I am the one who knocks ... because I need your permission to enter.
If Affliction needs a nerf so do Assasination Rogues / Frost Mages / Demonology Warlocks.
Cant nerf one good class and let the classes who are even stronger at this "ST bossdmg niche" be like they are.
With the direction the T20 set goes we are intended to be the ST tunnel specc it seems, get used to us being a good st spec for 7.2. Shadows stole our multi dot niche and I honestly dont miss it .
Last edited by lonely zergling; 2017-04-14 at 02:50 PM.
You know, most of those things could also be said for shadowpriests and yet we are one of the worst single target specs in the game. We are better at spread out long living targets than you are but on the other hand your aoe is miles ahead of our non existant one.
Warlocks seem to be in a similar position to shadow balance wise where certain situations will make them op. Only difference is that warlocks seem to be balanced around around not being in these situations and so they are way too strong when they happen. Shadowpriests on the other hand seem to be balanced around fights with long living adds and high twist of fate uptime, meaning we are really bad when we aren't in those situations.
Soul Conduit nerf?
Fantastic. Let's remember that:
Soul Effigy is a shit talent to use in dungeons.
Soul Effigy is a shit talent to use generally because it's a massive pain in the arse.
Our T19 bonus gives us a lot of shards.
Out T20 bonuses are both complete rubbish that will do nothing at all when we aren;t channeling drain soul.
GG Blizz. Everyone will feel forced to run Effigy for raids, even though you know 99% of players hate it and you designed Malefic Grasp to synergise with Conduit and to work really badly with Effigy.
This change to Conduit is a much bigger nerf than it looks, Not only fewer shards, but having to piss aorund with Effigy with all it's limitations (get ready to hear "I can;t reach that!" a lot and the joys of the fucker despawning on any phasing boss) and unlike Conduit, Effigy will suck up GCD's and pull down Drain times.
Which the T20 bonuses require us to maximise. An Effigy+Grasp+T20 build is horrible. And that's what we're getting. Shard generation will be way down.
- - - Updated - - -
Now look at Trilliax and see where aflocks will be on any fight where there aren;t killable adds to cheese the numbers with. And on Trilliax also note how massivey powerful Rogues are, and they don;t have to rely on on-death procs
Affliction drops like a rock to middle of thepack without those killable adds. We aren;t "FOTM" even on Alluriel
Now imagine where aflocks are going to be on a Trilliax style fight once the nerfbat is finished whacking us into the ground.
Those on-death procs are like an albatross around our necks, they either end up with us being overpowered on addfights or underpowered on addless ones.
If they make us perform decently when we dont; have loads of shards/souls/Wrath then we will be overpowered with them. If we are balanced around add fights, we'll be shite on a Nythendra style boss.
Which is exactly why they tuned each fight so that adds sometimes did not proc our one death stuff. Then they abandoned that.
It's an unsolvable problem that was inevitable because of the basic design of Ulthelesh.
Point 1 is basically saying that Aff should be OP on the bosses that suit it/where it gets fed souls) but still strong on the ones that don't. That's... not how balance works. Specs are meant to be strong on the fights that suit them and average/below average on the ones that don't(which is not the case for Aff currently, as you said yourself). Now, it probably doesn't need much of a nerf(if any), unless they keep designing fights that favor it(and keep giving it strong traits to double up on with all the souls from those fights)
Last edited by Tradu; 2017-04-14 at 05:47 PM.
I have a affliction lock alt.. Didn't the artifact used to spawn mobs that you had to kill what happened to this? Seems like the artifact was designed around killing these mobs..
Did you actually take a look at trilliax before making this post? https://www.warcraftlogs.com/statist...867&dataset=90
If that is your worst fight and you're still 2nd best ranged and 5th best overall then I think it's pretty safe to say that you're in a pretty amazing spot. Take a look at other ranged classes where it's also their worst fight like boomkin, shadowpriest and ele shaman, all completely last on dps and even in the case of boomkin and ele which could go change to another role and go melee they would still at most be middle of the pack of all specs(which is closer to bottom if you look at classes rather than specs).
rest of your points I do agree with though, it does seem like affliction warlocks have issues that make them pretty hard to balance.
Shh stop actually looking at stuff and just take his word for it. He knows everything about anything, clearly.
On a serious note, I don't know how I would fix affliction, but it's clearly imbalanced. Cherry-picking fights that your spec is not #1 on is not much of an argument against that...
I wouldn't say affliction is overpowered, personally. It's got enough weaknesses and drawbacks to be fairly balanced even if it has strong ST. But this is world of meleecraft and anyone at the top who isn't a melee is going to get nerf-cried.
That being said I can get why people don't particularly like Affliction being top. It has a lot of toys and can keep up even when not the top ST spec, easily. It also kinda has the problem of gear progression being hurtful to gradual ramp-up classes. I'd personally like affliction a lot more if it traded some of its ramp-up for more upfront damage by killing agony stacks and simply having it be a flat DoT.
I have a suspicion that Soul Conduit is being nerfed down to roughly the same soul generation that we will get from Effigy in our T20 armour.
The T19 additional soul generation is a very powerful bonus effect and IMHO is probably the only real reason you'd chose to take Effigy and maintain Agony on it; it's not for the damage, it's a shard generator (which in itself feels plain wrong)
Even so Effigy only edges Conduit, you get more shards but it sucks time from Drain Soul.
So i think it's less an overall nerf (though that will certainly be the effect) and more a talent equalisation thing. If the intent was a damage nerf and Soul Effigy was as powerful as it is now, they'd have nerfed that as well. Without T19 armour Agony will proc a LOT fewer shards and I suspect that Effigy would simply never be worth taking even if it;s other issues were fixed.
It's going to be really painful in dungeons. Effigy is absolute garbage for dungeons. Entirely useless between bosses and pretty bad on bosses too until you get the 10+ keystones or tyrannical. The things are half dead by the time you've got effigy out etc.
Last edited by mmoc7a6bdbfc72; 2017-04-14 at 08:29 PM.
Why are you looking at 90th percentile parses? In what world does it make sense for Blizz to balance around the top 10% of players who are literally abusing everything they possibly can and cheesing bosses? I mean seriously, did you complain and say that arcane mages needed to be nerfed back in HFC because their numbers were ridiculous when you were able to zerg down the fight in a minute or less? No? Then maybe the top 10% percent isn't the representative group you should be looking at for your data.
- - - Updated - - -
It does when you can only achieve these results on farm. The instant you introduce a priority add that everyone needs to burn down on progress, aff's damage drops. The reason that aff is top on fights it works well with and only drops down to bottom of the top tier or top of the middle tier on fights that work poorly with them is because they can afford to ignore the things that hurt their damage on farm fights. All the priority adds that you can barely handle on progress can easily be ignored resulting in no loss of MG uptime. Rather than wasting a bunch of soul shards on UA's or Seeds on adds you can just keep pumping all that into the boss while tunneling and let other people better at dealing with those things do it.
For example, with heroic Gul'dan I can now afford to just use a single Seed cast to just tag the eyes because the dps that are actually good at cleave don't need my help killing them before they can replicate, so I don't even have to target swap off of Gul'dan if I time it right, but if I did that on progression then I'd get my ass reamed out for being a selfish asshole and holding back the group because the eye's were a much tighter dps check. So no, they shouldn't necessarily be average or below average on their bad fights because the things that are bad for them can just outright be ignored on farm thus inflating their numbers above what they would be in a situation that was representative of where balance actually matters.
Basically, you're assuming too much and not considering how farm differs from progress for different classes in different ways.
You know you could just have checked the other percentiles and seen that it doesn't get much different so my argument is still pretty much the same, your supposedly horrible fight you're still above average across all specs and one of the best if only looking at ranged.
As for gul'dan, I can't really speak for heroic but on mythic the eyes are pretty much dealt with by the melee dps, you really don't need anyone to kill them outside of empowered, and those should be up for long enough.
Killing priority adds has consistently been one of th emost important boss mechanics. There's only so many things you can have in a boss encounter, and they are all basically variants on
Don;t stand in the fire
Kill this before it kills you
Stop the boss doing something
And the final check is do enough damage to kill the boss within his enrage timer.