Let's talk about DOOM/CURSE OF DOOM and how it's a problem

Hi, i am Malacath, Warlock since Cataclysm? English is not my first language but i think i need to post here to grab some traction?

With Shadowlands in early alpha and Blizzard saying they are listening to feedback i think we as class need to talk about a specific spell.

Doom, Bane of Doom, Curse of Doom or whatever it’s current or future name.

You see, i dislike Doom, i know people who hate it, and i think it saw very little use on BFA compared to Demonic Calling who gave similar damage, a more fluid rotation with much less work.

Well, on Shadowlands alpha Doom is back, It’s baseline and it’s for all 3 specs, it also shares a slot with other curses, and you can only have one curse active at all times.

So on raids, on dungeons and on pvp you must choose, extra damage from Doom or some form of utility because any curse who gets placed after doom? it purges doom out of the target.

And you know what places random curses? a few of the covenant spells like Vanthyr who lobs a ball of darkness aoe and apply a random curse.

Now, on demonology talent tree we now have a “improved curse of doom” it ticks 50% faster, deals 100% more damage (it actually brings to the level of live damage of doom" and AMAZINGLY? will cast enslave on the imaginary invisible doomguard if he ever gets summoned from that 5% extra effect.

What i want to say, and ask is the following.

Doom is a terrible spell, a worse talent and should be removed from the face azeroth, it should not be baseline, our dps should not be balanced around casting it (for affliction, destro or demonology) and it shouldn’t waste a talent tree slot.

especially if Blizzard wants to pushes the curses as a source of utility.

Now, my fellow warlocks, do you guys agree or disagree?

15 Likes

As it currently stands sure. But the spell could easily be improved.

For example, if they reduced it’s time to tick to 15 seconds but kept it’s duration at 30 seconds or 1 minute, made it summon a Wild Imp on hit/crit, and was guaranteed to summon a Doomguard on kill, Doom would be just fine. They just insist on having it be incredibly unfun, which is sad since it’s a fairly iconic Warlock spell.

6 Likes

On Alfa right, it lasts 60s and only ticks when it ends for the equivalent of half the damage right now.

with the talent it lasts 30s, ticks when it ends and deals the equivalent of the damage right now.

4 Likes

Yeah, I don’t know what Blizzard is thinking designing it. Feels like they want it to be as annoying as possible.

4 Likes

I have to say I don’t like curses at all. They seem just a burden, to apply to every single boss or mob that we see in dungeons. Unecessary stuff that is probably going to increase our ramp up time even more (something that people don’t even talk about, it seems).

Also, the way Doom is described and how it is currently, both in live and alpha, is basically Blizzard making fun of everyone who plays Demonology. It’s offensive to offer players the chance to summon a pet with such ASTRONOMICAL low chances in a spell that is TERRIBLE in itself. Takes 30 seconds to deal damage AND has to kill the target to then have a 5% chance to summon it. It’s a joke and goes along with that phrase from Ion that seems to never get old: ‘‘We’d rather you didn’t play Demonology’’.

With that said, Doom should be gone or redesigned to one of it’s old styles.

One of ways I would like to see is to remove that stupid ‘‘Summon Doomguard’’. Then make Doom baseline for Demonology with only with 30 seconds to tick for damage. And finally change the talent ‘‘Improved Curse of Doom’’ to be ‘‘When you cast Hand Of Gul’dan, apply Doom to all targets hit AND reduce it’s time to deal damage by half’’. Only with some MAJOR buff this spell would see SOME play.

I think this spell has lots of different options to be used and I don’t hate the spell as OP said he does, but, of course, Blizzard preffers to mock Demonology players by changing things for the worse and unplayable.

Doom had potential to be a really cool Warlock spellcast. It’s just currently very boring and lame.

There are ways I would like to see Doom fixed, just my personal idea I’ve always wanted but it’s very cool:

Make Curse of Doom a 30 second cast that does a reasonable tick of damage at the end. Also, every second it’s active it has the chance to summon a Wild Imp. If Doom is dispelled it Blinds the dispeller for 3 seconds. At the end of Curse of Doom’s duration it had a 1% chance to summon an Doomguard that last for 12 seconds. Doomguard immediately begins attacking your enemies, however, if there are no enemies remaining it will turn on Dooms caster and attack. Doom doesn’t have to kill Target to have chance of summons, just has to run the entire duration of 30 seconds.

I’d be willing to bet that any effect that applies a random curse doesn’t push off the one you manually applied.

Other than that it’s one of the freest things ever. 1 global per minute. Who cares?

1 Like

For curiosity, in alpha when Doom summons a Doomguard for destro/aff we’ll need to cast enslave demon and replace or pet with it. And for demon with doom talent? Doomguard still replace our main pet or count as a other demon like dreadstalkers?

:black_small_square:︎I will never take doom from talent row unless they remove demonic calling.

:black_small_square:︎doom worked in its best form when it was hand of doom where our hand of guldan applied it for us. I personally would not mind if demonology got this effect. But if they have 2 seperate talents for this and impending doom then its not worth it. Soul strike and vifefiend is much more powerful.

They would have to have impending doom increase the damage by 100% and change the effect of doom to have a 5-10% (100% if doom kills target)chance when it deals damage to summon a doomguard to aid you for 10 seconds.

:black_small_square:︎so im 50/50. But will not take doom in the current state that they are offering. Its bad and a waste of time. It just seems like the devs are being lazy again like they forced 2 talents on felguard in talent tree. What is the point of having other demons for demonology if you guys are giving hints that you only want demonology to use felguards.

:black_small_square:︎whats more important is to add a baseline interrupt or in talent row for demonology because they need it.
-screw the imp mother thing, change hand of guldan to cost 3 to summon 1 greater demon from fel lord, inquisitor, and jailer like guldan does in the night hold. I personally having like 25 imps out i rather have big demons that are strong and equal to 5 imps each. They can add 3 charges to hand of guldan so you can only have 1 of each out at a time.

:black_small_square:︎may be add eye of guldan if hand of guldan has filler.
Eye of guldan-cost 3 soul shards-instant-summon 3 eyes of guldan to aid you for 12 seconds. 12 second cd.
-empowered eye of guldan-talent-passive-after 12 seconds your eyes of guldan fuse into an empowered eye of guldan to aid you for 10 seconds and increase your versatility by 0.5%(increased by spell power).

I disagree with qualifications.

I use doom on every encounter, not really for damage, but rather to instantly tag targets, give the FG a de facto attack command, pull trash, keep a player in combat, etc. It is incredibly useful and I am not sure if that same utility will be there when its mixed with the new curse set up.

Now with Hand of Doom, doom can actually start to do a lot of damage in certain situations. As I recall it also used to generate these bursts of shards as well.

Haters don’t have to use it, but keep it there for someone like me.

1 Like

Yea each tics generate a shard and after about a minute u start getting lots of shards to keep using hog it was nice.

If i say Druchii, you say ?

It’s funny that not one of the curses can be an interrupt - curse of tongues anyone? Personally I’d like Doom to be an execute dot - only ticks when the target is 30% or under. I am really hoping they do something with it though regardless, as is it’s just not gonna be worth it. Corruption should not be baseline for demo or destro either.

1 Like

Doom had potential to be really cool - having it’s own empowerment talent choice. However they literally took any potential away from it and made it an uninteresting spell with a terrible “empowerment” talent (empowered doom).

In alpha the doom duration is like a minute long (more than twice as long as it is now) with a rather low damage output. There isn’t a really a reason to use it the way I see it. The game has become rather fast pace and an “execute dot” isn’t fitting. in m+ there will be no situation where trash packs will make it feasible for doom to be used. So this Empowered Doom talent is supposed to increase damage and half the duration, but like how does that make it more valuable and competitive when Demonic calling is on the same row?!

2 Likes

I agree. Its not needed.

I agree, keep it just build or revamp play-style around it. Make it useful not this mythical legendary historic issue that it is today.

Similar as Grindolain suggested:
For Doom is to make it work similar to Dribbling Inkpod trinket:
“[Your damaging abilities against enemies above 30% health have a very high chance to apply Conductive Ink. When an enemy falls below 30% health, Conductive Ink inflicts [4384 * (1 + Versatility)] Nature damage per stack.]”

Basically Doom would put a 1min debuff on the enemy and every time your DOT tick (for affliction) or you wild imp cast firebolt on the target (for demo) (haven’t play Destro since way back in WotLK so not sure about them) , Doom will gain a stack and reset his duration on the target to 1mins.
Then, once the target drop below 30% HP, Doom will damage the target base on how many stack it got and if it reach a certain amount of stack, let’s say 25 stacks, it will also summon a Doomguard!

People, this topic is 4 months old, the problems that Doom had at the time solved in the most part, its basically a corpse who got ressurected by a necromancer.

  • In Shadowlands
    Doom no longer have the silly “summon doomguard” text that never procs.
    Doom is no longer a curse
    Doom is no longer baseline, but again a talent.

Yeah, the topic has been freshly necro’d, but… probably still worth a little discussion as it is now back to being a bad talent again. With the general inactivity of this board I wouldn’t say a 4 month necro is that much of a crime. But it is good of you to record how Doom has changed since then.

Honestly I kind of like the idea of Doom behaving similar to the Inkpod trinket, it makes the talent a sort of Execute style thing that you apply at the start of the fight and just forget about for the rest of the fight. It’s also not necessarily an OP all-purpose talent in this form as some bosses have transitions that will remove the debuff, some bosses are multiple targets that don’t share health and die fairly quickly, etc, things that limits the efficacy of an Inkpod style Doom and promotes swapping to another talent for said boss.

If there was any possible issue with this style of talent it’d be with a Ghuun style boss, where most of the damage taken by the boss is done by non-player effects, taking greatly reduced damage and being an add fight until X phase. With a talent like this a Warlock might be tempted to tunnel the boss, stacking up the debuff for a huge burst once the boss reaches the burn phase. Not very helpful with adds, but also perhaps exploitable fir something like Ghuun where they briefly take 200% extra damage or something before the burn phase. Stack a few warlocks on him the entire fight, watch his health vanish while under the final laser.

I dunno. Merits discussion imo

Good way of looking at it. I use exhaustion, tongues or weakness instead. I never use any type of dot now while in groups. (Unless its pvp). Every things dead by the time any of my dots do any dmg. tbh all dots (Yup rogues also) get wrecked by many other classes on the dps meter. So I just gradually stopped using dots all together.
My lock is crying inside every time I think of what Doom could’ve been.