Jump to content
FORUMS
Staff

Warlock Changes in the War Within Beta: August 2nd

Recommended Posts

79430-warlock-changes-and-explanations-i

Warlocks are getting some more changes, as Blizzard try to adjust Rain of Fire's prevalence in the single-target rotation. 

Blizzard LogoWarlock (Source)

Greetings Destruction Warlocks.

Due to an increase in the Soul Shard generation available to Destruction, we are seeing that Rain of Fire is overtaking the role of Chaos Bolt as the primary damaging ability in single-target encounters. To address this, we have deployed the following changes to Beta:

Destruction

  • Pyrogenics now increases damage taken from your Fire spells by 3% (was 5%).
  • Avatar of Destruction now generates 1 Soul Shard Fragment every 1 second (was 0.5 seconds).
  • Summon Infernal now generates 1 Soul Shard Fragment every 1 second (was 0.5 seconds).

Diabolist

  • Destruction
    • Infernal Bolt now generates 2 Soul Shards (was 3 Soul Shards).

We will continue to watch and test and make further adjustments if needed.

Thank you for the feedback!

Share this post


Link to post
Share on other sites

I love this game. However, I will never understand why all this tweeking of abilities happens constantly. If we are to have true balance, then there should be equal overall damage output, so long as other things are equal. For example, take any two base classes such as warlock and rogue. There is no reason why there abilities, when used in an optimal rotation, should not output the same amount of damage. Now, of course, that leaves room for "well, what is optimal for this spec rogue/warlock?". Yeah, that's the challenge of a game like this, learning how to use your chosen class correctly.

And, of course, there are stat modifiers such as gear, flasks, enchants, etc. But we're talking about the base classes, with no manipulation. It seems the devs in charge of class tuning are missing the boat completely as every xpac, every patch, we see more of these changes that are seemingly random and without much "science". Seriously, they just need to set a baseline damage output for all classes and build each ability based on that output, then let the players find their way to the optimal numbers.

Oh, and the same baseline principal can be applied to tank threat and heal output. Set the baseline, disperse that amount as desired to the various class abilities, then allow the players to find the baseline and build upon to maximize their chosen class. Seems simple enough.

  • Like 1

Share this post


Link to post
Share on other sites

So they nerf soulshard generation and fire damage, but that is going to nerf bolt too. I don't get it.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, TheRagingwolf said:

I love this game. However, I will never understand why all this tweeking of abilities happens constantly. If we are to have true balance, then there should be equal overall damage output, so long as other things are equal. For example, take any two base classes such as warlock and rogue. There is no reason why there abilities, when used in an optimal rotation, should not output the same amount of damage. Now, of course, that leaves room for "well, what is optimal for this spec rogue/warlock?". Yeah, that's the challenge of a game like this, learning how to use your chosen class correctly.

And, of course, there are stat modifiers such as gear, flasks, enchants, etc. But we're talking about the base classes, with no manipulation. It seems the devs in charge of class tuning are missing the boat completely as every xpac, every patch, we see more of these changes that are seemingly random and without much "science". Seriously, they just need to set a baseline damage output for all classes and build each ability based on that output, then let the players find their way to the optimal numbers.

Oh, and the same baseline principal can be applied to tank threat and heal output. Set the baseline, disperse that amount as desired to the various class abilities, then allow the players to find the baseline and build upon to maximize their chosen class. Seems simple enough.

Am I to understand this correctly that as an example, you would want incinerate to do the same damage as mutilate, and then chaosbolt should be the same as envenom? 
Cause this wouldn't work in an actual encounter due to cast time, dots, and a million other factors. 

What you're describing as "seems simple enough" is very very complicated, which is exactly why they are constantly pushing tweaks

  • Like 3
  • Confused 1

Share this post


Link to post
Share on other sites
1 hour ago, Fungo said:

So they nerf soulshard generation and fire damage, but that is going to nerf bolt too. I don't get it.

I think, and i could be wrong here, that shards were generated too fast to be consumed by chaos bolt without overcapping/ wasting fragments. Rain of fire is instant cast so doesnt have the same issue 

Share this post


Link to post
Share on other sites
4 hours ago, Calin said:

Am I to understand this correctly that as an example, you would want incinerate to do the same damage as mutilate, and then chaosbolt should be the same as envenom?

He actually said:
 

Quote

Set the baseline, disperse that amount as desired to the various class abilities

so, no, he doesn't want any specific ability a from class A to do the same exact damage of ability b from class B, he would just like the overall damage to be the same, which seems fine to me

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, vandel said:

I think, and i could be wrong here, that shards were generated too fast to be consumed by chaos bolt without overcapping/ wasting fragments. Rain of fire is instant cast so doesnt have the same issue 

Ok that would make sense.

Share this post


Link to post
Share on other sites
11 hours ago, Calin said:

Am I to understand this correctly that as an example, you would want incinerate to do the same damage as mutilate, and then chaosbolt should be the same as envenom? 
Cause this wouldn't work in an actual encounter due to cast time, dots, and a million other factors. 

What you're describing as "seems simple enough" is very very complicated, which is exactly why they are constantly pushing tweaks

It's that mindset that causes things to be more complicated than necessary. As I said, the OVERALL BASELINE DAMAGE OUTPUT is the same regardless of class. You're trying to confuse individual abilities with the overall. And no, my idea is not "very very complicated". It's far more simple than pulling arbitrary numbers from ones backside (really guys? we can't say a-r-s-e?) and saying you're doing your best to balance.

Set the overall baseline the same across the board, disperse as desired, and the rest is up to the player.

Edited by TheRagingwolf
  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have another triple entry in the hotfix ledger, as Radiant Echoes gets more improvements in retail, while Season of Discovery and Cata Classic get additional class changes.
       August 7  (Source)
      Player-characters
      Steady Flight should no longer be removed after entering an Arena. Quests
      We tuned up the Prototype Shredder MK-03 so that “Eye for an Eye” can be completed. Radiant Echoes Event
      Increased Flightstone and upgrade Crest drop rates in the event. Reduced the HP scaling on all event bosses so that they should be killable in a more-reasonable timeframe. Developers’ notes: This includes both ‘minibosses’ (e.g. Hogger, Thorim) and final bosses (e.g. Remembered Onyxia, Ragnaros). Season of Discovery
      Hunter Heart of the Lion once again has a 100 yard range. Warrior The Focused Rage rune will now correctly reduce the cost of Meathook by 3. Cataclysm Classic
      Fixed an issue where Faerie Fire did not deal intended amounts of threat when used on NPCs targeting another unit.
    • By Stan
      Due to a bug introduced with the War Within pre-patch, some players are receiving item level 250 gear from the weekly cache.
      We've seen numerous reports on Reddit and the official forums that the Last Hurrah weekly quest on live servers drop low-level gear for some players. Apparently, the bug was first introduced with the War Within pre-patch two weeks ago and still hasn't been fixed.
      Here's an example of a low item level drop from the Cache of Awakened Treasures by Omnifox.

    • By Starym
      Week 2 brings quite a few changes, as Hunters in particular rise up, while Shadow has a really bad time. The top 3 remains the same and very consistent, so let's jump in and see what's going on.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 3 remains quite stable with the Evoker-Paladin-Warrior trio reigning supreme. We see the first change of the week right after that though, as Frost DK continues its upward march in dungeons as well as in raids, taking 4th from Elemental. Both DKs are on the rise, as Unholy also moves a spot up, taking advantage of Shadow's precipitous 5-spot fall to the bottom of the top 10. Arms remains stable as two Hunters burst in, Beast Mastery taking 8th and Marksmanship 9th, as Frost Mage disappears down towards the bottom. Speaking of the bottom, Devastation gets some new roommates there, as Outlaw and Destruction fall and give Enhancement and Feral a break.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      As with the top percentiles, the top 3 remains solid, but 4th is immediately changed, thanks to Shadow's massive drop in performance this week. The Priest loses even more ground here, falling 9 spots into 13th, opening 4th up for Arms. Beast Mastery moves even higher here, grabbing 5th and moving in front of Elemental and Frost DK, as Marksmanship brings up the rear and completes the Hunter sandwich in 8th. Affliction breaks into the top 10, just ahead of Unholy which dropped to the final spot.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Frost DK finds itself on top in the raw DPS rankings, as Augmentation isn't calculated properly here. Fury and Arms grab the next two spots, moving ahead of Ret, and the Fyr'alath wins continue in 5th, where Unholy finished the legendary axe streak. Even Survival joins the Hunter good times in 8th, where all three specs gather, just ahead of Balance who closes out the top 10.
      Mythic+ All Keystone DPS rankings by u.gg.
       
       
      For even more in-depth data for each individual key head on over to Warcraft Logs. And if you're interested in more info on the specs themselves you can always check out our class guides (updated for the pre-patch), as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      For the next two weeks, the Archaeology quest for Spirit of Eche'ro is available on live servers, so don't forget to get the rare mount before it's gone for 6 months!
      How to Get the Spirit of Eche'ro Mount
      1. Download MapCoords or some other add-os that displays coordinates in the game.
      2. Teleport to Azsuna from the Stormwind/Orgrimmar Portal Room or use your Dalaran Hearthstone to reach Dalaran (Legion) if you have one in your inventory.
      3. Seek out Archaeology Trainer Dariness the Learned in Dalaran at 41,26 and learn Archaeology if you already haven't.
      4. Accept The Right Path quest from the Archaeology Trainer and make your way to Thunder Totem in Highmountain.
      5. Talk to Lessah Moonwater to accept Laying to Rest. For the quest, you must collect 600 Bone Fragments of Eche'ro by rotating between four digsites in Highmountain. The exact locations with coords are outlined below.
      Digsite 1: Darkfeather Valley (50, 44) Digsite 2: Dragon's Falls (58, 72) Digsite 3: Path of Huin (44, 72) Digsite 4: Whitewater Wash (39, 65) it takes roughly around 2 hours to get the mount.
      Spirit of Eche'ro
      "The spirit of Huln Highmountain's pet moose."

      Hurry up! You only have until August 21, 2024, to get the mount!
    • By Stan
      MoP Remix characters that will transfer over to retail will receive a gear boost!
      With Patch 11.0.2 now live on Public Test Realms, you can copy over MoP Remix characters from retail! It appears all MoP Remix characters will receive a character boost so you can dive straight into action when the War Within expansion launches.

      We can't unfortunately log in to the game with the MoP Remix char on the PTR so we can't confirm the Item Level of gear for max level characters. However, keep in mind that the gear boost will scale with your level, so if you're below max cap, you will receive gear appropriate to your current level.
      When Can We Expect MoP Remix Characters to Transfer to Retail?
      MoP Remix ends on August 19, so we assume the characters will need to be transferred to retail by August 22 when Early Access begins.
×
×
  • Create New...