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Warlock Spell ideas
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Post by
Rekijan
Well the fillers themselves are simple...the fact you gotta rotate them is a bit annoying.
Post by
780008
This post was from a user who has deleted their account.
Post by
asakawa
So basically its nothing new, its a new graphic and something that is affected mastery. Which makes your main filler do crap damage at start (especially leveling) and possibly OP at really high gear levels.
A filler is supposed to be simple so its easy to balance.
Really you're flaming a concept idea?
It wasn't a flame it was just a criticism. You replied to the criticism well but you replied to what you perceived to be a flame badly. Please don''t start using words like "idiot" in that context.
Post by
780008
This post was from a user who has deleted their account.
Post by
asakawa
Cool, thanks.
Personally I like the idea in principle but wonder if there's a way to make it more than just an altered animation for a nuke spell. The interaction with Mastery could be tricky but has the potential to smooth over the current problem of Demo's damage being highly concentrated within Meta.
What you're talking about has quite a lot in common with a Hunter's Cobra Shot which has an animation that looks like you're actually throwing snakes at them (...sort of) and is also affected by a SV Hunter's Mastery.
Generally speaking, with new spell ideas I think necessity is the best mother of invention. A good way to come up with cool new ideas for a class is to think about what they lack or are weak at and find a cool way to fill the gap.(##RESPBREAK##)8##DELIM##asakawa##DELIM##
Post by
780008
This post was from a user who has deleted their account.
Post by
Rekijan
Generally speaking, with new spell ideas I think necessity is the best mother of invention. A good way to come up with cool new ideas for a class is to think about what they lack or are weak at and find a cool way to fill the gap.
Indeed, my critique on your idea was that it doesn't really add anything to the game except for the visual. With a big game like WoW the devs need to make priorities, and adding/changing spells to address balance issues (for example warlock mobility and/or defensive cooldowns in pvp) would be way more beneficial then a spell that looks like an imp but doesn't really do anything for us.
Ps. I wasn't flaming you, I just disagree with its usefulness.
I won't go into it further, seeing as the mod is already here, would just like to add that I didn't mean to shoot down your idea like a bully sorry if it game across as a flame.
Post by
780008
This post was from a user who has deleted their account.
Post by
asakawa
I won't go into it further, seeing as the mod is already here, would just like to add that I didn't mean to shoot down your idea like a bully sorry if it game across as a flame.
Aww, now I'm just "the mod", You've hurt my feelings ^_^
Vorgal, don't be disheartened. I think that a lot of the fun of coming up with new spell ideas is worrying about slotting them into the current game. When you come up with a cool idea the next stage is thinking about the practicalities and repercussions of its addition. Nobody's suggesting that Blizz will read this and use the ideas but this is still the game we're talking about so let's put the ideas into that game and see.
The immediate reaction is to think of the reasons it would break the current game but your reply put forward some really interesting things like interacting with Meta and HoG.
Would the addition of a spell like this make Demo more fun for me? I think it possibly would since the filler situation for Demo is convoluted and messy but not particularly fun or interesting.
Post by
Rekijan
Have you ever tried to pvp with a warlock competitively? In pve warlocks are indeed fine except maybe for a few small things (like CC not aggro-ing packs anymore except on fear) and Affliction having next to no utility.
A PvP example. Boomkin form used to give armor, now it reduces physical dmg by x%. Frost armor used to give armor, now it reduces physical dmg by x%. Demon armor used to give armor, now...oh wait it still does...
Also, most classes have a defensive CD that reduces damage taken for when they get focused on. Now warlocks do have shadow ward and sometimes nether ward and arguably a Healthstone and teleport. But no real take less damage while all these melee are melting my face.
Post by
asakawa
Ohh by the way, Sumatran coffee is awesome.
As a quick off-topic aside (if you'll forgive me), yeah, I'm really liking the Sumatran, really smooth with nice low acidity. Got some Brazilian lined up for next week. I'm gonna roast one batch relatively lightly and the other quite dark (well into second crack).
Post by
836112
This post was from a user who has deleted their account.
Post by
asakawa
I've always liked the idea that standing in your own demonic circle give a benefit. If you took 20% less damage in the circle then it might get a bit more use in PvE and might give Locks some interesting options in PvP. Or perhaps 50% less damage taken for 10 seconds after teleporting might be a bit more useful (though perhaps also a bit OP).
Post by
Ksero
I always thought it would be cool to be able to give on of your party/raid members a buff that would allow them to teleport to your demonic circle, maybe with a cooldown of 1 minute or so.
Post by
Nintiv
Or perhaps 50% less damage taken for 10 seconds after teleporting might be a bit more useful (though perhaps also a bit OP).
Teleporting itself should help avoiding damage. In other words outrange melees or get into LoS. There might not be many beneficial seconds.
Post by
Interest
I've always liked the idea that standing in your own demonic circle give a benefit. If you took 20% less damage in the circle then it might get a bit more use in PvE and might give Locks some interesting options in PvP. Or perhaps 50% less damage taken for 10 seconds after teleporting might be a bit more useful (though perhaps also a bit OP).
I think Demonic Circle Teleport should clear more crowd control effects (MAYBE stuns but definitely roots) and make you immune to all such effects for a short time.
Edit: Warlocks have a load of damage reduction as it is. The last thing we need is more. Just give us other ways to avoid dying that isn't in the damage reduction department, yes?
Post by
Nintiv
definitely roots
Yes please. There nothing as fun as teleporting at the same second warrior imp hamstrings you.
Post by
Interest
Adding a couple more ideas if you like.
Talent change:
Soulburn: Seed of Corruption -->
Soulshroud
You can now use Soulburn: Seed of Corruption, which applies the Corruption effect to all targets damaged by Seed of Corruption. If the Seed of Corruption detonates, the cooldown on Soulburn is reduced by 30 seconds and the Soul Shard is refunded. In addition, your Soulburn: Soulfire, now also causes Soulfire to deal Shadow damage and refresh the Unstable Affliction effect.
Reason: Soulburn can be more beneficial when used with Soulfire as Affliction. As it stands, Soulburn: Soulfire can help to proc Decimation as Demonology and procs ISF as Destruction. In addition, Soulfire benefits from Fire spell damage bonuses from the two specializations. Affliction has no such benefits.
Shadow Bolt:
Lowered to a 2.5 second cast time, down from 3. Deals bonus damage against targets affected by Corruption.
Incinerate:
Mana cost lowered to 10% base mana, down from 14%. Damage probably needs to be readjusted.
Dark Utterance:
2.5 second cast, 10% base mana
You speak a cantrip that summons a small orb of darkness and flames, dealing X Shadowflame damage to the target. This ability changes based on specialization (Affliction: Shadow Bolt, Demonology: Hellblast, Destruction: Incinerate)
Hellblast:
2.5 second cast, 10% base mana
Blasts the target with agonizing flames from the Nether, dealing X Shadowflame damage. Your demonic minion's next Basic Attack will deal an additional 5% damage. This effect can stack twice.
Molten Core:
Now affects Hellblast instead. (Might also proc off Corruption, but the chance for each tick to proc is decreased?)
Decimation:
Now procs from Hellblast, and not Shadow Bolt or Incinerate.
Bane:
Affects Hellblast.
Emberstorm:
The cast time of Incinerate is reduced by 0.25/0.5, up from 0.12/0.25.
Backdraft and Backlash:
No longer affect Shadow Bolt
Reasons for these changes: If you didn't understand what I did, I gave each specialization a specific primary nuke. This is primarily to reduce confusion among new players and also simplify the Demonology rotation. As much as I enjoy complex spell priorities, the Demonology one, to me, is really overkill. All I did was ensure the rotation was a bit smoother (perhaps a bit too smooth. It does appear to be like the rotations the other two specializations are. I may work on that bit next) and Demonology may even have a running chance to do well. I also modified other existing nukes to be equal. This may not work, but I thought it was fair.
Thoughts?
Post by
asakawa
Some interesting stuff! I see why you're suggesting the things you're saying even if I'm not wild about the suggestion.
Warlocks are in a really good place but there's certainly a few issues that could be smoothed out.
SB:SoC I totally agree with but the AoE issue is game-wide right now. Do Blizz want people to do strong AoE or not? If so then it needs buffing. If not then a few specs need nerfing. Good AoE is a terrible niche for Demo.
I'm not wild about giving Affliction a reason to use a Burned Soul Fire but you're totally right that Soul Burn and the whole new shard system needs looking at.
It works great for Destro because it allows them to reapply a very important buff that usually has a cast time. So how about moving that model over to Affliction. What if it makes Haunt instant? That gives it a use on movement fights but with such a short cast time on Haunt it could maybe afford to also do double damage (the double healing that would go with it might be nice for PvPers though it is delayed).
As for Demo, well instant SF doesn't help them proc Decimation and actually Soul Burn has very little use to Demo who even has a way to res a dead pet without burning shards. Instant HoG is just starting to sound a bit boring after the other suggestions so how about, instead, Soul Burn: Hand of Gul'dan - Allows the caster to cast while moving for 10 seconds.
Demo has a much bigger issue on movement fights than the other specs. This might address that somewhat.
Your other suggestion was to simplify Demo's fillers. I agree that Demo's filler situation is weird and probably unintuitive for new players but I don't really think it makes the spec particularly complicated.
Furthermore, you can drop Shadow Bolt completely without any loss of synergy and only losing a fraction of a percent of output (In Sims, actually a potential benefit in game). This is a problem in itself because it starts to feel like a fire spec and not a balanced shadow and fire spec.
For me the fix is to make Molten Core proc Soul Fires instead of Incinerates and just take Incinerate out of the picture for Demo.
While we're at it, Felguard needs fixing to be above Felhunter. To be honest the Felhunter was way over buffed before but it's currently too far ahead of the Felguard for even a fix to the FG's weak glyph won't be enough to make him viable. However, Demo is probably far enough behind the other specs that a buff wouldn't hurt anyway so why not just buff his damage up.
Soul Fire also irks me right now.
Spells have traditionally had a fairly strict coefficient based on their cast time. This made long cast spells have high coefficients leading to any talent reducing the cast time of a nuke really strong. Soul Fire has a long base cast time but has several talents and procs that reduce it so Blizz have forced the coefficient to be far lower than it should be. This was a really ungraceful fix to a minor problem and it's really starting to show. But that's probably a discussion for a different thread so I'll end the wall of text here ^_^
Post by
Fingulfin
What if it makes Haunt instant? That gives it a use on movement fights but with such a short cast time on Haunt it could maybe afford to also do double damage (the double healing that would go with it might be nice for PvPers though it is delayed).
Haunt is already such a short cast though... SB:SF is nice because Soul Fire is a really clunky spell to hard cast in today's world of high movement fights, while haunt is one of the easiest spells in the game to get off.
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