Wanted to give some more Feedback, this time on the class tree and all 3 specs in conjunction with their hero talent options.
Class Tree
I srongly feel like another iteration on our class tree is something the class would greatly profit from. I fully second Maginwls point about Warlocks “tanky caster” niche not being that much of a niche anymore with more and more defensive value added to other classes (that have mobility as well) and on top, while warlock has great raid utility, it’s 5man utility feels severely lacking.
Our Tree at this point in time doesnt feel very opened up and while i dont think adding circle in there was a mistake, i do think on the front of removing throughput from the tree the changes are somewhat lacking. I would love to see Sargerei Technique and Socrethar’s Guile to be removed and instead have some more utility suited towards dungeon content added instead (something like aoe curses).
Demonology
Demonology (as well as some of its hero talent options) still has some bugs to work on which makes fully testing everything somewhat difficult but i still think there is some points to adress.
First of all the capstone situation.
I do think that The Vilefiend and Dreadstalker path at the bottom is good and feels excting to build into.
Doom instead still feels like its not fully fleshed out, especially for single target encounters where its value drastically declines (it’s also somewhat bugged so its value might be higher than we think), as well as Doom Eternal feeling somewhat weird of a talent as of now. Maybe one of the Doom enhancing options could be geared towards making it an appealing choice on single target as well.
The right path that leads into Immutable Hatred and Guillotine feels very much not exciting to me right now. Especially Immutable Hatred currently has zero appeal to my eyes. If it is intended to be the passive choice for not too much of a gameplay change i can accept that but even then it has multiple issues: It scales with the demonic core economy, which was nerfed. It has no “cool” factor to it like a model change for the Felguard (e.g. to a fel lord) or some cool animation. And it might still end up being the choice if doom stays as an option more designated to multi target situations, at which point feeling forced into a talent with the cons of Immutable Hatred won’t feel good.
Other than that i mostly have minor gripes, like for example Umbral blaze still existing (it is a very boring talent without much value that feels like a tax more than anything).
For the hero talent options i gotta say i really like diabolist as it is thematically awesome for demonology and also feels good to play. Soul Harvester feels solid as well but still has bugs that makes it hard to fully evaluate. I am somewhat afraid of Soul harvester turning its speccs into “Shadowbolt the class” though, as it opens up weird builds that deal extreme amounts of damage with their filler (which then may lead to not excting gameplay).
Destruction
I think Destruction really got a massive glow up with the talent rework and overall feels pretty great. Decimation is really a highlight as it adds some excitement to the roation with reacting to proccs.
But there are still some issues i see with the current destruction tree.
First of all the rift section in the bottom right feels like something i’d never really path into except maybe rift itself for movement if i can spare the point (and even then it doesnt feel like a great movement tool). If rift is supposed to this movement tool i feel like its enhancements should play into that and, if it isnt, it needs some massive tuning to be considered worthwhile.
Second (kinda in conjunction with the rift issue) i feel like destruction is still the spec that suffers the most from mobility issues and losing out on damage while moving. With rift being such a middling option and no other real mobility tool in the tree, i do really think the spec could use something that is better than having to invest into rift (with rift staying like it is).
Third there are some concerns that we might be using rain of fire with inferno on a 2 target situation, even tho i think that havoc should be the clear choice there.
Lastly some pathing issues, like getting to Reverse Entropy/Internal Consumpotion feels a little iffy with Fire and Brimstone or Flashpoint being required while not offering much in a single target situation or having to overinvest in the first gate for Havoc (a path from Havoc to the left and right would feel amazing).
For the hero talents i do think that they are pretty close in power but Hellcaller still feels like the tree to go for as it feels like it fits more seamlessly into Destructions gameplay. In Diabolist i don’t like gloom of Nathreza as it wants us to talent Havoc and maybe even use it in single target or, if not, provides zero value outside of Havoc situations (single target Havoc is not something i see fitting into the current Destruction gameplay).
Hellcaller still feels very good overall, but i do agree with Malykith that the Seeds of their Demise nerf, while neccessary, felt a little bit extreme and 2 stacks of Flashpoint are very low on the excitement scale.
Affliciton
Affliction gameplay is an odd one, as it feels like it is affected the most by the hero talent choice.
In general i do like the new tree.
Some minor issues i see are Infirmitys effect for Vile Taint being a little on the boring/weak side, Darkglare feeling a little whelming and Ravenous Afflicitons being a very cool concept that is hamstrung by a very low rppm chance. Also Absolute Corruption versus Siphon Life feels like a not very interesting choice, as the gain from Siphon Life feels too low for you to still having to manage Corruption.
I am a little confused to what the intent is behind the cooldown timings on Soul Rot vs Oblivion and Phantom Singularity. Up to now we would usually hold Phantom Singularity for Soul Rot to amplify our 1 minute window. But with Oblivion we now have a very strong spender that profits from Infirmity and might lead to some weird gameplay, where we try to overlap them in a way that we use Phantom Singularity with a little delay to gain the bonus on Oblivion but late enough to still hit an overlap with Soul Rot and extend it with Malign Omen.
I wanna point out the aoe gameplay as a positive tho, i think that feels very nice.
As i said Afflictions gameplay feels heavily warped by its hero talent choices.
Hellcaller gameplay i think feels really nice and has a good flow to it from managing your dots to using Nightfall or Tormented Crescendo proccs to the 1minute windows of spending shards with Soul Rot.
Soul Harvester instead feels very focussed on its filler and is often derailing into Shadow Bolt spam on the beta currently and while there are some bugs still, i dont know if the gameplay will change much if those are fixed. The Soul Rot windows do feel good but as i said the in between feels pretty dull with how much value there is on our filler.
In the end i want to thank the devs for their work through the alpha and beta so far and also wanna second that i am overall very happy and impressed with the reworks and how feedback was responded to and implemented.