Wow, Blizz actually kinda made a smart decision with the Sacrolash rework.
Now I’ll have free gcd’s coz I’m not constantly having to refresh agony on add pulls.
Might actually start playing affliction again with this upcoming change.
Wow, Blizz actually kinda made a smart decision with the Sacrolash rework.
Now I’ll have free gcd’s coz I’m not constantly having to refresh agony on add pulls.
Might actually start playing affliction again with this upcoming change.
What are you talking about?
Nah, some people tested it. It does not work on Agony, so you’ll still be same. It will only work on the “curse of” spells so weakness, tongues and exhaustion.
Wow that’s terrible. Like the OP i thought it would be the samething. Curse of Tongues/Weakness last long enough. Would have been nice to make Agony last longer with Absolute Corruption.
This frustrates me to no end. I don’t give a crap if it extends the duration of curses, that’s only a slight DPS/QOL increase using tongues or weakness on long fights, but craps all over the original function of the legendary. Doing solo content/Torghast, it’s wonderful to use a single GCD to slap corruption on something and have the mob slowed and taking damage over time(absolute corruption) forever until it dies or leashes, especially with seed where you can use it to spread the slow to a pack of mobs all at once. Now, you’ll need to use twice as many GCDs to apply corruption and exhaustion for the same effect, and seed can’t be used as a mass slow.
I loved the effect in Legion, mourned for it all BFA, and when it came back I went straight to working towards it until I unlocked it. Just leave it alone, no one asked for this change and unless you couple it with something like “if corruption is applied to a target with no curse, it automatically applies exhaustion” or something janky like that I’ll be very frustrated.
I lost a lot of faith in BFA with blizzard managing warlocks with the loss of life tap, almost all forms of meaningful self healing, being pushed heavily into SB as filler, etc, and in Shadowlands while not perfect I was getting some hope with drain soul being a viable choice now and bringing back the perma-slow, but now I’m struggling to find a reason to play my warlock over my boomkin.
I had not been paying attention to PTR, so really hoping that they’ll either fix what is hopefully a bug, or specify that in the patch notes next time.
And really can’t blame me for thinking so since the patch notes directly read “all your curses*” since you can only have 1 debuff curse per target at a time.
If not, welp, guess I’m going back to the shadows
Most of the community asked for this change. Sacrolash is mandatory in RBG’s and ruins the fun of casual BG’s out of sheer oppressive strength of blanketing an entire team in 50% snare from 30 yards away with instant cast abilities that can be reapplied with no cost and no cooldown.
I’m sorry you really enjoy it, and that it was something you worked for when you heard it’s existence – but Sacrolash is an anti-fun mechanic for everyone involved including the warlock. It damages class strength, and gates perspective power gates by pigeon holing you into being the snare bot – instead of a ranged dps.
So… again… “No one asked for this change” is untrue. Searching the forums has 56(!) pages(!) of people unhappy about Sacrolash’s current state. That’s 50 unique new threads per page.
Most of the Warlock community also asked to be tankier, because there’s no mobility baseline and I’m not meaning through Covenants, I’m meaning, literally through the spec/class itself. You have gateway on a 2 minute CD for 1 use on a 3 second cast time, which frankly in most RBGs trying to wait to set it up is out of the question half of the time unless you set it up like 5 minutes before the fight or something and then circle is used every 30 seconds.
Demon Skin/Demon Armor provide decent things, but you’re literally capped on PvP talents because if you don’t have Demon Armor and they got melee dps, the melee dps rip through you in 3.2 seconds flat, without CDs even being up too unless you outgear them completely. It’s just a lot of bleh.
Blizzard took away Warlock mobility in favor of them being “tanky” in Legion. Then in BFA they removed the tankiness and didn’t give htem mobility, and if people claim “Burning Rush” in PvP, no, that’s not mobility at all. A fool will take that talent and if you’re CCed with it up you cannot turn it off, killing yourself while being CCed plus enemy damage on top of it as well. Also, when melee have like 5 different gap closers each, why would you be killing yourself trying to escape?
Like, either bring back the actual tankiness of the class, or give them a lot more mobility. Sacro helped to survive because it was absolutely needed, or else Warlocks would not even be brought into RBGs to begin with since melee just roflstomp all over every Warlock spec regardless.
They need to decide what it is they actually want with the class. Are we tanky again or are we mobile? Pick one, go with it. If more mobile, then this degree of toilet paper is fine and just instead give a lot more mobility into the spec to get away from melee. If more tanky, then this degree of mobility is fine and make us a LOT more tanky, to actually be tanky.
One or the other, but right now Warlocks are in such a trashy place where they are neither tanky nor mobile. Night Fae is more mobile than the other 3 for sure, but it’s still quite terrible and doesn’t help solve getting away from melee with 5 different gap closers.
Most people don’t want to use Sacro, but it’s 100% needed, or burst needs to go or Warlocks need to be far tankier. Something needs to give here, so again they need to figure this stupid stuff out and then decide on a path.
You must have misunderstood me – Most of the community means all classes, not just Warlocks. The entirety of the game, beyond the scope of one class, heavily disliked one single item utilized by one class to the point that people wanted it hotfixed out of the game – not five months from now.
You’re a bit hyperbolic in your “woe is me, warlocks are so squishy, woe is me” approach. It makes you kind of hard to take serious. Warlocks have multiple forms of force hard cc, or ways to force trinkets during burst (Coil -> Shadowfury -> Fearx3). They also absolutely dominate if they’re not tunneled, whereas most casters are just “good” if not focused.
Your mobility was actually mostly unchanged… Still have gateway, still have insta port. Didn’t lose any sprints/blinks/intervenes/etc…
The “tankiness” you’re talking about being removed was soul linking a pet then sac’ing it for 20% increased hp + reduced damage… It was wildly overpowered and was mandatory for every spec because of how good it was. Blizzard didn’t remove it because people complained, they removed it because it defeated the thematic of the class. They forced people to choose between sacrificing their pet being a self boon, or other equally powerful talents. They then gave you 5% of that health for free via PvP talent, and 10% of that health for free via a passive. You have 15% now compared to 20% previously, but also get a pet. Not a nerf.
So far as how non-stop you complain about melee training you, Paper is supposed to lose to scissors. You are supposed to be beaten if tunneled by a melee. That’s why WoW isn’t a 1v1 game - your team peels for you, and you kill them. If they ignore you, you kill them.
It really seems like you’ve got this bizarre mental image of Warlocks in your head that they’re the worst class in the game, as you repeatedly use terms like “trash” “toilet paper” “3.2 seconds flat” “bleh” etc. The reality is the class is one of the top parsing classes in the entire game, has some of the highest Gladiator representation in the game, is the 3rd highest M+ range dps representation in the game, and is considered S+ tier mandatory for both Mythic raiding and top end RBGs. It seems that the problem is you, not the class. Warlocks are doing incredibly well.
You are already plenty tanky in the current meta. The only thing you don’t have is an outright immunity. You have a strong defensive % based CD on equal CD to everyone else’s strong % based CD. You have either a strong instant heal+shield or a defensive shield, 15% free increased hp, healthstones for your entire team, CoE/CoW, ANOTHER 30% hp steroid, a 20% max hp insta heal that scales off bulwark/battlemasters/rally/etc, a 3s global spell reflect that isn’t capped by reflects. Warlocks have tons of survival at current. You just can’t mindlessly survive a melee train hard focusing you – which you are not supposed to survive it. However if ignored, you can apply literally unequalled pressure across 3 separate targets simultaneously via 3x UA+full dots - gating 3 unbreakable snares, full dots, etc behind suicide to dispel and pressuring multiple people out of the fight entirely.
You’re right - something does have to give here. You can’t have a single spec be S+ tier in RBGs, Mythic raiding, 3’s… and then also be A tier in M+ / 2v2 content.
So what has to change? The item that makes them dominant in multiple avenues. Sacrolash. It empowers an already strong toolkit to an extreme amount… and the entirety of the 3v3/RBG world is tired of dealing with mandatory Sacro spam 24/7. A lot of the top-end pvp community want Sacro hot-fixed out, instead of waiting 5 months for 9.1 and fun to return to RBGs/casual BGs.
3s and RBGs aren’t changing. Every1 is still going to be permanently slowed. It will just take a little longer, and the lock will do even less dmg than before during ramp and be more vulnerable until the slow hits. It’s a nerf in the sense that locks are already gcd starved, but if a lock is only there to slow and UA then not much is changing.
I can now respond to this, I’m going to pick this apart because, again, every other class doesn’t realize this when they’re playing against Warlocks.
Other classes misunderstand Warlocks.
Hard CC being only Mortal Coil, as Fear is a Disorient and DRs with other disorients. There is usually always a Priest in RBGs, which their fear / Psychic Scream DRs. If you have a Druid, Cyclone DRs with Fear. Fear itself, is not a hard CC because literally 50 damage will break it immediately. It can also be dispelled, which it always is or is broken right away due to a single DoT tick.
Mortal Coil, yeah, that is def a hard CC but that is the only actual hard CC that only breaks upon either a trinket or immunity. Seduction: Not a hard CC because again, just like with Fear it literally breaks on taking 1 damage for this one in particular, be it the Succubus taking the damage OR the target under Seduction, hitting either breaks it.
Shadowfury; Yep, a second hard CC except that it’s a cast time AND a you have to aim it with your mouse. Like, it’s more than just tab target, press button. It’s aim mouse, press button. You also have to hope you’re not interrupted because if you are, you’re locked out of your school for 4 seconds, which means nothing else is being casted.
They will always be the focus the very second they enter into a fight. 10/10 100% of the time in every situation, Warlocks are targets before boomkins because Warlocks have much worse survivability and much worse mobility than Boomkins. So, if it’s a choice to take out Object A which you can do in 10 seconds, tops, or object B which you can do in 60 seconds, tops, Object A will always be the first focus. 10 out of 10, every single scenario/situation.
Our mobility is pretty garbage. Every Warlock who has ever played Warlock in the last 2 expansions will tell you this as well, and if they don’t they’re full on messing with you.
Let’s take a look at the mobility, shall we?
Baseline mobility; Demonic Circle, Demonic Gateway.
Demonic Circle; 30 second CD 1 use effect that removes movement impairing effects upon teleporting away.
Gap increase, 1.5 second cast time to put the circle down, instant for the teleport button. Demonic Circle has to be placed ahead of time, too, unlike a Mage who just blinks at any moment in time when they feel like it.
Demonic Gateway; 2 minute recharge, 3 second cast time 40 yard range baseline that you have to determine where it goes. If you take the PvP talent for this; which you never, ever will as Affliction, you will get an increase in range, a 30% cast time reduction and 15 seconds shorter on the 2 minute CD so 1;45 before you can use it again. Only terrible Warlocks will ever take this talent atm, as Affliction is 100% locked into 4, maybe 5 PvP talents, no matter what kind of PvP content you are doing. Anything beyond those 4-5 you die too quickly or easily.
People think gateway is this magical thing. In an Arena, it might be something, it’s something. It’s nothing compared to blink, nothing compared to Heroic Leap, Charge, Wild Charge, Shadowstep, Sprint, none of them, at all. You first have to be able to get the cast off, which is 3 seconds. You secondly have to be over by your gateway in order to use it, you also have to CLICK on the gateway to use it and best/my favorite thing of all is;’ if there is a body on top of your gateway, you cannot click on it to use it making it 100% useless until you get them actually off your gateway.
There used to be a glyph before that would auto use your gateway for you upon you just getting next to it, but that was removed I think or I haven’t seen it yet. My other favorite thing about this is the absurdity of a 2 minute recharge time that you cannot use this other than the single time for 2 minutes.
Other mobility comes from Covenant or talent. You will never take Burning Rush in a PvP situation, as you die so quickly and if you get CCed while BR is up, you cannot turn BR off so you’re killing yourself while being CCed and then they’re killing you on top of that, so there’s that. Night Fae is the literal most mobility on this class and that’s from a covenant on a 1.5 minute CD that gives you 50% movement speed plus 4 blinks.
If the enemy is also Night Fae, which some of them are, they blink with you so either way you’re not getting away.
Now, you want to know about the Corruption slow? Yep, it has to be mandatory because Warlocks have 0 movement speed increases outside of Burning Rush. LIterally none. Your Circle does not increase movement speed unless you have the conduit for it, which most do not use and should not use. Your gateway does not increase your movement speed, either, so you get yards away but now they can easily catch up to you if they’re something like a Paladin, a Warrior, even a DK who can just grip you back in or slow you with chains.
Mobility =/= near non existent outside of having help. I’m not talking about with help from teammates, I’m talking baseline, literally just the class by itself. Every other class literally has mobility increase that doesn’t kill their own HP to use.
Druids can shift out of the slow. Paladins can Freedom the slow. Warriors can slow the Warlock, while also their slow is literally the same 50% slow as Corruption. Death Knights can talent into a movement speed increase and I don’t know if they have a baseline movement speed increase or not. They have a grip, and then a mass grip that grips every 4 seconds, on top of also having a much bigger slow through Chains of Ice than the Corruption slow. Monks can never be rid of for more than 3 seconds because they’re mobile af, especially WW and they can also place their teleport on top of your circle so if you teleport they can be right on top of you again. Hunters remove the slow with Disengage or FD if they’re talented into that, which they can remove it every 15 seconds. I can go on for the other 6 classes or however many I missed but you got the point.
No, the tankiness I was talking about being removed was actually the Drain Soul/Drain Life combination in Legion. Drain Soul was combined into Drain Life and healed you for 500% of the damage it dealt, which was enough to actually be considered a “drain tank” and be able to sit there through melee hits and drain with a healer on top of you too. You did not need a slow or anything, you just drain tanked melee and whoever could deal more damage won. Can’t do that anymore because Warlocks were abusing this in PvE. I was doing the same. Warlocks were so tanky in Legion that they literally never had to do a single mechanic if it was not a 1 shot, because Drain Soul would heal you from 1% hp to 100% in a single 4 second channel. They were broken in survivability and tankiness. Blizz seen this and didn’t want them to be that busted so they removed it entirely then gave it back at 5% effectiveness. It had absolutely nothing to do with “Soul Link” because you didn’t have that ability as Affliction. You just literally could keep Burning Rush up the entire 10 minute long fights during progression, even on mythic difficulty and not have to do a mechanic at all. Think Soul Link was either Demo specifically or it was back in WoD/MoP era.
Anything after Legion was technically a nerf, let’s get this straight. Legion made them 100% gods in every piece of content for Affliction for everything from damage to survivability, so everything non god-like is actually a nerf. Warranted, yeah but it was 100% due to the weapon that Affliction was a god, nothing more and nothing less. That weapon gave Affliction so many broken abilities plus on top of that it also gave them things like “every time a raid or party member uses a healthstone, you heal for 100% of the amount they healed for” – and then when you factor in the Weapon skill of doubling all traits, this made it double their heal so you healed for 200% of the amount they healed for.
I’m going to disect this now because, again, you’re completely underestimating this. When a high contender enters the room, everyone gangs up on the high contender. Affliction in particular is the big bad. It takes 15 GCDs to begin your ramp in a RBG because it’s a minimum of 2 DoTs per person and team fights usually got 5-8 players in most. Yes, the very second you enter that ring all of the melee will be going for you. The Boomkins, Ele Shammies, Spriests, other Aff Locks, everyone will be gunning the enemy Aff down so they can’t do absurdity damage.
Let me make this clear; the dots do jack for damage. They proc GoSac, which does like 5 times the damage of your DoTs. That’s where most of the damage comes from, not the DoTs, and then MR when they can get 3+ DoTs up and begin casting MR. You will, however, not see this kind of thing happen often. Why? Because everyone knows you do not let Warlocks or Druids free cast. If there is a Warlock and a Druid in range you interrupt the Lock, focus the Druid for a few second to get them into bear form then swap over to the Warlock and kill them. You keep on them 100% of the time the moment you go at them and then they die because they do NOT have much for defensive ability nor do they have much for mobility. Melee can ignore the casters on them for a few seconds while completely obliterating the Warlocks. You don’t even need your entire team on them, just 1-2 melee. We have a Sub Rogue on our team who literally focuses enemy Affs if he’s playing with us that night and he destroys them in less than 6 GCDs. Every single RBG he’s in. Every time he matches up against them, he wrecks them hard.
No, I have a healthy image of players focusing me and me blowing my defensive, my teleport, my gateway, my teammates stuff like Pain Sup and Guardian Spirit and still being focused down through all of that, then dead because I cannot do anything to stop it besides throw DoTs up, which again hit for less than wet noodles. They do proc GoSac, but that’s all they do. Mortal Coil can be trinketed, but in RBGs you don’t take it, as Howl is usually a much better one to take, specifically for RBGs. I can maybe get a MC off, if that, but Howl works for 5 targets not 1 so it saves me a few seconds longer, but that’s it.
Any Affliction player will tell you you are NOT tanky. Their ability to survive is kiting, NOT being tanky, ever. Kiting =/= tanking, at all. In RBG situations, you will always be slowed, rooted, stunned, gripped, snared, and any other CC in order for melee to catch up to you so they can destroy you. Then if you use those things I said earlier, they use their gap closers to stay on top of you. Good melee will never, ever, be off of a Warlock for more than 3 seconds. Ever. They will chase the lock down even if the lock fell off the earth.
Nobody says they want to be S+++ tier, what Affliction locks want and let’s be clear, again because there’s a lot of miscommunication here.
What we want is to not die so quickly. What we want is to not have to be literally GCD locked and THEN on top of spending 15 GCDs getting dots up, having Priests dispel every single DoT you put up with Mass Dispel, and having Greater Fade up so they don’t even take any backlash from dispelling UA.
Priests, with Greater Fade up, will not take damage nor be silenced if they dispel UAs. What good teams have begun doing; all being within 15 yards of the Priests and Mass Dispels going off. I looked at my Chart before and I seen the enemy team healers having over 85 dispels per game. The other healers that weren’t Priests would all have over 60. They are Dispelling on CD when against Affliction Locks because there is no longer a threat tio dispelling UA, even Mass Dispelling 3 of them at the same time without Greater Fade up does not do more than 60% of their full HP in damage for dispelling 3. It used to do so much damage on being dispelled that healers left it alone, but I dunno what happened there. Either people’s HP got buffed up way outa proportion compared to the damage or they made a silent nerf to it’s dispel damage, I’m not sure which. At 215 my Warlock’s UA dispel damage hits for 9k in RBGs. When a lot of the groups have people we are fighting with well over 40k HP and it hits for 9k.
The item makes them dominant because it’s the only thing they got going for them, at all. UA dispel protection isn’t a thing anymore, so you’re not fully Rotting teams down unless they’re dumb enough to not focus and stay focused on you, letting you deal damage. If that’s the case then yeah, you can totally wreck them, but again smart or even decent players will not let this happen at all.
A lot of the Warlock community wants to be able to stand against melee and not be wrecked in 3.2 seconds. A lot of the Affliction community doesn’t want to be forced into being Night Fae because toilet paper is toilet paper and the literal only way of surviving worth a salt is by not being hit in the first place or you’re chunked. A lot of the Affliction community wants to not be locked into literally 4-5 pvp talents. A lot of the Afflcition community wants to not be GCD locked entirely because DoTs don’t do much for damage and you can’t stay still long enough for MRs without being destroyed or CC/interrupted.
A lot of the Affliction community wants a DoT spec to again, be about DoTs and not whatever this iteration is, too. They like MR, but it’s still like 15 GCDs before you’re doing anything which is stupid af.
But it causes all kinds of mayhem for everyone, I’m not sorry that blizzard doesn’t know what to do with this spec and keeps trying to redesign it to not be a full DoT spec like it was in Legion, which everyone loved. Some of them loved how broken the survivability was, but most I’d say just loved how the gameplay felt because it felt like a full DoT spec, not some half version of something.
It is an S+++ tier spec, but it is not an S++ tier spec because of the way people think it is. It’s S+++ tier because it annoys people with its Sacrolash Slow, which btw saves so many GCDs. This change also doesn’t change you all being slowed, it only extends it now actually.
With this change to Sacrolash right now it extends the duration of all curses, meaning Curse of Exhaustion, which is a Curse and not a magic effect like how Corruption is. at 12%+ Haste levels, your ticks are less than 1 tick per 2 seconds, meaning that anything beyond 12% Haste you are just adding duration into the Curse, meaning Curse of Exhaustion is already 30 seconds in PvP, and now that my Corruption ticks every 1.7 seconds, it’s gonna extend Curse of Exhaustion even more, making your Slow undispellable by nearly all classes and non Kyrian covenants and just keeping you slowed.
Kyrians can remove it, Shamans, Druids and Mages can dispel it. Cloak of Shadows and bubbles can and Hand of Freedom. Outside of that, other things probably won’t work or you will be forced into using even more things to get rid of it at this point, making the Affliction Specs so much more annoying because they’ll be using this leggo still.
You cannot do this btw, because Priests are in every comp and they just Mass Dispel every single time you begin trying to burst. It’s very annoying. Aff does a lot of damage if things aren’t dispelled, but all healers by this point know they can freely dispel and dispel on CD. This won’t happen unless against amateur healers or group.
I’ll also edit this in; Warlocks can be good, but only when played perfectly. It is the most comvoluted specs, outside of probably Feral still, and has one of the most punishing if you do not play it 100% perfectly. People love this skill window, but it is a very high skill window here. Chanimal plays his Warlock 100% perfectly, he is a professional. Make no mistake, it does have one of the highest damage dealers in the entire game outside of like Convoke and Divine Toll, but, it can easily be neutered. DSM can be dispelled, stolen or anything else by Mages, Shamans and other purgers, which is your CD you’ll see often used. Without DSM, the GCDs are too much and you will not see Aff bursting heavy. Chanimal plays amazingly great and has top notch team communication. His allies understand his weaknesses and cover for them. This is a team game, you are correct in that but even through team games you have the enemy being a team as well. Without perfect play, Affliction and Warlocks in general, are very easily countered by most if not ALL melee with a brain.
Preach it brother, that rogue really must of triggered Phoenickz.
To be fair, yeah. I hate requiring a slow. I hate that Aff has like 15 GCDs and what it even is now is beyond absurdity. I love the spec, but I hate how idiotic these designs were in BFA and in SL. A DoT spec can perform quite well in Mythic+ while maintaining DoTs n Drains as the core theme. Other classes don’t understand how ridiculous Aff is. They get triggered by the 30 second slow, and I understand that, but when it falls off in 3 hits because it has nothing else besides running away, it’s gotta have something.
The Devs for this game for SL literally didn’t think about this at all it seems so yeah. Aff has garbage mobility, people just say it has a lot because they give up so early in chasing it instead of continuously going after it 100% like a tunnel vision.
When I lose games it’s not because people gave up chasing me, it’s because they stuck to me like glue and I ran out of stamina. When I win games, it’s because they stopped chasing me. That’s all it is.
Then I wish they would nerf it in JUST PvP. It’s so useful in other PvE content.
People usually get irritated when someone wades in with apparently 0 experience and acts like they know the entire spec inside and out and then demand they get taken seriously, js.
This.
Whenever people say “if u turn it to a rot spec, then it’s gonna suck at M+”, I laugh.
Spriest is so much more of a rot spec than Aff is and yet is still pretty good at M+.
Even moreso the case with pvp because their DoTs actually pose a threat instead of just buffing one spender.
I’m not sure if Blizzard will even let me reply to your wall of gibberish in quote, due to the length of it – but I’ll give it a try.
I can now respond to this, I’m going to pick this apart because, again, every other class doesn’t realize this when they’re playing against Warlocks.
Other classes misunderstand Warlocks.
No. SL warlocks have Hunter syndrome in that they want all three specs to not only be viable, but be dominant in all content. You are non-satirically the highest parsing Mythic raiding class, and mandatory for RBGs. You have your cake, and are eating it too at current.
Hard CC being only Mortal Coil, as Fear is a Disorient and DRs with other disorients. There is usually always a Priest in RBGs, which their fear / Psychic Scream DRs. If you have a Druid, Cyclone DRs with Fear. Fear itself, is not a hard CC because literally 50 damage will break it immediately. It can also be dispelled, which it always is or is broken right away due to a single DoT tick.
50 damage will not break a fear. I understand this was likely hyperbolic, but the mentality of “oh anything will break fear” is part of the issue – Fear is one of the only active magic CC’s that you can persistently damage someone while they respond.
Mortal Coil, yeah, that is def a hard CC but that is the only actual hard CC that only breaks upon either a trinket or immunity. Seduction: Not a hard CC because again, just like with Fear it literally breaks on taking 1 damage for this one in particular, be it the Succubus taking the damage OR the target under Seduction, hitting either breaks it.
Mortal Coil is a horrify - it does not DR with anything except other Horrify mechanics. Seduction is an instant activatable CC from an invisible pet. It breaks to damage – just like every other magic CC. This does not make Warlocks weak. This is how ALL cc is.
Shadowfury; Yep, a second hard CC except that it’s a cast time AND a you have to aim it with your mouse. Like, it’s more than just tab target, press button. It’s aim mouse, press button. You also have to hope you’re not interrupted because if you are, you’re locked out of your school for 4 seconds, which means nothing else is being casted.
All ranged CC is like this. Poly, Cyclone, Repentance, etc – being kicked, having to target someone, or aim an ability is not a parameter for which you should call “weakness”. Second time now you’ve wanted Warlock mechanics to behave differently than the entire game. The “tab and cast” cc you’re looking for is Fear.
They will always be the focus the very second they enter into a fight. 10/10 100% of the time in every situation, Warlocks are targets before boomkins because Warlocks have much worse survivability and much worse mobility than Boomkins. So, if it’s a choice to take out Object A which you can do in 10 seconds, tops, or object B which you can do in 60 seconds, tops, Object A will always be the first focus. 10 out of 10, every single scenario/situation.
Warlocks are the targets before Boomkins because Starsurge is instant, and attacking boomkins gives them free instant cast Starfires. Also moonfire/sunfire is instant, and so is Starfall. Druids also have tank form (that makes them unable to do damage, but able to soak damage borderline endlessly). You’re comparing apples to oranges here. They are not the same class, and function completely differently.
Demonic Circle; 30 second CD 1 use effect that removes movement impairing effects upon teleporting away.
Gap increase, 1.5 second cast time to put the circle down, instant for the teleport button. Demonic Circle has to be placed ahead of time, too, unlike a Mage who just blinks at any moment in time when they feel like it.
0.5 second cast. Not 1.5, unless you’re implying the GCD is the cast time of the ability. https://www.wowhead.com/spell=268358/demonic-circle – Either way, deliberately misleading/misinformation. You also leave out that you can use it from out of LOS, as a LOS break, a fight reset, mobility, snare break, etc. Also not a “one use” effect. 30 second CD on Teleport. https://www.wowhead.com/spell=48020/demonic-circle-teleport
Demonic Gateway; 2 minute recharge, 3 second cast time 40 yard range baseline that you have to determine where it goes. If you take the PvP talent for this; which you never, ever will as Affliction, you will get an increase in range, a 30% cast time reduction and 15 seconds shorter on the 2 minute CD so 1;45 before you can use it again.
You’re conveniently not mentioning how this can be used to break vertical non-travel terrain like WSG GY->Flag, across TP water, EOTS bottom->top, etc. You’re not mentioning that your entire rated battleground can use this ability on separate CDs from one another to traverse otherwise impassable terrain, creating enormous advantages on all flag maps with a Priest taking the portal up and life-gripping a flag carrier to where the enemy team literally cannot follow.
People think gateway is this magical thing. In an Arena, it might be something, it’s something. It’s nothing compared to blink, nothing compared to Heroic Leap, Charge, Wild Charge, Shadowstep, Sprint, none of them, at all. You first have to be able to get the cast off, which is 3 seconds. You secondly have to be over by your gateway in order to use it, you also have to CLICK on the gateway to use it and best/my favorite thing of all is;’ if there is a body on top of your gateway, you cannot click on it to use it making it 100% useless until you get them actually off your gateway.
It’s not supposed to be any of those abilities, because none of those abilities are useable by the entire team, only the individual player. If you can’t click your own gateway, or can’t figure out how to make a macro to click the gateway… I got nothin’ for ya. The horrifying “3 second cast” is plenty of time to drop it at the start of an arena as a full distance/los break for you + your team before the enemy can get to you… UNLESS they blow cooldowns to stop it. In which case, you can just fear them then drop it anyway. Again, seems you’re heavily down-playing the strength of one of the best full-team mobility offensive/defensive CDs in the entire game to make your class look worse. Seems disingenuous… again.
There used to be a glyph before that would auto use your gateway for you upon you just getting next to it, but that was removed
This was removed to prevent accidentally using the gateway when you didn’t want to, and incurring the CD on accident. This was a buff, not a nerf.
Other mobility comes from Covenant or talent. You will never take Burning Rush in a PvP situation, as you die so quickly and if you get CCed while BR is up, you cannot turn BR off so you’re killing yourself while being CCed and then they’re killing you on top of that, so there’s that. Night Fae is the literal most mobility on this class and that’s from a covenant on a 1.5 minute CD that gives you 50% movement speed plus 4 blinks.
Again, widely unchanged - if anything improved upon from years past. The only thing you COULD winge about is that you can’t incinerate while moving anymore.
Now, you want to know about the Corruption slow? Yep, it has to be mandatory because Warlocks have 0 movement speed increases outside of Burning Rush. LIterally none. Your Circle does not increase movement speed unless you have the conduit for it, which most do not use and should not use. Your gateway does not increase your movement speed, either, so you get yards away but now they can easily catch up to you if they’re something like a Paladin, a Warrior, even a DK who can just grip you back in or slow you with chains.
This is a bizarre leap, and just… factually wrong across the board. I don’t know how you’re trying to lasso “omg I’m so slow even though I’m a ranged spell-turret class, I need infinite snares too!” as being the same point – but they’re not even remotely related.
Druids can shift out of the slow. Paladins can Freedom the slow. Warriors can slow the Warlock, while also their slow is literally the same 50% slow as Corruption. Death Knights can talent into a movement speed increase and I don’t know if they have a baseline movement speed increase or not. They have a grip, and then a mass grip that grips every 4 seconds, on top of also having a much bigger slow through Chains of Ice than the Corruption slow. Monks can never be rid of for more than 3 seconds because they’re mobile af, especially WW and they can also place their teleport on top of your circle so if you teleport they can be right on top of you again. Hunters remove the slow with Disengage or FD if they’re talented into that, which they can remove it every 15 seconds. I can go on for the other 6 classes or however many I missed but you got the point.
TL;DR - “Other classes have to invest multiple GCDs/cooldowns in order to break my instant cast instantly re-applicable no cooldown ranged snare.” – Is this really the point you were trying to make? That other classes should spend the entire game mitigating instant cast spam snare? No.
No, the tankiness I was talking about being removed was actually the Drain Soul/Drain […]
Yeah. It was wildly overpowered. They removed it because it literally broke raid encounters to have the highest dps class at the time also be immortal. Is… is that what you want? Genuinely? You think that’s where your class should be? No.
Anything after Legion was technically a nerf, let’s get this straight. Legion made them 100% gods in every piece of content for Affliction for everything from damage to survivability, so everything non god-like is actually a nerf. Warranted, yeah but it was 100% due to the weapon that Affliction was a god, nothing more and nothing less. That weapon gave Affliction so many broken abilities plus on top of that it also gave them things like “every time a raid or party member uses a healthstone, you heal for 100% of the amount they healed for” – and then when you factor in the Weapon skill of doubling all traits, this made it double their heal so you healed for 200% of the amount they healed for.
See previous comment. You’re unhappy that your class is no longer quite literally immortal in all aspects of the game, able to effortlessly survive anything/kill anyone with extreme damage and sustain?
I’m going to disect this now because, again, you’re completely underestimating this. When a high contender enters the room, everyone gangs up on the high contender. Affliction in particular is the big bad. It takes 15 GCDs to begin your ramp in a RBG because it’s a minimum of 2 DoTs per person and team fights usually got 5-8 players in most. Yes, the very second you enter that ring all of the melee will be going for you. The Boomkins, Ele Shammies, Spriests, other Aff Locks, everyone will be gunning the enemy Aff down so they can’t do absurdity damage.
So you agree, Warlocks deal absurd damage and are mandatory first-kill targets because of the extreme unstoppable unmitigatable pressure they can apply on multiple targets simultaneously. So then since it does “absurd” damage, you agree it should be reduced since “absurd damage” should never exist. Cool, glad we agree.
Let me make this clear; the dots do jack for damage. They proc GoSac, which does like 5 times the damage of your DoTs. That’s where most of the damage comes from, not the DoTs, and then MR when they can get 3+ DoTs up and begin casting MR. You will, however, not see this kind of thing happen often. Why? Because everyone knows you do not let Warlocks or Druids free cast. If there is a Warlock and a Druid in range you interrupt the Lock, focus the Druid for a few second to get them into bear form then swap over to the Warlock and kill them. You keep on them 100% of the time the moment you go at them and then they die because they do NOT have much for defensive ability nor do they have much for mobility. Melee can ignore the casters on them for a few seconds while completely obliterating the Warlocks. You don’t even need your entire team on them, just 1-2 melee. We have a Sub Rogue on our team who literally focuses enemy Affs if he’s playing with us that night and he destroys them in less than 6 GCDs. Every single RBG he’s in. Every time he matches up against them, he wrecks them hard.
… Yes? That’s literally why they’re nerfing MR. Because you can slaughter 3 people simultaneously with 3x UA, 3x Corr, 3x CoA, and then just face slam MR until all 3 are dead. Your rogue killing a 40k hp base target in 6 GCDs into over 100k ehp would be over 20k damage per hit. That would mean your Rogue is parsing nearly twice as high as the highest parsing Rogue SL has parsed. Incredible, I bet his gaming chair has a padded head rest. Or you’re fudging the truth, either way.
No, I have a healthy image of players focusing me and me blowing my defensive, my teleport, my gateway, my teammates stuff like Pain Sup and Guardian Spirit and still being focused down through all of that, then dead because I cannot do anything to stop it besides throw DoTs up, which again hit for less than wet noodles. They do proc GoSac, but that’s all they do. Mortal Coil can be trinketed, but in RBGs you don’t take it, as Howl is usually a much better one to take, specifically for RBGs. I can maybe get a MC off, if that, but Howl works for 5 targets not 1 so it saves me a few seconds longer, but that’s it.
Your entire post has been a pretty consistent misnomer that you have no idea what a “healthy image” of class balance or viability should be. One spec of one class should not be dominating both PvP and PvE. If it is, something has gone awry in terms of balance. Sub rogues are the literal lowest parsing classes in the entire game. Why? PvP viability.
Again: if any class is the focus of a dps train of 6 players – you are SUPPOSED to die. You are not supposed to be able to stay in the fight and tank six dps indefinitely. If you kite them out away from their team, they will stop chasing you as it over extends them. This is literally how you survive a dps train, you pop defensives and rotate out when your defensives fall. You don’t just stand there and eat the damage.
Any Affliction player will tell you you are NOT tanky. Their ability to survive is kiting, NOT being tanky, ever. Kiting =/= tanking, at all. In RBG situations, you will always be slowed, rooted, stunned, gripped, snared, and any other CC in order for melee to catch up to you so they can destroy you. Then if you use those things I said earlier, they use their gap closers to stay on top of you. Good melee will never, ever, be off of a Warlock for more than 3 seconds. Ever. They will chase the lock down even if the lock fell off the earth.
I’m not really concerned with what “any aff player” will tell me. Aff is the highest outlier dps spec, Warlocks mandatory in all variations of gameplay, and are overperforming in all variations of gameplay currently. It is okay to acknowledge your class is performing above others, and you should both expect/accept nerfs when they bring you in line.
“Good melee will never…” yadda yadda. You’re being trained. That’s how it works as every class. You are not special because your name is purple. You should not have indefinite gap generators while dumping damage. Idk who told you that you should, but they lied.
Nobody says they want to be S+++ tier, what Affliction locks want and let’s be clear, again because there’s a lot of miscommunication here.
You have literally in this post stated that “every patch since Legion has been a nerf” because, and I quote, Warlocks were “100% gods in every piece of content”. You have non-satirically stated that you feel that it was unfair you are not at that point of power anymore, and even though you are one of the most over-performing entire classes that you should not be nerfed.
What we want is to not die so quickly. What we want is to not have to be literally GCD locked and THEN on top of spending 15 GCDs getting dots up, having Priests dispel every single DoT you put up with Mass Dispel, and having Greater Fade up so they don’t even take any backlash from dispelling UA.
You have more active mitigation, health % restores, passive health increases, and passive mitigations than nearly every other class in the entire game. Hunters have one heal, one defensive, one immunity. You have how many?
Priests, with Greater Fade up, will not take damage nor be silenced if they dispel UAs.
Chances are you’re actually spam dot rotations on everyone and a Paladin is blanket cleansing everything with Cleanse the Weak. When you over-apply your corruption spam, and CoA spam it becomes an easy way to dispel it off your entire team. In the event of panic, Paladin can bubble/defensive/trinket/whatever and dispel the entire team of the 3x UA + ?x corr + ?x CoA. These are entire class cooldowns being used to mitigate your spammable damage. This does not make Warlocks weak, you are forcing defensives out.
The item makes them dominant because it’s the only thing they got going for them, at all.
Hahahahaha. Yeah, mandatory Mythic raiding, highest parsing damage in the game on nearly every fight, dominant RBG aoe cleave damage, etc… Only thing they got going, at all. What’s that? Where’s that video of the guy two-dunking people in a MC with double 30k chaos bolts? Or do we just not talk about that?
A lot of the Warlock community wants to be able to stand against melee and not be wrecked in 3.2 seconds. A lot of the Affliction community doesn’t want to be forced into being Night Fae because toilet paper is toilet paper and the literal only way of surviving worth a salt is by not being hit in the first place or you’re chunked. A lot of the Affliction community wants to not be locked into literally 4-5 pvp talents. A lot of the Afflcition community wants to not be GCD locked entirely because DoTs don’t do much for damage and you can’t stay still long enough for MRs without being destroyed or CC/interrupted.
A lot of the Affliction community wants a DoT spec to again, be about DoTs and not whatever this iteration is, too. They like MR, but it’s still like 15 GCDs before you’re doing anything which is stupid af.
Scissors is supposed to beat Paper at all times. You are SUPPOSED to be annihilated by an unpeeled melee. You are a caster. This is how the triangle works. Again with the goofy “3.2 seconds” nonsense. Nearly EVERY class has a mandatory set of 4-5 pvp talents. Warlocks are not special in that regard. When was the last time you saw a Sub rogue with anything other than Cold Blood/Smoke Bomb/Shadow Duel on?
You are one of the few classes capable of still barfing out huge damage while being the target of a melee train and escaping. Most other ranged classes have to stop damage entirely to retreat. Dispersion, Aspect of Turtle, Ice Block, Bear Form, etc
But it causes all kinds of mayhem for everyone, I’m not sorry that blizzard doesn’t know what to do with this spec and keeps trying to redesign it to not be a full DoT spec like it was in Legion, which everyone loved. Some of them loved how broken the survivability was, but most I’d say just loved how the gameplay felt because it felt like a full DoT spec, not some half version of something.
I’m not sorry that you want to have your cake and eat it too. You want to be the best dps, highest survival, and high mobility class… You get to pick two of the three. You can’t have all three – But Warlocks (and admittedly Mages currently) are pretty close to having all three. You dominate PvE dps. You dominate PvP dps. You’re hard to kill. You have multiple outs/fight resets. You have strong peel/ranged cc. You have strong defensives… Most classes can’t say that.
It is an S+++ tier spec, but it is not an S++ tier spec because of the way people think it is. It’s S+++ tier because it annoys people with its Sacrolash Slow, which btw saves so many GCDs. This change also doesn’t change you all being slowed, it only extends it now actually.
It’s an S+++ tier spec because it non satirically does more damage than every other spec in the entire game in all avenues of game play. It’s one of the only mandatory classes at current. Gutting Sacrolash makes it no longer mandatory in RBGs, and increases the QoL of everyone that isn’t a Warlock by a huge amount.
With this change to Sacrolash right now it extends the duration of all curses, meaning Curse of Exhaustion, which is a Curse and not a magic effect like how Corruption is. at 12%+ Haste levels, your ticks are less than 1 tick per 2 seconds, meaning that anything beyond 12% Haste you are just adding duration into the Curse, meaning Curse of Exhaustion is already 30 seconds in PvP, and now that my Corruption ticks every 1.7 seconds, it’s gonna extend Curse of Exhaustion even more, making your Slow undispellable by nearly all classes and non Kyrian covenants and just keeping you slowed.
Yes. Exactly. Good. Force Warlocks to use their snare intelligently instead of letting them passively blanket it onto an entire team while dealing damage to them. Unintentional brainless spammable instant cast ranged snares should not exist.
Kyrians can remove it, Shamans, Druids and Mages can dispel it. Cloak of Shadows and bubbles can and Hand of Freedom. Outside of that, other things probably won’t work or you will be forced into using even more things to get rid of it at this point, making the Affliction Specs so much more annoying because they’ll be using this leggo still.
Are you genuinely trying to say that people popping multiple minute long cooldowns (Bubble, Cloak, Kyrian vial) is justified to remove a spammable snare ? What? Are you okay upstairs?
You cannot do this btw, because Priests are in every comp and they just Mass Dispel every single time you begin trying to burst. It’s very annoying. Aff does a lot of damage if things aren’t dispelled, but all healers by this point know they can freely dispel and dispel on CD. This won’t happen unless against amateur healers or group.
Dedicating an enormous portion of a Priest’s mana, a PvP talent slot (greater fade, or Paladin’s Cleanse the Weak), a guaranteed defensive from either Priest or Paladin (Greater Fade, Bubble, Battlemaster, Aura mastery, etc) just to survive your passive non cooldown damage is insane. I don’t know why you think that isn’t a tradeoff that’s tremendously in your favor, because you can just instantly reapply the dots that they dedicated at minimum a 45 second CD into removing – plus a huge portion of mana.
I’ll also edit this in; Warlocks can be good, but only when played perfectly. It is the most comvoluted specs, outside of probably Feral still, and has one of the most punishing if you do not play it 100% perfectly. People love this skill window, but it is a very high skill window here. Chanimal plays his Warlock 100% perfectly, he is a professional. Make no mistake, it does have one of the highest damage dealers in the entire game outside of like Convoke and Divine Toll, but, it can easily be neutered. DSM can be dispelled, stolen or anything else by Mages, Shamans and other purgers, which is your CD you’ll see often used. Without DSM, the GCDs are too much and you will not see Aff bursting heavy. Chanimal plays amazingly great and has top notch team communication. His allies understand his weaknesses and cover for them. This is a team game, you are correct in that but even through team games you have the enemy being a team as well. Without perfect play, Affliction and Warlocks in general, are very easily countered by most if not ALL melee with a brain.
Warlocks are actually performing top-middle in Mythic Nathria on people who are representing 80% activity rate - meaning, they are not maintaining full uptime, but are still parsing consistently higher than other classes. Translation: Aff Warlock is very forgiving to bad rotation/positioning/up time, yet still rewards very high damage. It does not require “perfect play” to be above most other classes. I’m not sure where you derived this notion from, but statistics show that even mediocrely played Affliction warlocks will beat all classes except Fire Mage and Balance Druid in Nathria. Source: warcraftlogs.
“Outside of Convoke or Divine Toll” - Divine Toll has been repeatedly nerfed. Convoke has been nerfed, though not enough, and Balance druids also have heavy-handed pending nerfs on PTR to not only their skills but their legendarieS (plural). Convoke can be kicked/stunned/lined.
“Dispelled/purged” - So can Combustion. You can disarm every melee class during their burst CDs. Warlocks are not special in this regard. Play/counter play. This is a player issue, good players know to bait things out before going full CD deep.
I’m sure this guy is a great warlock - but my point remains: you do not have to be exceptional to parse purple as a Warlock currently – and purple as a Warlock is typically orange for another class in terms of damage output.
Affliction Warlock is very forgiving and does not require the “Perfect Play” you keep touting. Sorry, having to beat the dead horse and chant it over and over again here but it’s simply not true. Affliction performs incredibly well in Raiding, Mythic+, and RBG’s with minimal impact. RBG’s you can literally walk around spamming corruption with 0% vers blanketing snares on the enemy team and that would be more pressure than most entire classes can apply.
Fear and Mortal Coil, which is what you were talking about when you say they do not break, are not the same thing. If a Warlock casts Fear or Howl of Terror and you have DoTs on you, it will remove the Fear after 1-2 ticks. I can guarantee this as an Aff lock. Mortal Coil, on the other hand, does not break from any damage whatsoever. They are not the same spell, nor on the same DR. MC lasts 3 seconds, Fear/Howl will last 7, if no damage is done to you at all during those 7 seconds. I always have DoTs on people, so it breaks right away. Do not mix these up, as it’s very important to know/understand that coil/howl are talents. Fear is baseline. It still breaks right away, MC does not.
Correct, and you will not see most Warlocks use a Succubus under any circumstance, even Chanimal does not run around with a Succubus in his games at high end Arenas. Why? Because of how easy it is to break Seduction, it removes all DoTs on the target, and it does not silence/interrupt like the Felhound does. It is also a cast time of 1.3 or 1.5 seconds before it begins.
Cyclone breaks to literally nothing except Mass and Trinket. Shadowfury is an “aim” ability with a cast, not a tab and click you’re correct. Not many CC abilities actually are an aim and click, but some are, yeah.
Druids also run faster than Warlocks, as do they also have a Conduit they all use that gives them Frenzied Regen automatically when below 40% HP. It is comparing Red Apples to Green Apples here, because they’re both S+++ tier specs in RBG and highly sought after. They can be compared strictly in the ranking most players give them for RBGs.
One time use before incurring a 30 second CD IS an On-Use, I think you’re deliberately misinterpreting things because you do not see what I was saying. Also, yes it breaks things like LoS but make no mistake, it does NOT increase your movement speed. Anyone with movement speed, like Hand of Freedom from Rets with their PvP for +30% movement speed bonus while HoF is on themselves, will very easily catch you. Rogues will very easily catch you with Stealth, Sprint, or getting in view and Shadowstepping, etc. Not misleading at all, because again the entire point of it all was saying that people with movement abilities or blinks can easily catch right up to you, which they will and they do. I promise, this is not a new thing and happens very very often in games.
You can even see it on any Warlock streaming arena or RBG games, it happens often. Do not misinterpret me when I say 1 time use before incurring 30 second CD. Yes, over a 20 minute game, if you used it literally on CD when it’s up you can use it many times, but you will not do that in an RBG where you’re constantly moving and it has a CD before you can keep putting them down.
Not conveniently leaving anything out, at all. One. Time. USE. on a 2 minute CD. I think you are literally deliberately being this way to try and nitpick because you don’t like the class, and that’s fine. Go and play it, I bet you won’t be holding your tune for too long. High end Warlocks will agree, it is a miserable experience playing them in PvP because all 3 specs are not so fun. Too many hard casts for Demo/Destro and they’re far squishier than even Mage’s when they were meant to be the tanky caster.
What is your Warlock experience? It better be high, because if not, you literally do not have a single leg to stand on here with any of this. Again, you keep trying to nitpick at things to which fits just for the sake of your argument here and that’s fine, again you probably don’t like Warlocks, and you hated Sacrolash slow, which is 100% necessary considering they fall over near immediately if hit by melee without their 3 minute defensive up. Again, I want you to post on your Warlock and show me how much you’ve got, because if you don’t have one or don’t have a higher rated one, that’s fine but this will not make you look good, either.
Nothing about any of that was disingenuous, but keep going on, we will see what your rating is like and you can even show me a video of you playing and beating every team. Just know if you don’t have a Warlock, you posting about them nahhh, don’t work like that.
It was both a buff and a nerd, but yes people understand that. Nobody said it was not or anything of the sort. It is a nerf because players can actually block you from clicking on it. I will admit on this one I did not know about a macro for actually using it, so that is actually on me for not having that, but it still stands that melee can easily block anyone on the team from using it.
Again, they were supposed to be tanky casters, they were in Legion, they were not in BFA until 8.3 with Corruptions and only stacking every bit of Vers Corruption, meaning a gimmick which literally any and every other class could do, not something meant for just Warlocks. They are not tanky at all in SL. If they’re not tanky, then they need to be mobile. A class should not be terrible at both without having some other gimmick to compensate.
So, your comprehension fails quite well here. Fair enough. So, dear good one who has either no Warlock, or does not post on their Warlock, where is that “factually wrong” at? The fact you can sprint across or just run the opposite way and get a stealth off and then come back at the Warlock? Again, please post on your Warlock. I do not care for you posting on your Rogue because it is not your Warlock.
Ah, so one of those guys.
Actually, the overpowered part was not the drain, but the weapon itself that gave the drain so much damage. If the weapon did not have as many %damage boosters as it did nor the traits it did, having it being a constant heal would have been fine. Again, this was in due to the Artifact Weapon, nothing more. Without the weapon to boost everything up by so much, nothing was overpowered. You would not be able to stand in mechanics and heal to full because you would not be doing even remotely as much damage which means your healing from it would be not even close to what it was since the healing was based off the damage it dealt.
Actually, if you read I did not say anything related to numbers. I said mechanically speaking, or if I did not then that would be on me for not clarifying that. What I want is not to be god, it is to go back to the best damage profile and iteration the spec has ever seen. I wouldn’t care if they tuned the numbers down so much it’s underpowered, as long as my profile was the same as it was in Legion with mechanics, I would be alright with this.
If there is no Mass Dispel, which there will always be dispels going off, then yeah it gets there. The only time you won’t see dispels going off, though, is if there was a team with 0 healers on it.
Cool, we disagree more. I do need to come join your groups so I can see, and then show you how Warlocks are. Then you can show me, on your Warlock, with experience, how to Warlock, so I can show you how they get rick rolled quite easily.
You literally only look at numbers, but oh well. Go look at Limit Max, and other professionals, They will tell you Affliction is literally only tuned good, nothing else. It’s quite garbage and the only thing it is good at atm, is just doing damage.
Guessing you’ve never seen Death Knights in any of your RBGs? Alright, well, again post on your Warlock and you better be over 2k experience on it in both RBGs and Arenas. If not, this is pretty useless.
Perhaps I was not clear in this when writing, so I will make it 100% clear because you really seem to miss these points; I want the damage profile to go back and the talents, meaning the way the DoTs were the actual damage and star of the show, not MR nor Death Bolt nor anything non Aff DoT. I want Drain Soul baseline and be able to talent into MG with execute DoTs, aka Legion, where DoTs were the entire focus of the whole spec. I do not care about going back to being a god, nor did I say this. I said I wanted the damage profile to go back to what it was, and anything else was a nerf after because it was.
Mechanically speaking, without the Artifact Weapon, Affliction was not a god. It was great, but nowhere near god status until you factor in the weapon with doubling the Artifact Traits that had so many damage modifiers tied in and things like people using healthstones healed you for the same amount and doubling all of that. Again, the profile outside of the weapon, did not make you a god. Blizzard completely overreacted to that, which was a dumb move because they do not always try to understand what it is that makes specs overpowered, only that looking at numbers and such.
So you’re pretty dumb about this I see. Alright, agree to disagree because again, no clue here.
So, looking through WCL, it shows that Affliction is only highest on Huntsman and/or possibly Lady depending on the % you look at. Second doesn’t count, as that’s not the highest so if it isn’t first it means it doesn’t count. Also, again, Affliction looks like a god to people or looked like it because it was a top 4 spec on most fights, not all of them but it was a top 4 moreso than all of the others. It was, in no way, a top parsing spec other than on 2 of those fights. Wrong here entirely, and mandatory? No lol. Whoever said that was wrong. Show me on every mythic fight where they were the highest, because again, wrong entirely on this, but aight.
Spread cleave? Sure. AoE stacked is always Aff’s weakness.
Oh, so you mean Affliction can cast chaos bolt? Huh, who knew. 2 mortal coils because of havoc? Huh, when did Affliction get Havoc? That’s pretty new to me. Again, such a waste of time at this point because you’re just grasping at things you’ve no clue about now. Also, for what it’s worth, Destro doesn’t use Sacrolash, at all. That’s Affliction.
Nonetheless, have fun yo. Literally lost all credibility to the fact you can’t even identify specs at this point, but nonetheless, enjoy. <3
Also, having your profile hidden. Cool, so yeah, def doesn’t have knowledge bout what he’s talking about I see. Aight then. LFR/Normal raid, cool cool. And not even reached 1600 in rating. Cool cool.
No one wants them to be “dominant” in all content. Yeah, they can be “the highest parsing raiding class and mandatory for RBGs”, but ask most aff locks and they will tell you that they’re bored af having to deal with the current rotation, not to mention how clunky the rotation can be.
I’ll use Spiteful as an example. Priest scream will keep shades away for the full duration. Fear breaks almost instantly because of the self-damage, which brings me to the other point that in pvp, if u manage to self-damage at the right time, you will break yourself out of a fear that was just cast on you almost 99% of the time. The most prominent example of this would be spriests and SW: Death.
Going to kindly point out that shadowfury used to be instant cast. Poly is different from a stun (by game function), cyclone does not have a cd, and repentance is a talent (not baseline) on top of the myriad of other cc and sustain that pally has.
Which is why he mentioned in rbgs that balance will be focused until they go to bear form, then focus will be swapped to locks.
Lot of dks I know will counter this with a death grip on the priest or EFC as soon as they are Lof’d.
Just pointing these out as a lock player and an observer of… whatever my thread became.
If you have not played a warlock, than you don’t understand. It is not in a good place. You have to play it to feel it, especially in pvp. Numbers aside, more so in pve, the class just doesn’t feel right.
Yup, I switched to priest for a reason lol.