I think those changes are in the right direction. Have you tested curse bite? Is magnitude the same and does it still curse consume on each charge?
Curse Bite Magnitude dropped to 220 Fiery Bolt is 160 mag AoE that deals reduced dmg to secondary targets (but it can spread curse now! Rejoice! Oh wait, we had Hellfire Ring for that...) Hellfire Ring got dmg cut and CD cut. Killing Flames is now 500-750 mag. Risky Investment and Creeping Death swapped places on the feat tree. Didn't look at Soulweaver.
Overall, don't like it one bit.
Warlock: Don't want to let you down but I am hell bound. - Imagine Dragons Cleric: You can be an angel of mercy or give in to hate. - Shinedown Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Fiery Bolt feels somehow a bit too weak, should deal max damage to all mobs but the curse spread is helpfull. HellfireRing lost significant and is hard ot keep in rotation that way, needs more burst at least. Curse Bites interrupts gameflow, since you have to "recurse". The curseconsuming effect is from no help against those hard hitting mobs, it somehow feels more like a trap when failing to recurse fast enough, not fluent. In the end maybe Curse consume is outdated in the actual setup, actually that aoe-encounter feels more like a "mistake" I recommend to go at Vanrakdoom and challange the lev 80 mobs groups.
Hellfire ring, curse bite, fiery bolt, curse bite seems pretty effective for multi target. I would like to see fiery bolt hit full damage on all now that it’s magnitude is reduced. If they don’t want to do that, the magnitude needs to be raised by another 40-50...
Has anyone tested if fiery bolt procs combatants manuever as it does in live? Same goes for hadars grasp. Not sure if the percent for combatant has changed or not since last patch. But it may be worth while in crit builds to still maintain ca if they scale down stats given by lvl 80 gear that was making all opposing stat percentages easily maxed as pointed out by fabricant.
> @schietindebux said: > Fiery Bolt feels somehow a bit too weak, should deal max damage to all mobs but the curse spread is helpfull. HellfireRing lost significant and is hard ot keep in rotation that way, needs more burst at least. > Curse Bites interrupts gameflow, since you have to "recurse". The curseconsuming effect is from no help against those hard hitting mobs, it somehow feels more like a trap when failing to recurse fast enough, not fluent. > In the end maybe Curse consume is outdated in the actual setup, actually that aoe-encounter feels more like a "mistake" > I recommend to go at Vanrakdoom and challange the lev 80 mobs groups.
That's what I was figured would happen with cb if magnitudes dropped, coupled with clunky curse consumption. Hopefully they will increase fb magnitude or make aoe dmg equal as you stated. Aalso, someone said CD reduced, was it a flat percentage drop?
Selecting [Risky Investment] feat disables [Executioner's Gift] feat as a choice in the next tier.
Warlock: Don't want to let you down but I am hell bound. - Imagine Dragons Cleric: You can be an angel of mercy or give in to hate. - Shinedown Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Gaining a stack of Soul Investiture from Hadar's Grasp (untested if Killing Flames or Accursed Souls have this issue) was not refreshing the duration on the currently summoned puppet.
Warlock: Don't want to let you down but I am hell bound. - Imagine Dragons Cleric: You can be an angel of mercy or give in to hate. - Shinedown Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Regarding Curse Bite, and in general, if a curse is consumed, shouldn't there always be an additional effect? Consuming it just because seems like a double tax.
Just for using the encounter, you get charged: - cool down time - all of your curses
Another possibility for Prince of Hell here. Curse Bite increases the amount of damage enemies take by X%. The curse is consumed - or something.
> @frogwalloper#6494 said: > Regarding Curse Bite, and in general, if a curse is consumed, shouldn't there always be an additional effect? Consuming it just because seems like a double tax. > > Just for using the encounter, you get charged: > - cool down time > - all of your curses > > Another possibility for Prince of Hell here. Curse Bite increases the amount of damage enemies take by X%. The curse is consumed - or something.
There's a feat for additional weapon damage on consume.
Overall I dislike the changes made in this patch – I feel underpowered and lacking survival fighting trash mobs. I am not overly worried about this, I am sure the designers will sort these balancing issues out.
My main concern is now I feel the warlock’s are unbalanced when it comes to single target fights. Basically back to one encounter power that only really shines when the target is below 25%. I feel the class really needs another encounter that hits hard and deals good upfront single target damage.
> @mat44444 said: > Hi > > Overall I dislike the changes made in this patch – I feel underpowered and lacking survival fighting trash mobs. I am not overly worried about this, I am sure the designers will sort these balancing issues out. > > My main concern is now I feel the warlock’s are unbalanced when it comes to single target fights. Basically back to one encounter power that only really shines when the target is below 25%. I feel the class really needs another encounter that hits hard and deals good upfront single target damage. > > Basically I feel this patch is a step backwards > > Have a lovely weekend all
In whose sick imagination did you have the idea to swap Risky Investment and Creeping Death? This person generally represents what he did and that one without the other is absolutely useless without a permanent soul puppet?
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
> Overall I dislike the changes made in this patch – I feel underpowered and lacking survival fighting trash mobs. I am not overly worried about this, I am sure the designers will sort these balancing issues out.
>
> My main concern is now I feel the warlock’s are unbalanced when it comes to single target fights. Basically back to one encounter power that only really shines when the target is below 25%. I feel the class really needs another encounter that hits hard and deals good upfront single target damage.
In whose sick imagination did you have the idea to swap Risky Investment and Creeping Death? This person generally represents what he did and that one without the other is absolutely useless without a permanent soul puppet?
That´s what I commented on page 5. ..headaching somehow
"Feat Risky Investment is now paired with Soul Desecration" .. do you say I can chose between Risky Investment or Soul desecration now? So i have to decide between having a permanent Soulpuppet by my side, or having a Soulpuppet by spawning one plus a 5% buff on top, neither works actually since HG doesn´t work as tooltip says. (now please don´t change tooltip and call it a day) Consequence: Going dps setup I pick Risky Investment, going puppet path I take the puppet but can´t have a buff on top instead buff the puppet itself with Soulinvestiture by HG (if working). I don´t mind tbh. but the more logic setup was the way things were before, 1.Puppet, 2. buff puppet and myself, go with a puppetsetup by using HG in your rotation. Now I get a headache to chose either RI, and by that i am forced to use HG in my rotation to stack that 5% buff even tough HG doesn´t work, or take that "permapuppet" and have the option to buff that puppet even tough I am a pure dps setup, using HG in theory wich spends Sould Investiture (60%+dps for the puppet). I can also just ignore the puppet and just give up using HG as a essential part of my gameplay to take benefit from SI or RI buff. This changes lead to a more rigid setup for the dps path and I myself don´t see the advantage concerning gameplay, looks like a disadvantage to me...
"Creeping Death is now paired with Executioner's Gift" "Executioner's Gift is now a maximum of 20% boost."...hm again buff vs buff to chose, both doing the same in the end. That doesn´t feel good to me. I take Executioner Gift, since Creeping Death is not working. Dps path won an optional stacking 5%-buff (not working) and leadng to a rigid setup but lost a 10% dps increase (not working) so a "patt".
Overall I dislike the changes made in this patch – I feel underpowered and lacking survival fighting trash mobs. I am not overly worried about this, I am sure the designers will sort these balancing issues out.
My main concern is now I feel the warlock’s are unbalanced when it comes to single target fights. Basically back to one encounter power that only really shines when the target is below 25%. I feel the class really needs another encounter that hits hard and deals good upfront single target damage.
Basically I feel this patch is a step backwards
Have a lovely weekend all
I run some time with FB as focus encounter, 250k crits, a power that deals about 30%+ on singel target, not that bad at all, but maybe too powerfull with a low CD and a feat that rests the encounter on top, not that i think warlock is too mighty vs bosses. I think Hellfire ring could be reverted a bbit CD like 15 seconds, higher burst and the dot shoul tick on mobs when they leave that aoe zone, like a curse.
Same as I also think a second encounter is in need for singel target setup. SoulScorch obviously is ment to be more a buff and a mechanic for encounter reset than a dps ability atm. I even don´t see any impact from that encounter using it You collect sparks, you unleash your "high performing" encounter, you cast SoulScorch at last, lower the selfbuff a bit and reset encounter. Not that I think it is a bad rotation but we miss "high performing encounter" a bit...
KF is 500 mag, compared to the effect my little paladin can hit for with Smite (1600mag), the ammount of damage still is low, although Paladin has to recharge devinity.
Comparing my sentinel GWF (tank) with the warlock: I can pick 3 focus encounter from high impact 500mag+heal (14.3cd), 500mag+knock down (9.5cd) and IBS, wich hits feated for 1300 mag every 11.5 seconds (a tank!), selfbuffs are lower though. With all resepct, if a tank can achieve higher ammounts of focus damage (Sentinel), we are not even close to balance. The class can shield 80% incoming damage with block + cc immunity, has an innert 30% damageresistence on top, can go into rage blocking all incoming damage + cc immune, high effective cc-abilities and high speed on top....I really don´t want to challenge any of those classes in PVP in mod 16.
Just a short hint what we actually discuss about. Cear Conig-dummy lev 70, using testweapon. Sentinel GWF (tank), 3366 power, noncrit, effectiveness 77,6%: IBS (CD 11.5) 20174, Take down (CD 9.5+cc) 10087, Bloodletter (CD 14.3+heal) 10087 In the sum 40340 damage Warlock Hellbringer (striker), 3734 power, noncrit, effectiveness 82,5%: Curse Bite 2852 (CD 13sec+?), Killing Flame (CD 12.3+maybe puppet) 5932, Vampiric Embrance (CD 10.8+a small HP buff) 2914, in the sum round about 11698
Sentinel tank deals Hellbringers damage x 3.4 with lower stats! Sure warlock relies to maybe +20% on additive sources from Puppet+Scorch+?, but that can´t close the gap for a factor x 3.4 I´d say. Maybe we just should lay down and wait until anyone responsible for the math ingame shows up ?
Our class is edited by a person who has never played SW. Just a magnificent incompetence.
El sol negro brilla, en la frente de la locura el firmar, Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar... https://www.youtube.com/c/cyric
it feels like u can x2 the magnitude of all the warlock spells and still wouldnt be enough ....
No, it won´t, simple math in my eyes. Actually classes are devided into: 1. classes pushed and improved with some passion and 2. classes that get ignored in most aspects
Actually Sentinell looks a bit out of order tbh. GF 3759 power, 79% effectiveness, Anvil of doom 9156, Griffons Wrath 3x3662 , ShieldThrow 5493 Wizard 3570 power (eff 83.4%), Repell, Desintegrate, entagle
I am extremely unimpressed with these new changes. There have been so many changes with this specific module that it feels more like a new game in entirety, rather than an expansion module. This should have been done in stages to see what works and what doesn't, rather than blasting us all in the face with a level 9 fireball, so to speak.
The power/feats layout is LITERAL. GARBAGE. I can understand making changes to the Feats window because that was an actual fustercluck, but the powers tab is so headache inducing that I ended up having to log out because of how un-streamlined it truly is. I can understand wanting to streamline it for younger and/or newer players, but anyone with an INT of 10 irl could navigate the current powers layout on the live shard.
Also, there's this term called "don't fix what isn't broken."
I'm also extremely annoyed at the change to Pillar of Power and it's removal from the Hellbringer paragon. Prior module builds utilized that not only for solo warlock players, but for groups who had tanks because of the buff it gave, which in some cases was absolutely vital. If you're going to ruin Hellbringer, don't do it by giving us a permapuppet that's nothing more than a sheet going 'uwu i'm a scawy ghost~~~'
It's not our fault that Warlocks are overpowered, because spellcasting classes have always been overpowered regardless of MMO, and will continue to be overpowered no matter how many times you beat us with a nerf bat.
Whether or not I play once M16 hits the live shard is something I'll have to see when it actually happens, but these current massive alterations are very similar to the reasons why I stopped playing Everquest after Daybreak fixed what wasn't broken too.
Sunshine SaltmineIs only game, why you have to be so buttmad?
Soul Scorch is anemic. Even at maximum spark expenditure, it's weak.
Fiery Bolt being reverted to AoE means that we have exactly one (potentially) hard-hitting single-target encounter. I understand why many people wanted this to be reverted, but it was nice while it lasted at 700 magnitude on a short CD.
Having Curse Bite consume Lesser Curse still feels clunky and awful. This is worse than the existing Soulbinder mechanic of constantly hitting Tab to reapply Warlock's Curse, and many players seem to hate that.
I suggest to simply boost Vampiric Embrance up to 500, BoVA, Spheres, Hadar Arms and Grasp, Fiery Bolt do have utilities arround setup/aoe/tankyness etc Vampiric Embrance with the tiny buff is underwhelming anyway, like Bloodletter or Take Down from GWF, similar CD and utility, except that VE does not heal for 400k
Hellbringer I can understand that people wanted fiery bolt back to AOE damage, but now we have only 1 hard-hitting (lol) encounter for single target. And KF is not that great . Single target needs love, and I hope SWs will end being excellent at it. We need another hard-hitting encounter. In addition maybe you could modify the soulscorch mechanic: less sparks should be consumed. I would suggest to reduce to 3 sparks and/OR buff the damage done by soulscorch. Also it would be nice if soulscorch could had a chance to apply a curse.
As for trash mobs: -now we have a useless fiery bolt because of the low magnitude... -many people commented here to have pillar of power back to dps path, but now we have the hellfire ring (unlocked at level 80), that does more or less the same thing (damage in a round circle+ curse). It would be great if mobs leaving the hellfire circle could keep the curse and if you could revert the loss of magnitude (as @schietindebux mentioned). . It is better to leave the pillar of power in soulweaver since it is a party buff which is more linked to support. Still I don't get why hellfire damage was cut. -curse bite: as mentioned by others, "having Curse Bite consume Lesser Curse still feels clunky and awful" and it makes no sense because of the double charge it is meant to have. -->Please remove the curse consume from curse bite (or offer a possibility that the next encounter used after the first charge will apply a curse before we can use the second charge, or reduce magnitude as long as we have two charges that can be used in a row).
Feats: the new distribution seems better (the pairing is more consistent!) for the dps path. Except the feat for soul investiture: more powers should trigger a puppet then. However, now there is no choice anymore of playing "puppet" or pure damage only.
As some others pointed out, some classes have way better magnitudes (of course, you have to take feats and mechanics into account), but unless SWs are buffed, or other dps classes nerfed (?), this unbalance and underpower feeling will be ongoing (because we cannot compare at all with module 15, and we can just compare on raw figures from other classes that are evolving on preview as well). The damage buffs can happen only once bugs and mess are addressed (i.e having okayish paths in every class for the mod16 launch), and then buffing the damage and enhancing will be easier. But meanwhile, don't nerf us too much We are not as overpowered as you seem to think...........
In whose sick imagination did you have the idea to swap Risky Investment and Creeping Death? This person generally represents what he did and that one without the other is absolutely useless without a permanent soul puppet?
That´s what I commented on page 5. ..headaching somehow
"Feat Risky Investment is now paired with Soul Desecration" .. do you say I can chose between Risky Investment or Soul desecration now? So i have to decide between having a permanent Soulpuppet by my side, or having a Soulpuppet by spawning one plus a 5% buff on top, neither works actually since HG doesn´t work as tooltip says. (now please don´t change tooltip and call it a day) Consequence: Going dps setup I pick Risky Investment, going puppet path I take the puppet but can´t have a buff on top instead buff the puppet itself with Soulinvestiture by HG (if working). I don´t mind tbh. but the more logic setup was the way things were before, 1.Puppet, 2. buff puppet and myself, go with a puppetsetup by using HG in your rotation. Now I get a headache to chose either RI, and by that i am forced to use HG in my rotation to stack that 5% buff even tough HG doesn´t work, or take that "permapuppet" and have the option to buff that puppet even tough I am a pure dps setup, using HG in theory wich spends Sould Investiture (60%+dps for the puppet). I can also just ignore the puppet and just give up using HG as a essential part of my gameplay to take benefit from SI or RI buff. This changes lead to a more rigid setup for the dps path and I myself don´t see the advantage concerning gameplay, looks like a disadvantage to me...
"Creeping Death is now paired with Executioner's Gift" "Executioner's Gift is now a maximum of 20% boost."...hm again buff vs buff to chose, both doing the same in the end. That doesn´t feel good to me. I take Executioner Gift, since Creeping Death is not working. Dps path won an optional stacking 5%-buff (not working) and leadng to a rigid setup but lost a 10% dps increase (not working) so a "patt".
Just checked and risky investment is WAI after patch (thanks for fix), but having it procced only by HG, VE, AS (that looks like wasting a daily) and KF (on kill) makes the feat relying on a few options to stack soul investiture. Having some of above mentioned powers buffed or another SI stacking mechanics, like M15's +1 stack on enemy killed or considering curse bite as 100% curse consume, would be awesome. Want to add that soul investiture inherited a quite twisted logic from current mod: reached 5 stacks all of them are fading away after 20 seconds: it should be more consistent if each stack will have its own cooldown, but I don't really mind about that. Concerning new feat placement: I could be wrong, but new setup is actually giving the chance to stack both risky investment and executioner gifts on boss fights. Puppet feat is worth a +1 on SI stacks on an single target rotation, surely less than current t4 feats, while it is way more useful on AoE, as none of curse consuming skills are in an optmal rotation. Same for CD reduction feats, as harder to get full sparks/SI on mobs fights. That said, I find current feat setup a buff overall. Creeping Death vs Executioner's Gift choose needs a bit more care for sure: both have really close effects (assuming CD will be fixed).
Agree on not using barbarian as comparison: big changes happened lately and I am expecting class being a lot unstable patch by patch. About other classes I didn't make any class comparisons yet after patch, but I feel latest changes are a step in the right direction: killing flames buff (even if not as strong as previous patch fiery bolt) gives reverted fiery bolt a solid cursing option and double thumbs up on HF ring cooldown reduction, best change by far. Patch notes also showed as some high magnitude skills on other classes have been toned down, that proves devs are aware warlock was behind in the chart on single target damage. I don't see the point in all that rage posts and either how that could help solving current class problems, but anyone is free to express his feeling as he prefers. On encounter side, some of them looks quite in a bad spot at the moment. Saving infernal spheres (but I see it better placed on generic path tbh) and HG for PvP reason, I am struggling finding a spot in any rotation for dreadtheft and arms of hadar. The first one is basically useless (bad damage, no utility), but maybe I am wrong and somebody else can enlighten me, the second one feels very clunky and works really bad on not-flat surfaces, I see the great job behind HF ring and I wonder if possible having a brand new encounter replacing it, maybe it will be faster than make current one work. It would be great having it for mod16 but I am aware that requires quite a different time/work so I would be happy knowing the issue is acknowledge and will be faced in close future. At last: class features seems very well placed now and I am looking forward to see which pick will be choose to replace prince of hell.
On encounter side, some of them looks quite in a bad spot at the moment. Saving infernal spheres (but I see it better placed on generic path tbh) and HG for PvP reason, I am struggling finding a spot in any rotation for dreadtheft and arms of hadar. The first one is basically useless (bad damage, no utility), but maybe I am wrong and somebody else can enlighten me, the second one feels very clunky and works really bad on not-flat surfaces, I see the great job behind HF ring and I wonder if possible having a brand new encounter replacing it, maybe it will be faster than make current one work. It would be great having it for mod16 but I am aware that requires quite a different time/work so I would be happy knowing the issue is acknowledge and will be faced in close future.
I actually saw one sw using infernal spheres to apply curse, then curse bite could be used. It works well and may be used by people that are not level 80 ? Dreadtheft has no utility imo because we are stuck channeling it: maybe it should control the mobs (to slow them and/or reduce damage) but differently from arms of hadar. I don't really like arms of hadar (yes it is indeed clunky) but I am getting used to it for trash mobs. If the radius was increased (and cast time feeling reduced), I would be very happy. The real useless power is the daily "flames of phlegestos" but it can be worked out later. Same for gates of hell that lost its interest. Once module 16 is more or less in place, we will have plenty of time to think to fancy effects
Comments
Fiery Bolt is 160 mag AoE that deals reduced dmg to secondary targets (but it can spread curse now! Rejoice! Oh wait, we had Hellfire Ring for that...)
Hellfire Ring got dmg cut and CD cut.
Killing Flames is now 500-750 mag.
Risky Investment and Creeping Death swapped places on the feat tree.
Didn't look at Soulweaver.
Overall, don't like it one bit.
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Curse Bites interrupts gameflow, since you have to "recurse". The curseconsuming effect is from no help against those hard hitting mobs, it somehow feels more like a trap when failing to recurse fast enough, not fluent.
In the end maybe Curse consume is outdated in the actual setup, actually that aoe-encounter feels more like a "mistake"
I recommend to go at Vanrakdoom and challange the lev 80 mobs groups.
> Fiery Bolt feels somehow a bit too weak, should deal max damage to all mobs but the curse spread is helpfull. HellfireRing lost significant and is hard ot keep in rotation that way, needs more burst at least.
> Curse Bites interrupts gameflow, since you have to "recurse". The curseconsuming effect is from no help against those hard hitting mobs, it somehow feels more like a trap when failing to recurse fast enough, not fluent.
> In the end maybe Curse consume is outdated in the actual setup, actually that aoe-encounter feels more like a "mistake"
> I recommend to go at Vanrakdoom and challange the lev 80 mobs groups.
That's what I was figured would happen with cb if magnitudes dropped, coupled with clunky curse consumption. Hopefully they will increase fb magnitude or make aoe dmg equal as you stated. Aalso, someone said CD reduced, was it a flat percentage drop?
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Cleric: You can be an angel of mercy or give in to hate. - Shinedown
Wizard: The more the dark consumes me, I pretend I'm burning bright. - Shinedown
Barbarian: Am I beautiful... as I tear you to pieces? - In This Moment
Just for using the encounter, you get charged:
- cool down time
- all of your curses
Another possibility for Prince of Hell here. Curse Bite increases the amount of damage enemies take by X%. The curse is consumed - or something.
> Regarding Curse Bite, and in general, if a curse is consumed, shouldn't there always be an additional effect? Consuming it just because seems like a double tax.
>
> Just for using the encounter, you get charged:
> - cool down time
> - all of your curses
>
> Another possibility for Prince of Hell here. Curse Bite increases the amount of damage enemies take by X%. The curse is consumed - or something.
There's a feat for additional weapon damage on consume.
Overall I dislike the changes made in this patch – I feel underpowered and lacking survival fighting trash mobs. I am not overly worried about this, I am sure the designers will sort these balancing issues out.
My main concern is now I feel the warlock’s are unbalanced when it comes to single target fights. Basically back to one encounter power that only really shines when the target is below 25%. I feel the class really needs another encounter that hits hard and deals good upfront single target damage.
Basically I feel this patch is a step backwards
Have a lovely weekend all
> Hi
>
> Overall I dislike the changes made in this patch – I feel underpowered and lacking survival fighting trash mobs. I am not overly worried about this, I am sure the designers will sort these balancing issues out.
>
> My main concern is now I feel the warlock’s are unbalanced when it comes to single target fights. Basically back to one encounter power that only really shines when the target is below 25%. I feel the class really needs another encounter that hits hard and deals good upfront single target damage.
>
> Basically I feel this patch is a step backwards
>
> Have a lovely weekend all
Guess this is what soul scorch is supposed to be.
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
Guess it fails then
Have a lovely day
"Feat Risky Investment is now paired with Soul Desecration" .. do you say I can chose between Risky Investment or Soul desecration now? So i have to decide between having a permanent Soulpuppet by my side, or having a Soulpuppet by spawning one plus a 5% buff on top, neither works actually since HG doesn´t work as tooltip says. (now please don´t change tooltip and call it a day)
Consequence: Going dps setup I pick Risky Investment, going puppet path I take the puppet but can´t have a buff on top instead buff the puppet itself with Soulinvestiture by HG (if working).
I don´t mind tbh. but the more logic setup was the way things were before, 1.Puppet, 2. buff puppet and myself, go with a puppetsetup by using HG in your rotation. Now I get a headache to chose either RI, and by that i am forced to use HG in my rotation to stack that 5% buff even tough HG doesn´t work, or take that "permapuppet" and have the option to buff that puppet even tough I am a pure dps setup, using HG in theory wich spends Sould Investiture (60%+dps for the puppet). I can also just ignore the puppet and just give up using HG as a essential part of my gameplay to take benefit from SI or RI buff.
This changes lead to a more rigid setup for the dps path and I myself don´t see the advantage concerning gameplay, looks like a disadvantage to me...
"Creeping Death is now paired with Executioner's Gift"
"Executioner's Gift is now a maximum of 20% boost."...hm again buff vs buff to chose, both doing the same in the end. That doesn´t feel good to me. I take Executioner Gift, since Creeping Death is not working.
Dps path won an optional stacking 5%-buff (not working) and leadng to a rigid setup but lost a 10% dps increase (not working) so a "patt".
I think Hellfire ring could be reverted a bbit CD like 15 seconds, higher burst and the dot shoul tick on mobs when they leave that aoe zone, like a curse.
Same as I also think a second encounter is in need for singel target setup. SoulScorch obviously is ment to be more a buff and a mechanic for encounter reset than a dps ability atm. I even don´t see any impact from that encounter using it
You collect sparks, you unleash your "high performing" encounter, you cast SoulScorch at last, lower the selfbuff a bit and reset encounter. Not that I think it is a bad rotation but we miss "high performing encounter" a bit...
KF is 500 mag, compared to the effect my little paladin can hit for with Smite (1600mag), the ammount of damage still is low, although Paladin has to recharge devinity.
Comparing my sentinel GWF (tank) with the warlock: I can pick 3 focus encounter from high impact 500mag+heal (14.3cd), 500mag+knock down (9.5cd) and IBS, wich hits feated for 1300 mag every 11.5 seconds (a tank!), selfbuffs are lower though.
With all resepct, if a tank can achieve higher ammounts of focus damage (Sentinel), we are not even close to balance. The class can shield 80% incoming damage with block + cc immunity, has an innert 30% damageresistence on top, can go into rage blocking all incoming damage + cc immune, high effective cc-abilities and high speed on top....I really don´t want to challenge any of those classes in PVP in mod 16.
Cear Conig-dummy lev 70, using testweapon.
Sentinel GWF (tank), 3366 power, noncrit, effectiveness 77,6%: IBS (CD 11.5) 20174, Take down (CD 9.5+cc) 10087, Bloodletter (CD 14.3+heal) 10087
In the sum 40340 damage
Warlock Hellbringer (striker), 3734 power, noncrit, effectiveness 82,5%: Curse Bite 2852 (CD 13sec+?), Killing Flame (CD 12.3+maybe puppet) 5932, Vampiric Embrance (CD 10.8+a small HP buff) 2914, in the sum round about 11698
Sentinel tank deals Hellbringers damage x 3.4 with lower stats! Sure warlock relies to maybe +20% on additive sources from Puppet+Scorch+?, but that can´t close the gap for a factor x 3.4 I´d say.
Maybe we just should lay down and wait until anyone responsible for the math ingame shows up ?
Kelemvor tomó mi trono de la muerte, pero soy eterno en la oscuridar...
https://www.youtube.com/c/cyric
Actually classes are devided into:
1. classes pushed and improved with some passion and
2. classes that get ignored in most aspects
magnitude 500*8=4000
https://youtu.be/EYO3XlvteGo
magnitude 500*30=15000
https://youtu.be/dr52mCaGszM
SW
GF 3759 power, 79% effectiveness, Anvil of doom 9156, Griffons Wrath 3x3662 , ShieldThrow 5493
Wizard 3570 power (eff 83.4%), Repell, Desintegrate, entagle
GF-Dreadnaught, (eff 78%)= 25635/44.8 (CD) =572.2(dps)
Wizard-Arcanist-dps (eff 83.4%)=17183/33.2=517(dps)
Warlock-Hell (eff 82.5)=15370 (Cbx2)/36.1(CD)=425.7(dps)
GF-Vanguard-tanksetup (eff 77.3)= 13087/49.9=262.2 (dps)
The power/feats layout is LITERAL. GARBAGE. I can understand making changes to the Feats window because that was an actual fustercluck, but the powers tab is so headache inducing that I ended up having to log out because of how un-streamlined it truly is. I can understand wanting to streamline it for younger and/or newer players, but anyone with an INT of 10 irl could navigate the current powers layout on the live shard.
Also, there's this term called "don't fix what isn't broken."
I'm also extremely annoyed at the change to Pillar of Power and it's removal from the Hellbringer paragon. Prior module builds utilized that not only for solo warlock players, but for groups who had tanks because of the buff it gave, which in some cases was absolutely vital. If you're going to ruin Hellbringer, don't do it by giving us a permapuppet that's nothing more than a sheet going 'uwu i'm a scawy ghost~~~'
It's not our fault that Warlocks are overpowered, because spellcasting classes have always been overpowered regardless of MMO, and will continue to be overpowered no matter how many times you beat us with a nerf bat.
Whether or not I play once M16 hits the live shard is something I'll have to see when it actually happens, but these current massive alterations are very similar to the reasons why I stopped playing Everquest after Daybreak fixed what wasn't broken too.
Fiery Bolt being reverted to AoE means that we have exactly one (potentially) hard-hitting single-target encounter. I understand why many people wanted this to be reverted, but it was nice while it lasted at 700 magnitude on a short CD.
Having Curse Bite consume Lesser Curse still feels clunky and awful. This is worse than the existing Soulbinder mechanic of constantly hitting Tab to reapply Warlock's Curse, and many players seem to hate that.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
BoVA, Spheres, Hadar Arms and Grasp, Fiery Bolt do have utilities arround setup/aoe/tankyness etc
Vampiric Embrance with the tiny buff is underwhelming anyway, like Bloodletter or Take Down from GWF, similar CD and utility, except that VE does not heal for 400k
I can understand that people wanted fiery bolt back to AOE damage, but now we have only 1 hard-hitting (lol) encounter for single target. And KF is not that great . Single target needs love, and I hope SWs will end being excellent at it.
We need another hard-hitting encounter.
In addition maybe you could modify the soulscorch mechanic: less sparks should be consumed. I would suggest to reduce to 3 sparks and/OR buff the damage done by soulscorch. Also it would be nice if soulscorch could had a chance to apply a curse.
As for trash mobs:
-now we have a useless fiery bolt because of the low magnitude...
-many people commented here to have pillar of power back to dps path, but now we have the hellfire ring (unlocked at level 80), that does more or less the same thing (damage in a round circle+ curse). It would be great if mobs leaving the hellfire circle could keep the curse and if you could revert the loss of magnitude (as @schietindebux mentioned). . It is better to leave the pillar of power in soulweaver since it is a party buff which is more linked to support. Still I don't get why hellfire damage was cut.
-curse bite: as mentioned by others, "having Curse Bite consume Lesser Curse still feels clunky and awful" and it makes no sense because of the double charge it is meant to have. -->Please remove the curse consume from curse bite (or offer a possibility that the next encounter used after the first charge will apply a curse before we can use the second charge, or reduce magnitude as long as we have two charges that can be used in a row).
Feats: the new distribution seems better (the pairing is more consistent!) for the dps path. Except the feat for soul investiture: more powers should trigger a puppet then.
However, now there is no choice anymore of playing "puppet" or pure damage only.
As some others pointed out, some classes have way better magnitudes (of course, you have to take feats and mechanics into account), but unless SWs are buffed, or other dps classes nerfed (?), this unbalance and underpower feeling will be ongoing (because we cannot compare at all with module 15, and we can just compare on raw figures from other classes that are evolving on preview as well).
The damage buffs can happen only once bugs and mess are addressed (i.e having okayish paths in every class for the mod16 launch), and then buffing the damage and enhancing will be easier.
But meanwhile, don't nerf us too much We are not as overpowered as you seem to think...........
Concerning new feat placement: I could be wrong, but new setup is actually giving the chance to stack both risky investment and executioner gifts on boss fights. Puppet feat is worth a +1 on SI stacks on an single target rotation, surely less than current t4 feats, while it is way more useful on AoE, as none of curse consuming skills are in an optmal rotation. Same for CD reduction feats, as harder to get full sparks/SI on mobs fights. That said, I find current feat setup a buff overall.
Creeping Death vs Executioner's Gift choose needs a bit more care for sure: both have really close effects (assuming CD will be fixed). Agree on not using barbarian as comparison: big changes happened lately and I am expecting class being a lot unstable patch by patch.
About other classes I didn't make any class comparisons yet after patch, but I feel latest changes are a step in the right direction: killing flames buff (even if not as strong as previous patch fiery bolt) gives reverted fiery bolt a solid cursing option and double thumbs up on HF ring cooldown reduction, best change by far. Patch notes also showed as some high magnitude skills on other classes have been toned down, that proves devs are aware warlock was behind in the chart on single target damage. I don't see the point in all that rage posts and either how that could help solving current class problems, but anyone is free to express his feeling as he prefers.
On encounter side, some of them looks quite in a bad spot at the moment. Saving infernal spheres (but I see it better placed on generic path tbh) and HG for PvP reason, I am struggling finding a spot in any rotation for dreadtheft and arms of hadar. The first one is basically useless (bad damage, no utility), but maybe I am wrong and somebody else can enlighten me, the second one feels very clunky and works really bad on not-flat surfaces, I see the great job behind HF ring and I wonder if possible having a brand new encounter replacing it, maybe it will be faster than make current one work. It would be great having it for mod16 but I am aware that requires quite a different time/work so I would be happy knowing the issue is acknowledge and will be faced in close future.
At last: class features seems very well placed now and I am looking forward to see which pick will be choose to replace prince of hell.
Dreadtheft has no utility imo because we are stuck channeling it: maybe it should control the mobs (to slow them and/or reduce damage) but differently from arms of hadar.
I don't really like arms of hadar (yes it is indeed clunky) but I am getting used to it for trash mobs. If the radius was increased (and cast time feeling reduced), I would be very happy.
The real useless power is the daily "flames of phlegestos" but it can be worked out later. Same for gates of hell that lost its interest. Once module 16 is more or less in place, we will have plenty of time to think to fancy effects