent just sucks, I think it doesn’t really have a place on the tree other than “hit when moving”. It’s RNG and just feels bad to press, especially since it doesn’t feel punchy or impactful when I spawn a rift – it feels much less impactful than hitting incinerate or chaos bolt (which shouldn’t be the case). However, a small change would be if it had a predictable cadence to which rift you would summon; it might feel better with the capstone talent.

  • Avatar of Destruction: Just an abomination of a talent. Overfiend requires a chaos rift to summon, but it is completely RNG. Soulfire needs to be cast, which feels horrendous without decimation. Not sure the solution here, but maybe making this node decimation (fast cast soulfire, or free dimensional rift charge on crit strikes) would do better. Move this node elsewhere.

  • Mark of Ruvaraad: Horrible talent, does not even sound enticing to take. Complete redo on this one.

  • Channel Demonfire and Demonfire Mastery: Horrible capstone talents without the ability to refresh our immolate and wither (not to mention in aoe). Complete do over on this one (do not add the passive one into the tree either, it will never be picked).

  • Conflagration of Chaos: It feels out of place, and I’m unsure what to think. The tiny DPS increase for conflagration is offset by the requirement for deep investment into shadowburn to make it worthwhile.

  • The other talents we’ve had for a while (chaos incarnate etc.) seem like permanent picks, which is ok, but not fantastic.

Apex Talents

Super cool apex talent, visually buggy, but also really flavourful. Due to the way that destruction functions in multi-target, it seems extremely multi-target skewed. I’m not sure how enticing this will be in single target, as the main reason you would take this would be for the stat increases (Embers of Nihilam).


Affliction

Base Spec (buttons you will always have)

Agony: Doesn’t quite fit the goals of reducing class complexity if you keep agony stacks in the game since it requires more attention to your nameplates. If it doesn’t require your attention (which is true at the moment), then it becomes worthless to track and is not needed in the game.

Unstable Affliction:

  1. Stacking unstable affliction does not accomplish the goal of reducing class complexity the same as agony. There are a couple of ways to fix this, but nameplate accessibility is of particular issue here, as well as having to track this on multiple targets in aoe (which might be a possibility).
  2. Having a max cap of 5 on unstable affliction puts us into a difficult spot during darkglare windows, where adding additional unstable afflictions on top of the 5 you have out is actually the wrong way to play. In this case, there needs to be a solution to solve our resource consumption during lust and cooldown windows (see dot tick rate section). If the goal is: “get a shard, spend a shard” outside of pool windows, then this is not being accomplished at the moment, and is especially bad in your darkglare window.

Drain Soul and Shadowbolt: Shadowbolt has overlapped with demonology for a while and has kind of lost the “uniqueness” of it being the filler for every warlock spec, which hasn’t been present for almost 15 years. Maybe eliminating Shadowbolt and replacing it with drain soul is the right direction here; it also fits the theme of the spec more – having a distinct filler spell for each spec is fine – Shadowbolt just feels weird for a “drain spec”. More on Malefic grasp in the talent section (TLDR: this would help grasp)

Absolute Corruption: I think the time has come to kill absolute corruption. This talent causes issues with DPET for corruption and wither, and also does not meaningfully change the flow of affliction in general while also diluting our “theme”of drains and dots. Similarly, it eliminates the only skill cap left with affliction, which is managing your dots and learning to juggle them on multiple targets. There are some niche cases where it also breaks affliction, or locks us in combat with enemies in multiple different scenarios (thinking of m+ and clicking release spirit too quickly and being locked in combat across the zone).

Dot Tick Rate: Big elephant in the room. For some reason, affliction as a damage over time spec has no way to increase dot tick rate aside from creeping death as a flat modifier. I think with the new unstable affliction debuff, it makes sense to transition Darkglare into increasing dot tick rate by X% instead of extending dot length. This would also help solve the issue of Unstable affliction caps during our darkglare window, while pumping more flavour into our base kit. There are also a lot of “positive feedback loops” where it will increase the speed of the rotation and make it more fun to see damage numbers being spammed everywhere.

Affliction Mastery: I think it’s time to do a flavour change for affliction mastery. Maybe pushing this into a tick rate increase, something like: “unstable affliction causes your damage over time effects to deal damage faster by X% on all targets”. This would feed into both hellcaller and soul harvester (would also require a retuning of nightfall chance).

Talents

First Talent Gate

  • Nightfall and Improved Shadobolt/Drain Soul: Nightfall and the shadowbolt/drain soul node should swap places. It doesn’t make sense that I’m gaining a buff to my filler before empowering my filler. See above for reasoning on why Drain Soul should be the only option here.

  • Stat Increases: Not a fan of the stock stat % increases, but I know why they’re in the tree.

  • Shared Agony: Needs to prioritize enemies that do not have agony first, then prioritize enemies that have the lowest duration agony left.

Second Talent Gate

  • Cunning Cruelty and Sudden Onset: Should swap cunning cruelty and sudden onset. It doesn’t make sense why the left side of the tree has the improvements to our filler, but then a modifier to our filler is on the opposite side of the tree. It would be better if cunning cruelty were just a node below the drain soul choice node that connected to withering bolt without having to go through haunt (weird visual difference in the talent tree, but still).

  • Dark Harvest and Cull the Weak: Dark Harvest is a cool talent, but I would much prefer it if the channel just increased our dot tick rate instead of being a channelled damage nuke. Maybe building this type of functionality into Cull the Weak would be the best option.

Final Talent Gate

  • Relinquished: Seems to be in a weird spot. In an ideal world, this is just a single point node that increases agony shard generation by 1.10 (10%) and replaces sudden onset node higher up in the tree (if you were to replace sudden onset).

  • Nocturnal Void: Should take the place of relinquished.

  • Malefic Grasp: Feels extremely out of place with Shadowbolt, but feels much better with Drain Soul. Something feels off; maybe it’s because this doesn’t really get affected by other drain/bolt increasing events. If this wasn’t a proc but just modified your filler (only drain soul) permanently it would feel better. Have all the other effects that affect drain soul apply to this talent (essentially port the mop version of the spell into the game).

  • Soul Miser: Doesn’t really have a cool interaction other than flooding us with resources in aoe, which we already experience if we decide to go down the path of nocturnal void. I don’t see this ever being played at the moment, and it causes more harm than “fun”. On the other hand, Cascading Calamity is a fantastic gameplay-changing talent.

Apex Talents

Right now, you would use this everywhere; it’s a pretty powerful talent node in general (even shadow of Nathreza, which is almost like a flat 2-2.5% increase per node invested). It feels super thematic and worth investing points into just visually.


Demonology

Base Spec (buttons you will always have)

Wild imps: I understand the intent behind the imp cap, but this poses a few different problems to the theme of the spec, as well as the changes behind Hand of Gul’dan vs Eye of Gul’dan.

  • Ancient imp timing is horrible. This shouldn’t be on a 15s cadence where you need to track ancient imps if you ever hit implosion.. Something needs to drastically change about this talent if you want to keep implosion as an integral part of the spec.
  • Implosion is now counter to the builder spender aspect of demonology: We technically have two spenders in Hand of Gul’dan and the individual imps themselves. The amount of imps get tracked through implosion, but it’s still ambiguous when to hit implosion for most players. New players might think that implosion is always the button to hit in multi-target scenarios, but due to the presence of effects that increase the damage of imps (tyrant, the vast number of talents that buff imp cast damage and not implosion damage) can lead you in the wrong direction. For example, a new player might hit Tyrant then implode right away in multi-target situations when that would be fundamentally an incorrect decision, unless the enemies will die before you can implode (since you want to gain the benefit of the tyrant damage aura on your demons).
  • The amount of damage that Eye of Gul’dan does with max imps is also counterintuitive to how demonology should play, since it is difficult for the player to parse whether implosion is more overall damage, hitting all targets, vs a single Eye of Gul’dan (which is a very hard-hitting spell now comparatively).
  • The fantasy of having an imp army is being further constrained through capping imps at a fixed amount, while also retaining implosion as an AOE spender. Ideally, we get to keep our imps while also doing some form of AOE damage to keep that “master of demons” / “imp swarm” up. Perhaps finding a way to shift implosion to an aoe cooldown (with new interactions like old imp gang boss respawn functionality) and making Eye of Gul’dan cleave once you reach max imps would solve this issue.

Felguard axe toss: This is still an incredibly cumbersome way to have our felguard use a kick. I would much rather have a dedicated button like the old PvP talent that would spawn in a Felhunter to kick for me while leaving Axe Toss as a separate stun-oriented button.

Demonic Tyrant: With imp energy being removed, this is particularly annoying to figure out the duration of imps, especially if you want to implode as soon as the imps are about to disappear in aoe setting. I think it’s time to take a good look at the buff and duration function of Tyrant, and maybe look to iterate on what a new Tyrant might look in this type of demonology (maybe it doubles your imp cap, maybe it spawns all your imps for you and reduces the cast time of Eye of Gul’dan, etc., etc.)

Talents

First Talent Gate

  • Implosion: Needs to swap spots with demoniac. This part of the tree just doesn’t flow right, considering how integral Demonbolt functions as a universal ability to demonology vs the niche setting of implosion.

  • Improved Implosion: If implosion moves, this needs to swap positions with imp gang boss. That would flow better into executive decision.

  • Felguard: I see the intention, but this absolutely makes no sense. At this point, it would make more sense to just restrict the player to only using Felguard since it is the optimal demon. If that’s too restrictive, make it the first ability in the tree and make Hand of Gul’dan baseline. It shouldn’t take up a node like it does now. If this does leave, swap carnivorous stalkers into this slot.

Second Talent Gate

  • Doomguard Bracers: Super cool talent, but just completely dead in pve. It’s frankly just a bad idea to have the ability to dispel yourself on your interrupt (what if I need to interrupt, but I have a bomb debuff on me that would kill the raid if I dispelled it). Either move it to a PvP talent or rethink this one.

  • Unholy Power: One of the lamest 2-point talent nodes I’ve ever seen in the game. It needs something extra here (maybe adding in transferring more hp to your pet through soul link, like old demonology defensively).

Final Talent Gate

  • Sacrificed Souls: Needs a rework or a massive buff. Unlikely to ever be used at the moment with capped demons.

  • Demonic Calling: Would like to see this move higher up in the tree (could even replace unholy power). It’s too integral to demonology at this point to have a must-take talent so far down in the tree.

  • Anotran Armaments: Kill the added armour bonus, the flavour isn’t even worth the text. I also have qualms about this being in melee because this causes all types of issues on bosses where melee have a tough time reaching the boss, and whether or not our tyrant will “charge” into the fight. The aoe component of Tyrant is cool, but is really weak considering how weak Tyrant as a cd is in general.

  • Ancient Imps: Ancient imps need to either be immune to implosion or reworked. The 15s timer is an awful idea, and needs to be tracked in aoe to accurately assess when to maximize your ancient imp cycles.

Apex Talents

Really passive and bland talent. Nothing exciting about this other than the visual flavour to the spec. At the moment, you take it because it’s powerful, but Dominion of Argus doesn’t even fit into the theme of the greater dread stalker at all. I would rather that all three talents fit the same theme (greater dreadstalker → 2 point node that improves greater dreadstalker somehow → Soulkeeper)

EDIT: October 9th adding in the hero talent updates

Hero Talents

Hellcaller

Good.

  1. Depends on how exactly the proc functions in regard to the rest of the kit synergy. If this is hasted ppm, it will feel good. If it is not hasted ppm, and is not based on an ICD, it will be an RNG fest. I’m not sure how to make this feel impactful without fully explaining the RNG system you guys will be implementing to avoid us having any issues with there being significant pull variance. My biggest worry is that this will be like the problems with enhance and ele having a major CD (Malev is major) have a random proc. This could also swing us to be more like current hunter (which is overly reliant on “casino” RNG).
  2. Destruction needs serious iteration with Hellcaller still, since the problem with blackened soul having any differentiation between the two specs has caused it to be an overbearing part of destruction’s kit.
  3. Seeds of their demise has not been changed to adjust for new affliction. It still procs tormented crescendo (which is gone). This tree is still half-functional for affliction and is missing key components.
Diabolist

Good and Bad. It was already good this tier, curious to see how they tune this to be less impactful

  1. These talents cause a lot of issues, particularly with destruction becoming very complex to get the most DPS out of your rotation. Right now, the highest performers in Manaforge Omega can “clip” the end of demonic art, triggering a new demonic art while also proccing the tier set, allowing you to have more uptime on the intellect buff, and also having much more uptime on demonic art in general. This turns into an incredibly high skill-capped minigame that doesn’t mesh with design goals.
  • EDIT: Somebody in discord also mentioned this could be fixed if you allow for diabolic ritual to “rollover” when you use an ability that would reduce the timer on diabolic ritual (in essence if you were to cast chaos bolt with 1s left on the ritual, it would activate your next spender to summon a demon, while also starting the cycle for your next demon instantly instead of only activating your next demon spawn). This would eliminate the ability to allow people to “clip” the end of your diabolic ritual (if your cast hits as close to 0 it does the function mentioned above). For instance, you could have the buff to spawn a pitlord up, while also having a ritual ticking down for your next felguard.
  1. Solution: I think this just needs to be dumbed down to not be a trackable buff and just activate at X value whenever you spend a demonic art, so that there is less friction. The pressure put on the player to keep 3 stacks is high, and is directly related to movement in combat. There also needs to be some debugging and work done to not allow players to clip demonic art cycles.
  2. Eye beams are kinda cool I guess?
Soul Harvester

Bad. Affliction in general, in relation to hero talents, is a mess on the alpha at the moment, but it has good potential.

  1. Affliction is still completely unplayable with Soul Harvester, particularly with the issue where our shard spender has a hard cap and we can generate significantly more shards than the cap in our burst windows. This problem just got exacerbated with these additions to soul harvester. More resource generation is not what we need. If soul harvester wants to go the route of pseudo-summoner / buffing our spenders, there needs to be more emphasis on buffing our shard spenders and less on increasing the amount of spenders we use.
  2. Affliction still has a ton of issues with determining when to hit seed of corruption, vs when to spread unstable affliction to multiple enemies. With Soul Harvester having no links to seed of corruption, this is incredibly difficult to determine now with the AOE component of Soul Swipe.
  3. Affliction still has major resource issues in general, and dark harvest directly impacts the likelihood that we cannot spend past our cap of 5 unstable affliction stacks.
  4. There are 0 improvements to demonology, and this hero tree still is incredibly bland, unimpactful, and frankly disappointing as a demonology warlock – see my first point. I Would much rather a complete overhaul than the current design direction.
28 Likes

Great feedback. I was hoping you were secretly testing everything out in alpha, but it looks like they’ve kept the scope of the initial phase limited (mostly to “content creators” and friends, I guess). The warlock feedback post on the alpha forums has something like two responses at the moment, at least as far as I’ve been able to see.

100% agree that Demo Wild Imps and Implosion have numerous issues as we were discussing in the Implosion thread. Tethering Wild Imps to Demon Core generation and then Implosion spending has consequences that I think the devs might overlook on occasion, and leads to a complexity that is just pure confusion rather than any sort of “skill expression.”

For Affliction, I’m glad that Agony management is more flexible than cooldown-locked Vile Taint, but I wasn’t really overjoyed when Blizzard said, effectively, “hey, you get Twin Moons from the Druid kit now.” As one of the core mechanics for the DoT class, it just seems a little unimaginative. Plus, I’d like to see a way of maintaining Agony in AoE that feels powerful, but at least somewhat engaging at the same time. Maybe a channeled spell that causes Agony to jump and refresh on tick (with those smart targeting improvements you suggested), which has the same effect/cadence as Shared Agony, keeps the drain theme, and avoids nameplate juggling.

4 Likes

For Affliction, while many people seem happy about UA spender returning, the spec still looks like it will be mired in simply wanting to hoard 5 shards every minute to dump them all for cooldowns. The only difference is now you’ll want to spend shards first, and then use dark harvest afterwards. If they want the answer on when to spend shards to be ‘now’ then they can’t have Aff sitting around with 2 buttons that both double the duration of every UA you put out recently or we’re going to stay stuck as being overly cooldown reliant to do real damage.

There was an old pvp talent where drain life extended dots on target, but with multiple UAs, it would specifically only extend the shortest duration one. I think a caveat like that cold be added onto Dark Harvest and Darkglare that could leave them feeling like potent cooldowns without forcing the spec to be so heavily reliant on these cooldown windows to deal damage.

4 Likes

Not just cooldown reliant either, just sitting on your shards. At least with rapture you could spam rapture and not worry about there being a cap on how many shards you can spend in your spend window. Right now it’s 5 shards in 16s (minus using harvest to increase that another 8s). It’s actually a gigantic issue atm that should be the #1 problem the combat designers need to solve with affliction.

1 Like

As said in the Implosion thread… Implosion should be entirely optional, it should not be an integral part of the tree with other non-related talents gated behind it.

8 Likes

With a rework I always figured they would go MG as the ST spender and SoC or Rapture as the AoE spender. Didn’t really think UA would be on the table.

If we’re sticking with UA as the spender though I’m not quite sure how to remedy knowing when to use 3 stacks of UA vs 1 stack vs 5 stacks.

Maybe only allowing 3 applications max on a single target? Then make the duration that is shown for UA be the application that is gonna fall off first rather than the last one applied. So you know when to precast to keep a 3 stack?

Or could go the no stack route and increase the cost of UA to 2 Shards. Then just let UA be like Devouring Plague and roll it’s damage over into the next application.

Either way something definitely needs to be looked at for UA.

I agree with everything except your suggestion to placing drain soul as the baseline filler.

We should be asking for more instant casts rather than increasing mandatory cast times. But i understand the intent behind your suggestion.

My biggest issue with the midnight aff changes is that they haven’t reduced aff complexity much. Instead of spamming raptures we’ve delegated those gcds to spamming UA, pretty much everything else is the same.

Eventhough we’ve lost PS/VT, that one gcd reduction is partially offset by a new kind of dot management system centered around UA multistack management.

In a way, midnight’s aff design is more complex at the skill ceiling than TWW.

Edit: i still think they should’ve went with haunt as a spender instead of UA, and by making it instant cast it would’ve solved a huge portion of our on demand movement dps while simultaneously not overcomplicating our dot management.

Could’ve also tied a stacking effect to haunt which increases dot damage rather than all damagebon the target per haunt stack, effectively mimicking the intent behind multiUA without attaching it to a stand still and hardcast and track multi dot uptime playstyle.

Then they could make UA uncapped and align dot durations at the baseline while adding your suggested mastery mechanic that speeds dot ticks alongside what it usually does.

By doing so would solve nearly all problems associated with the spec.

3 Likes

I would love it if they’d move dimensional rift to demo. It feels way more appropriate as a summoner thing. For demo, I’m also one of the implosion haters, please let me avoid it completely. Lastly, rather than putting the felguard in the tree, I’d prefer if they’d keep it baseline and give us a talent for an even more powerful demon at the bottom of the tree, like in WoD. Let me have a permanent pit lord!

7 Likes

If a skill cap is watching nameplates and juggle debuffs (dots), then I’d argue the skill cap shouldn’t exist. Not sure what should or could be done with afflication, but the current dot design and the current UI design/goals are mutually exclusive.

Interesting, I would disagree with this assessment. I think part of the issue stems from the fact that dots haven’t been the main gameplay in a long time, and that the in-game tools to apply and maintain dots has weakened over the years (or was just non-existent in the first place)

This is purely my opinion only: In an ideal world I’d like to eliminate drain soul or shadowbolt from the rotation and be pressing purely dot buttons every gcd, either enhancing dots or applying dots.

2 Likes

That takes me back to WotLK first tier where Aff had to keep up UA, Immo, Agony, SL and Corr (doesn’t really count though since it refreshed from haunt and SB). Felt like all I did was apply dots the whole fight. I don’t remember enjoying it much lmao

1 Like

If I was given free reign to design affliction as I wished, I’d make it use dots to deal damage and then give it short duration debuffs that need to be juggled. So a dps/support hybrid. But I know a lot of people wouldn’t be a fan of that.

The only way to (properly) manage dots is to watch stack numbers and durations on targets, or am I missing something?

I think we just misunderstood each other: you are correct in what you are saying. What I was disagreeing with was the back half of your statement, saying that the skill cap of managing dots (if it had to do with watching stack numbers and durations on targets) should not exist. I think it should be the underpinning of affliction as they reduce the complexity of our rotation. I’m not sure how satisfying affliction will be if dot management is just gone (since I also advocated for the removal of agony stacks and UA stacks in OP)


I won’t lie, I was slightly jealous of devourer demonhunter because they had stolen an idea I’ve had for affliction for years.

Since I’ve been doing feedback for affliction for years now, the biggest problem I’ve found with the spec is that there is no good feeling payoff for maintaining dots. Rapture was one component of it, but another was that it just feels like you are maintaining dots for the sake of maintaining dots.

Originally, my idea revolved around having a secondary resource (and before people say “complexity”, there are plenty of classes with dual resources, for example dk, demonology lock to an extent, most healers etc.) called “malignancy” (or something to that effect) which was a simple meter that would constantly drain as you did your rotation but granted you different bonuses the higher you got until it eventually would empty or would drain too fast to keep up. I’ve been a gigantic pusher of dot tick rate being part of a fundemental shift in affliction design, and the bonuses on this meter would feed directly into tick rate. You would still have shards to spend UA, but the background meter would be something you could keep an eye on and plan around. It would just fill passively from doing your rotation but would drain faster if you let dots drop etc.

Anyway, that’s about as far as I got. I just wish there was a reason to keep dots up that was a good feedback loop other than just keeping dots up because they do damage. There needs to be some interaction there with the maintenance of dots. Ideally this would be different than the old school days of wotlk where you kept dots up just because that was the best way to do damage, and it had no interaction on the entirety of your kit.

2 Likes

If UA is at max stacks and you use malefic grasp, maybe it should soul drain/life drain enemies within 10 yards of the target. Obviously would need to be balanced but there’s not much payoff for capping UA.

You’re definitely right that there is a lack of payoff for dots. My only problem with the idea of tying so much to tick rate would be that haste would be a very awkward stat to have. I would also worry about the screen becoming just number soup. DoTs in particular are pretty hard to make feel satisfying. Damage being dealt generally has little to no tactile feedback and certainly very little visual feedback as well.

I do think the idea of having DoTs be very distinct from one another in tick rate and purpose is a good direction though. I think if I could change Affliction to play in any way I wanted it would be something like…

  • Drain Life/Soul/Grasp is the filler. I’mma go with Drain Life because I like the visual.
  • Corruption is the only DoT that has a increased tick rate while Drain Life is being channeled on the target.
  • Agony still ramps stacks/damage and has a random chance generate shards. Once at max stacks Haunt can consume the stacks for some benefit rather it be damage or guaranteed shards.
  • UA would be slow ticking and have 100% crit chance. Crit stat then scaling the damage up. Can stack up to 3 times.
  • SoC is still the AoE spender but the Dark Harvest CD allows for burst AoE by letting Drain Life hit all targets effected by Corruption.

That would be the core idea. Gives every DoT a specific identity. Each one has a different texture even in the way the numbers show up on the screen. Corruption being lots of small numbers quick. Agony the steady ramping builder. My only reason for UA having 100% crit is to give it that OOMPH. The hits will be further apart but you’ll FEEL it when it ticks. It’s pie in the sky, and definitely not everyone’s taste, but I’d personally really enjoy it. I’m not even sure that it addresses the issue of just maintaining dots to maintain them but I at least think it would be more satisfying.

Makes sense. I don’t necessarily agree with my own statement either, but I see no alternative where dot management is done through something other than the UI.

Even if it started as a Destruction artifact talent, I won’t mind this. OR Let rift spawn different things for each spec.

One place where Demo might have it a bit easier… instead of DoTs on targets, most of what they’re tracking is internal (shards, cores, demon spell CDs, etc).

1 Like

I like the talent that automatically summons Vilefiend when you summon the dogs. Don’t like the Hand of Guldan change one bit though. It seems headache inducing remembering when it’s equipped for AoE vs ST. I don’t like playing specs like Balance Druid because of that and it seems kinda like that. It would be better to me to leave Hand of Guldan the way it is and just have Eye of Guldan be its own spell that is available once you have max imps. Or something.

2 Likes