Next time, how about just being transparent up front. A statement like "Hey, we are removing your 25% buff and adjusting all your powers so we can ensure that the Warlock DPS path does not gain anything relative to the other classes. Oh and we will be allowing the other classes to profit from the damage formula change without interference so you will end up lower on the totem pole yet" will not make me any more angry, disappointed and frustrated than I am now. It will however be honest. May be worth a try, your current tactic is getting old.
Warlock "adjustments" remind me of disgruntled retail employees during black friday sales.
Watch employee drop laptop on ground...look up with a smirk...sighs, picks it up, gives it a shake. A big cheese grin when it sounds like a rattle and rings it up like nothing ever happened.
Soul Investiture is now a 10% damage increase for the Soul Puppet per stack. Now lasts 30 seconds is no longer linked to the soul puppet Risky Investment now grants a 3% bonus to ALL damage for each stack of Soul Investiture. Soul Sparks now increase Hellbringer damage by 0.25% per spark, no longer heals the player. lose 1 spark each second out of combat Warlock's Curse increased to a 12% damage boost.
Hand of Blight - 40 melee 60 ranged Eldritch Blast magnitude - 40-80 fixed the 3rd hit Dark Spiral magnitude - 80-240 Hellish Rebuke magnitude - 60 base, 15 DoT, 30 Rebuke Arms of Hadar magnitude - 80 Vampiric Embrace magnitude - 300 Curse Bite magnitude - 250 Blades of Vanquished Armies magnitude - 25 per blade Hadars Grasp magnitude - 250 - 375 Fiery Bolt magnitude - 200 to all targets Infernal Spheres magnitude - 50 Killing Flame magnitude - 750 all the time Dreadtheft magnitude - 450 Hellfire Ring magnitude - 125, DoT 200 - fixed the dot damage Soul Scorch magnitude - 9 per spark used, Dot is 1.5 magnitude per spark , Grants 1 stack of soul investiture Accursed Souls magnitude - 900 - heals the warlock 2% maximum hit points per target hit Brood of Hadar tooltip changed to display damage done to the primary target and the magnitude was increased. 600 magnitude main target, 150 magnitude per brood attack. Fixed the imps Tyrannical Curse magnitude - 1000 - fixed the split damage Gates of Hell magnitude - 600 - only costs 500action points Flames of Phlegethos magnitude - 1500 Lesser Curse - 20 magnitude every 2seconds for 8 seconds
is what the patch notes should of said...
And some bonus ideas
All consuming curse - at wills apply lesser curse, and deals 15 magnitude each time its applied Deadly curse - Lesser curse is no longer removed when using curse consumes Flames of empowerment - Killing flames deals 75 magnitude to all enemies with 15" or the primary target Dust to Dust - increases AoE by 10%
Power of the Nine Hells - now grants 5 stacks of Soul investiture when using a Daily Soul Desecration - Soul puppets Critical severity is increased to 100% parting blasphemy - Deals 100 magnitude damage when lesser curse is removed or expires and grants 25 action points Creeping death - - Empowers lesser curse, now deals 20magnitude per second, increasing by 5 magnitude per tick (300magnitude total over 8 seconds) Executioners gift - increases Critical Severity by 25%
Soul Investiture is now a 10% damage increase for the Soul Puppet per stack. Now lasts 30 seconds is no longer linked to the soul puppet Risky Investment now grants a 3% bonus to ALL damage for each stack of Soul Investiture. Soul Sparks now increase Hellbringer damage by 0.25% per spark, no longer heals the player. lose 1 spark each second out of combat Warlock's Curse increased to a 12% damage boost.
Hand of Blight - 40 melee 60 ranged Eldritch Blast magnitude - 40-80 fixed the 3rd hit Dark Spiral magnitude - 80-240 Hellish Rebuke magnitude - 60 base, 15 DoT, 30 Rebuke Arms of Hadar magnitude - 80 Vampiric Embrace magnitude - 300 Curse Bite magnitude - 250 Blades of Vanquished Armies magnitude - 25 per blade Hadars Grasp magnitude - 250 - 375 Fiery Bolt magnitude - 200 to all targets Infernal Spheres magnitude - 50 Killing Flame magnitude - 750 all the time Dreadtheft magnitude - 450 Hellfire Ring magnitude - 125, DoT 200 - fixed the dot damage Soul Scorch magnitude - 9 per spark used, Dot is 1.5 magnitude per spark , Grants 1 stack of soul investiture Accursed Souls magnitude - 900 - heals the warlock 2% maximum hit points per target hit Brood of Hadar tooltip changed to display damage done to the primary target and the magnitude was increased. 600 magnitude main target, 150 magnitude per brood attack. Fixed the imps Tyrannical Curse magnitude - 1000 - fixed the split damage Gates of Hell magnitude - 600 - only costs 500action points Flames of Phlegethos magnitude - 1500 Lesser Curse - 20 magnitude every 2seconds for 8 seconds
is what the patch notes should of said...
And some bonus ideas
All consuming curse - at wills apply lesser curse, and deals 15 magnitude each time its applied Deadly curse - Lesser curse is no longer removed when using curse consumes Flames of empowerment - Killing flames deals 75 magnitude to all enemies with 15" or the primary target Dust to Dust - increases AoE by 10%
Power of the Nine Hells - now grants 5 stacks of Soul investiture when using a Daily Soul Desecration - Soul puppets Critical severity is increased to 100% parting blasphemy - Deals 100 magnitude damage when lesser curse is removed or expires and grants 25 action points Creeping death - - Empowers lesser curse, now deals 20magnitude per second, increasing by 5 magnitude per tick (300magnitude total over 8 seconds) Executioners gift - increases Critical Severity by 25%
My question is, but did you want Warlock buffer or nerf it? No, because it seems to me that it does less harm than before. Ok the damage has been changed, and it is more difficult to compare, but having done more run at the TOMM, warlock is always nerf. If you intend to upgrade it to make it not at par with other classes but at least the least bad, return 25% of basic damage that has been lifted. Then the ideal would be that risky investment has 3 maximum stacks and each stack increases the damage by at least 8/9% per stack. If you make these changes then you could talk about buffing the SW. However, a lot of people here write but things are not taken into consideration, so I think it is useless to even comment. We just have to change the game or for those who want to change their character.
The first thread @noworries#8859 mentioned additional changes but most won't be satisfied with the changes. I take it this is it then? Because most are not satisfied. That quota has been met.
Btw guys, right now, every single rogue i have played against is destroying my cleric in aoe dps. That is no joke because this is aoe we talking about.
I am not too sure what the main reason for this could be but don't rogue's abilities give CA to everyone? Regardless, i know how to play and i always try to get CA, so highly unlikely that CA buff is the reason.
If lets say this is not my imagination and rogues are certainly doing more aoe dps, then i see a very nice trend here. Since wiz is useless now, it makes sense for the rogues to shine. Well brilliant, lets start with buffing their aoe.
Solo warlock should be pretty strong because of the CA buffs but team wise, they just got to be on the bed with the rest of us xD
@sobi#1980 Most warlocks always have high ca uptime with npnm. Without a high uptime of ca, warlocks fall even further behind in damage. That has been the scenario for majority of mods. Having ca from other sources doesnt help much at all. Other dps in group having high ca uptime actually reduces warlock average dps.
Most warlocks always have high ca uptime with npnm. Without a high uptime of ca, warlocks fall even further behind in damage. That has been the scenario for majority of mods. Having ca from other sources doesnt help much at all. Other dps in group having high ca uptime actually reduces warlock average dps.
Yh i understand, but now that CA is so strong, any ability that gives you CA yourselve only should matter but i do know that warlock were balanced around that before, not sure about currently. Nevertless, i can symapthise with your dps, my point is that i rogues now do both aoe and ST, on par with rangers. So actually having 2 paragons is a benfit to them, that's one more reason to not have any disparity at all. Before i was for a small margin only bc non-meta classes had better aoe and also had 1 more role but now the role bonus is negated by the pure dps having both forms of dps. The dev's never seem to fail to disaapoint me.
Warlock CW TR hve feats to get CA towards a group (only for themself), NPNM-warlock, Stealth-rogue (maybe something else), CW has a class feature wich procs <50% of the time. When you run with skilled player or simply take that trial tomm, warlocks get's passed easily by most other classes that got constant CA by positioning. When you run with bad performing or unknowledgable player, warlock is far in front since CA spends tons of damage. Warlock = King of Scrubs When a barbie claims to be unable to kill a mimic, he could do great in a bossfight when having constant CA.
before changes i could not apply Butcher,s Might with hellish rebuke, now i can, (vorpal r12, npnm, 180k power, other more than 80k, ca 135k, no potions, no food).
you must have fairly low HP, or been very close to it stacking before the change anyway before the change, with NPNM hellish rebuke did 30+7.5magnitude + 25% or 47magnitude Now it does 40magnitude+10 from NPNM - 50magnitude. so that's only a 3 magnitude increase.
The only decent changes are to Curse Bite and Soul Scorch, Fiery Bolt is better than it was but the 50% AoE penalty still makes it very mediocre. Everything else, the magnitude increases barely cover the loss of Hellfire Expertise, and for Dreadtheft , Hadars Grasp, Tyrannical Curse and Accursed Souls actually do less magnitude than before. I can live with the slight nerf to Accursed Souls, its still the strongest AoE daily in the game, but Dreadtheft was garbage before the change, now its even worse, and Hadars grasp wasn't exactly hitting like a truck.
It really doesn't help that every patch, something else seems to break, on top of stuff that hasn't worked since Mod16 was on preview.
Things that I know are currently broken are.
Eldritch Blast - the third hit in the combo doesn't do double damage anymore Hand of Blight Ranged - only the first attack in the 4 combo animation is generating sparks, making it virtually useless Curse Bite - still loses a charge if the target dies before the animation is complete doing ZERO damage. Tyrannical Curse - The 15% split damage to all targets is not scaling with either the players armour penetration or accuracy resulting in the hits only being 50% effective, and 25% effected when deflected Hellfire Ring - the DoT is only doing 140 magnitude instead of 200 Infernal Spheres - this regularly gets stuck when trying to cast the explosion quickly, doing no damage and not going on cooldown, forcing the player to manually re slot it from the Powers page Soul Sparks - certain boss encounters still do no allow soul sparks to be generated when attacking them. Deadly Curse - is double proccing ( a good thing, but still a bug) Soul Puppet - still can get stuck in doors or at the entrance to the boss room Killing Flames - killing a target with this regularly doesn't give a stack of Soul investiture, noticeable mostly in a group, even if the damage you do is more than the remaining hitpoints. I suspect this is caused by - (1) a secondary attack, like lesser curse or hadars grasp is dealing damage at the exact same time and taking credit for the "final blow" (2) another player is dealing damage at the exact same time and taking credit for the "final blow"
And of course, the BIG ONE, Creeping Death doesn't stack, meaning the DoT never gets a chance to do any damage. Either this is a bug, or if it is intended then its a really bad design since it makes the FEAT useless, and needs a redesign. This is especially important now since Executioners Gift got lost a lot of its value with the change to the buff formula.
Most of these have been issues since PRE MOD 16 release, that's nearly 9 months and they have not been addressed. While I still think every magnitude needs a 20% further increase ( with the exception of cursebite and soul scorch) and in some cases even more than 20% such as dreadtheft/hadars grasp and Flames of Phlegethos, these issues need fixing, and soon, 9 months is just too long to have this many issues remaining unsolved
I assume they are going to rush these changes to the maintenance on the 15 for consoles. That way only warlock dps is a full carry for tomm at endgame. Awesome, just in time for skirmish release.... only 3/4 of a year with absolutely 0 actual improvements.
But hey, now we get to complain about dark prayers being broken along with creeping death. No worries though, we may be lucky enough to get and another "class adjustment" like, they break ri and then curses next. But on the bright side, technically they can still call warlocks dps if they have a slightly higher dps potential than a fully speced tank. So theres that, I guess.
For the statistic Dummy in PE, CA is capped on both toons Warlock 130k+ , Dreadnaught 124k, CA up all time Hellbringer 150+kPower, CS 104%, r13 Vorp, 2.5% more multiplier -augment Dreadnaught 114kPower, 92% CS, r13 Bronzewood- active companion
Warlock 102k dps Deadnaught 115k dps (Black Death Scorp 7kdps)= 122k dps Downscaling warlocks stats the numbers get worse as checked. With similar stats HB deals about 25% less than my Dread (Companions damage not includet) I'd say the class is at the bottom, can't imagine there is anything worse than a Hellbringer actually
They don't care anymore, no response about this mess. We got the adjustment and we are the lowest DPS path. It's done, they gave us what they want for us, a "DPS" path to soloing, for groups you MUST be a healer. Take it or reroll other class.
These early reports are disappointing. With Soulweavers in such a good place, I sincerely hope some focused adjustments are on the way for our sister paragon. I wouldn't even swap to Hellbringer to solo at this point (in fact, after this Curse Bite mag increase, it's like we Soulweavers were just given Parting Blasphemy for free...)
No worries can we have some clarification here on what exactly the objective was here? it seems like you are trying awfully hard to make this look like a buff, when in fact the positive adjustments don't even adequately cover the Hellfire and SI % nerf you are about to introduce.
I'm fresh out of a Lomm run a few minutes ago on ps4 live.....
My Warlock a 25K item level - 216 power with buff food (238 Power fully procced) and 116 CA. It is essentially a maxed out character. Other character was a rogue 21.8K item level - 156 power full buffed and just over 100K CA.
I'm an experienced warlock since console release and I understand the class and skill synergies (what's left of them anyway)
Needless to say the Rogue came out of Lomm with 9 mil more damage than my Warlock in the end. When people on here tell you that the class is underperforming by 30% against other classes of equal level I can assure you it is FACT.
So what we really all want to know is......
Was bringing the warlock closer to other classes even factor when introducing these changes? Can we expect the gap between the Warlock and other DPS classes to widen rather than close with this rework? If the logic is that we have a heal path and therefore we should be a lesser dps class then that's just wrong... most warlocks rolled with the intention of playing the dips path exclusively.
I'm seriously getting to the point where I'm ready to delete the game and move on..... despite that apology for the farce that was the mod 16 release still none of you listen to any feedback the community provide.
These early reports are disappointing. With Soulweavers in such a good place, I sincerely hope some focused adjustments are on the way for our sister paragon. I wouldn't even swap to Hellbringer to solo at this point (in fact, after this Curse Bite mag increase, it's like we Soulweavers were just given Parting Blasphemy for free...)
the reason they removed killing flames out of soulweaver was because they didn't want to see people q as a healer with full dps encounters, because at this point i don't know wich path is better honestly
Doing the math as correct as I could by comparing damage at maximum buffs (wich is pretty uncommon far a warlock).
Before patch: Damage x(1.25(HE) x 1.1(WC) x 1.276(5xRI) x 1.1(Exec) x 1.045(30s) x 1.05(DtD) x 1.07(Int))= Damage x 2.26587 Killing Flame 400-600 x 2.26587= ~ 906 - 1360 After patch: Damage x (1+ 0.12(WC) + 0.2 (5xRI) + 0.1 (Exec) + 0.075 (sparks at 30)+ 0.05 (DtD)+0.07)= Damage x 1.6245 Killing Flame 500-750 x 1.6245= ~ 812 - 1218 (~10.04% less)
If you give sparks an average ammount of 15 and RI get stacked up 3 at best you end up like this: Before patch: KF ~ 804 - 1207 After patch: KF ~ 753 - 1130 (~ 6.4% less)
If Hellfire Expertise would have stayed and base damage of KF as well: Damage x (1+ 0.25 + 0.12(WC) + 0.2 (5xRI) + 0.1 (Exec) + 0.075 (sparks at 30)+ 0.05 (DtD)+0.07)= Damage x 1.8745 Killing Flame 400-600 x 1.8745= ~ 750 - 1125 (even worse)
If Hellfire Expertise would have stayed and base damage of KF lifted: Damage x (1+ 0.25HE + 0.12(WC) +0.2 (5xRI) +0.1 (Exec) + 0.075 (sparks at 30)+ 0.05 (DtD)+0.07)= Damage x 1.8745 Killing Flame 500 - 750 x 1.8745= ~ 937 - 1406 (~3,3% more than before patch)
If we estimate that Warlock lacks for about 30% at endgame, some shards to tell us it's 40% after patch due to loosing mulitplier hit hard, the needed buff towards KF as representative power should have lifted the magnitude from 400-600 to ->725,3 - 1088magnitude after changing damage formular....
Honestly I can't tell about the rest of the new Damage formular where Crit Sev and CA are now devided and lead to more damage on crits in the end, anyone got that correct formular?
Please devs, make prince of hell be critical strike, not armor pen, as pen is effectively pointless with tihs paragon path, critical is good for healing, pen does nothing.
nvm, how the heck did I miss one of the others does that already...
Let's get serious here, first off all 4loadouts of mine with parting blasphemy broken cannot equip half of the encounters on any of them...
Second, ran tomm with 3 variant loadouts of curse synergy build not using parting blasphemy. Well, I can actually use powers like hadars grasp and killing flames at least. That's the good news, bad news doing about 10% less damage than last update in tomm. It's awful. My cw now does about 50-60% more damage than my warlock with 30k more power.
Absolute joke, my warlock now will actually causes a few fails in phase 2, my cw same group we have no problems phase 2.
The only good to come out of mod 17, cross curse consumption fixed with more than 1 warlock in a group.
i hope the devs continue to change the warlock these changes while some good we are really in the same spot were were before all of these changes. AOE got a slight improvement single target is still just not good with how long it takes to build stacks of Risky investment on single target. IN comparison on the new damage formula my pally tank hits way harder now then he did before the changes. While there are certainly a lot of different factors I did twice as much DPS on my tank in LOMM after the update than before. and i don't run a DPS tank. but A+ on the changes to soul weaver. oh and please fix the load out bug I dont really want to pay to re roll all of my load outs
Will say that Arms of Hadar feels like a surprisingly viable option in the general soulweaver support toolbox. It applies (Warding) curse easily to entire trash groups, doesn't cost sparks, and though the prone effect is very weak, it still provides possible damage mitigation over large encounters. Between bosses I'm now running it over Harrowstorm for two reasons: I've long grown tired of clicking twice (target+cast) to curse every trash mob, and I always regret wasting sparks on the DOT "heal" that my group will immediately leave behind.
Blades of Vanquished Armies seems to have one use: boulder killer in the Bore Worm fight. So I thank it for its service, and will avoid running it everywhere else.
@noworries#8859 DPS Warlock players aren't allowed to run content in this game without being helped by guild or alliance members, always feeling like a burden. Can't run Tales of Old, can't run ToMM, can't run Watcher, because other classes are better than us. Why you mess with Warlock' players hope?, why don't tell us the truth behind those nerfs, and why you want Hellbringer out of any posibility in this game? How many months/years/mods should we wait to have Hellbringer in a good spot as DPS class. Or it's true that you want us to play healer only?
Comments
Watch employee drop laptop on ground...look up with a smirk...sighs, picks it up, gives it a shake. A big cheese grin when it sounds like a rattle and rings it up like nothing ever happened.
Risky Investment now grants a 3% bonus to ALL damage for each stack of Soul Investiture.
Soul Sparks now increase Hellbringer damage by 0.25% per spark, no longer heals the player. lose 1 spark each second out of combat
Warlock's Curse increased to a 12% damage boost.
Hand of Blight - 40 melee 60 ranged
Eldritch Blast magnitude - 40-80 fixed the 3rd hit
Dark Spiral magnitude - 80-240
Hellish Rebuke magnitude - 60 base, 15 DoT, 30 Rebuke
Arms of Hadar magnitude - 80
Vampiric Embrace magnitude - 300
Curse Bite magnitude - 250
Blades of Vanquished Armies magnitude - 25 per blade
Hadars Grasp magnitude - 250 - 375
Fiery Bolt magnitude - 200 to all targets
Infernal Spheres magnitude - 50
Killing Flame magnitude - 750 all the time
Dreadtheft magnitude - 450
Hellfire Ring magnitude - 125, DoT 200 - fixed the dot damage
Soul Scorch magnitude - 9 per spark used, Dot is 1.5 magnitude per spark , Grants 1 stack of soul investiture
Accursed Souls magnitude - 900 - heals the warlock 2% maximum hit points per target hit
Brood of Hadar tooltip changed to display damage done to the primary target and the magnitude was increased. 600 magnitude main target, 150 magnitude per brood attack. Fixed the imps
Tyrannical Curse magnitude - 1000 - fixed the split damage
Gates of Hell magnitude - 600 - only costs 500action points
Flames of Phlegethos magnitude - 1500
Lesser Curse - 20 magnitude every 2seconds for 8 seconds
is what the patch notes should of said...
And some bonus ideas
All consuming curse - at wills apply lesser curse, and deals 15 magnitude each time its applied
Deadly curse - Lesser curse is no longer removed when using curse consumes
Flames of empowerment - Killing flames deals 75 magnitude to all enemies with 15" or the primary target
Dust to Dust - increases AoE by 10%
Power of the Nine Hells - now grants 5 stacks of Soul investiture when using a Daily
Soul Desecration - Soul puppets Critical severity is increased to 100%
parting blasphemy - Deals 100 magnitude damage when lesser curse is removed or expires and grants 25 action points
Creeping death - - Empowers lesser curse, now deals 20magnitude per second, increasing by 5 magnitude per tick (300magnitude total over 8 seconds)
Executioners gift - increases Critical Severity by 25%
Me reading through the "changes": ...what? really? REalllY?
- then the kick in the gut
No, because it seems to me that it does less harm than before. Ok the damage has been changed, and it is more difficult to compare, but having done more run at the TOMM, warlock is always nerf.
If you intend to upgrade it to make it not at par with other classes but at least the least bad, return 25% of basic damage that has been lifted.
Then the ideal would be that risky investment has 3 maximum stacks and each stack increases the damage by at least 8/9% per stack.
If you make these changes then you could talk about buffing the SW.
However, a lot of people here write but things are not taken into consideration, so I think it is useless to even comment. We just have to change the game or for those who want to change their character.
The first thread @noworries#8859 mentioned additional changes but most won't be satisfied with the changes. I take it this is it then? Because most are not satisfied. That quota has been met.
I am not too sure what the main reason for this could be but don't rogue's abilities give CA to everyone? Regardless, i know how to play and i always try to get CA, so highly unlikely that CA buff is the reason.
If lets say this is not my imagination and rogues are certainly doing more aoe dps, then i see a very nice trend here. Since wiz is useless now, it makes sense for the rogues to shine. Well brilliant, lets start with buffing their aoe.
Solo warlock should be pretty strong because of the CA buffs but team wise, they just got to be on the bed with the rest of us xD
Most warlocks always have high ca uptime with npnm. Without a high uptime of ca, warlocks fall even further behind in damage. That has been the scenario for majority of mods. Having ca from other sources doesnt help much at all. Other dps in group having high ca uptime actually reduces warlock average dps.
When you run with skilled player or simply take that trial tomm, warlocks get's passed easily by most other classes that got constant CA by positioning.
When you run with bad performing or unknowledgable player, warlock is far in front since CA spends tons of damage.
Warlock = King of Scrubs
When a barbie claims to be unable to kill a mimic, he could do great in a bossfight when having constant CA.
before the change, with NPNM hellish rebuke did 30+7.5magnitude + 25% or 47magnitude
Now it does 40magnitude+10 from NPNM - 50magnitude. so that's only a 3 magnitude increase.
The only decent changes are to Curse Bite and Soul Scorch, Fiery Bolt is better than it was but the 50% AoE penalty still makes it very mediocre.
Everything else, the magnitude increases barely cover the loss of Hellfire Expertise, and for Dreadtheft , Hadars Grasp, Tyrannical Curse and Accursed Souls actually do less magnitude than before. I can live with the slight nerf to Accursed Souls, its still the strongest AoE daily in the game, but Dreadtheft was garbage before the change, now its even worse, and Hadars grasp wasn't exactly hitting like a truck.
It really doesn't help that every patch, something else seems to break, on top of stuff that hasn't worked since Mod16 was on preview.
Things that I know are currently broken are.
Eldritch Blast - the third hit in the combo doesn't do double damage anymore
Hand of Blight Ranged - only the first attack in the 4 combo animation is generating sparks, making it virtually useless
Curse Bite - still loses a charge if the target dies before the animation is complete doing ZERO damage.
Tyrannical Curse - The 15% split damage to all targets is not scaling with either the players armour penetration or accuracy resulting in the hits only being 50% effective, and 25% effected when deflected
Hellfire Ring - the DoT is only doing 140 magnitude instead of 200
Infernal Spheres - this regularly gets stuck when trying to cast the explosion quickly, doing no damage and not going on cooldown, forcing the player to manually re slot it from the Powers page
Soul Sparks - certain boss encounters still do no allow soul sparks to be generated when attacking them.
Deadly Curse - is double proccing ( a good thing, but still a bug)
Soul Puppet - still can get stuck in doors or at the entrance to the boss room
Killing Flames - killing a target with this regularly doesn't give a stack of Soul investiture, noticeable mostly in a group, even if the damage you do is more than the remaining hitpoints.
I suspect this is caused by -
(1) a secondary attack, like lesser curse or hadars grasp is dealing damage at the exact same time and taking credit for the "final blow"
(2) another player is dealing damage at the exact same time and taking credit for the "final blow"
And of course, the BIG ONE, Creeping Death doesn't stack, meaning the DoT never gets a chance to do any damage. Either this is a bug, or if it is intended then its a really bad design since it makes the FEAT useless, and needs a redesign.
This is especially important now since Executioners Gift got lost a lot of its value with the change to the buff formula.
Most of these have been issues since PRE MOD 16 release, that's nearly 9 months and they have not been addressed.
While I still think every magnitude needs a 20% further increase ( with the exception of cursebite and soul scorch) and in some cases even more than 20% such as dreadtheft/hadars grasp and Flames of Phlegethos, these issues need fixing, and soon, 9 months is just too long to have this many issues remaining unsolved
But hey, now we get to complain about dark prayers being broken along with creeping death. No worries though, we may be lucky enough to get and another "class adjustment" like, they break ri and then curses next. But on the bright side, technically they can still call warlocks dps if they have a slightly higher dps potential than a fully speced tank. So theres that, I guess.
Dummy in PE, CA is capped on both toons Warlock 130k+ , Dreadnaught 124k, CA up all time
Hellbringer 150+kPower, CS 104%, r13 Vorp, 2.5% more multiplier -augment
Dreadnaught 114kPower, 92% CS, r13 Bronzewood- active companion
Warlock 102k dps
Deadnaught 115k dps (Black Death Scorp 7kdps)= 122k dps
Downscaling warlocks stats the numbers get worse as checked. With similar stats HB deals about 25% less than my Dread (Companions damage not includet)
I'd say the class is at the bottom, can't imagine there is anything worse than a Hellbringer actually
I'm fresh out of a Lomm run a few minutes ago on ps4 live.....
My Warlock a 25K item level - 216 power with buff food (238 Power fully procced) and 116 CA. It is essentially a maxed out character.
Other character was a rogue 21.8K item level - 156 power full buffed and just over 100K CA.
I'm an experienced warlock since console release and I understand the class and skill synergies (what's left of them anyway)
Needless to say the Rogue came out of Lomm with 9 mil more damage than my Warlock in the end. When people on here tell you that the class is underperforming by 30% against other classes of equal level I can assure you it is FACT.
So what we really all want to know is......
Was bringing the warlock closer to other classes even factor when introducing these changes?
Can we expect the gap between the Warlock and other DPS classes to widen rather than close with this rework?
If the logic is that we have a heal path and therefore we should be a lesser dps class then that's just wrong... most warlocks rolled with the intention of playing the dips path exclusively.
I'm seriously getting to the point where I'm ready to delete the game and move on..... despite that apology for the farce that was the mod 16 release still none of you listen to any feedback the community provide.
Before patch: Damage x(1.25(HE) x 1.1(WC) x 1.276(5xRI) x 1.1(Exec) x 1.045(30s) x 1.05(DtD) x 1.07(Int))= Damage x 2.26587
Killing Flame 400-600 x 2.26587= ~ 906 - 1360
After patch: Damage x (1+ 0.12(WC) + 0.2 (5xRI) + 0.1 (Exec) + 0.075 (sparks at 30)+ 0.05 (DtD)+0.07)= Damage x 1.6245
Killing Flame 500-750 x 1.6245= ~ 812 - 1218 (~10.04% less)
If you give sparks an average ammount of 15 and RI get stacked up 3 at best you end up like this:
Before patch: KF ~ 804 - 1207
After patch: KF ~ 753 - 1130 (~ 6.4% less)
If Hellfire Expertise would have stayed and base damage of KF as well:
Damage x (1+ 0.25 + 0.12(WC) + 0.2 (5xRI) + 0.1 (Exec) + 0.075 (sparks at 30)+ 0.05 (DtD)+0.07)= Damage x 1.8745
Killing Flame 400-600 x 1.8745= ~ 750 - 1125 (even worse)
If Hellfire Expertise would have stayed and base damage of KF lifted:
Damage x (1+ 0.25HE + 0.12(WC) +0.2 (5xRI) +0.1 (Exec) + 0.075 (sparks at 30)+ 0.05 (DtD)+0.07)= Damage x 1.8745
Killing Flame 500 - 750 x 1.8745= ~ 937 - 1406 (~3,3% more than before patch)
If we estimate that Warlock lacks for about 30% at endgame, some shards to tell us it's 40% after patch due to loosing mulitplier hit hard, the needed buff towards KF as representative power should have lifted the magnitude from 400-600 to
->725,3 - 1088magnitude after changing damage formular....
Honestly I can't tell about the rest of the new Damage formular where Crit Sev and CA are now devided and lead to more damage on crits in the end, anyone got that correct formular?
Please devs, make prince of hell be critical strike, not armor pen, as pen is effectively pointless with tihs paragon path, critical is good for healing, pen does nothing.nvm, how the heck did I miss one of the others does that already...
Second, ran tomm with 3 variant loadouts of curse synergy build not using parting blasphemy. Well, I can actually use powers like hadars grasp and killing flames at least. That's the good news, bad news doing about 10% less damage than last update in tomm. It's awful. My cw now does about 50-60% more damage than my warlock with 30k more power.
Absolute joke, my warlock now will actually causes a few fails in phase 2, my cw same group we have no problems phase 2.
The only good to come out of mod 17, cross curse consumption fixed with more than 1 warlock in a group.
Blades of Vanquished Armies seems to have one use: boulder killer in the Bore Worm fight. So I thank it for its service, and will avoid running it everywhere else.