My prediction (as the damage shift from MG to dots was way too easy to predict) is to give and additional effect to FF:
FF also deals some dot damage like MG for affliction, more resources for Destro and Demo.
There is very little wiggle room in the current affliction/destruction design. KJC wasn't given to warlocks in a whim; it was made necessary due to the redesigned warlock (affli/destro) playstyle in MoP. These specs were designed to revolve around long casts or channeled spells to generate damage and resources. Obviously, that didn't work in the current PvE or (especially) PvP environment. So, Blizzard fixed this the usual way: counter the broken mechanics by a single powerful ability (which, if considered in vacuum, is OP). They have taken the same approach e.g. in trying to fix the monk and rogue PvP. Consequently, KJC is an integral part of affli and destro in their current form.
So, take away KJC and you are either left with two broken specs (affli/destro), or you have to pretty much redesign the class mechanics again. While I've always been slightly against the talent, I feel it is too difficult to change it now in the middle of the expansion and adjust the class design accordingly. The required changes would simply be too major. Any single change to compensate for the KJC nerf will just break the specs in question elsewhere. Adding cast time on Fel Flame won't work for obvious PvP reasons, in particular it will completely kill destro (if it isn't already). Increasing DoT damage will again result in too powerful multidotting for affli. Etc.
Out of the three options: (a) leave the talents as is until 6.0, (b) break KJC and MF without major gameplay changes (--> destro/affli get CATACLYSMED again), (c) break KJC and MF while trying to compensate it with one or two changes (--> replaces an issue, unhindered mobility, by another, e.g. OP multidotting) ... I am in favor of (a).
Prettymuch, KJC is the current equivalent of Blood Fear - a bad talent, but a crutch that's keeping us level with everyone else.
The idea of trying to viably play destruction without it against any kind of half decent melee team in the games' current state is just laughable.
You wish.KJC wasn't given to warlocks in a whim; it was made necessary due to the redesigned warlock (affli/destro) playstyle in MoP.
KJC was given to warlocks simply because the dev's went all out in the warlock revamp for Pandaria. They knew they had to boost the population and gave warlocks a bunch of the funnest and coolest tools. KJC was one of them. And you know what? It worked. Warlocks are the flavour of the expansion.
From their POV im sure they knew all along it was too good and that players should have never had it in the first place. The warlock revamp has been a smashing success (in the terms of growing and revitalising the warlock playerbase) and now they have just decided is the right time to reign in some of the ponys given to warlocks.
And nobody likes having their pony taken away, as shown by this thread.
Last edited by TyrianFC; 2013-06-18 at 12:24 PM.
Last time I checked warlocks were still at around the same population, only beating monks.
I also don't get how you can be claiming it's both not necessary AND too good
I'll say it again, warlocks are not miles ahead of other classes on any encounters that we use KJC because of it. That means
a) Either KJC isn't "too good" because it's not making us any better than everyone else
b) KJC is good, but we apparently need it just to keep up with everyone else, ergo it IS necesary
and don't even PRETEND warlocks are doing particularly well in pvp right now, let alone without it.
If you're going to sit there claiming that KJC is some overpowered talent, can you at least offer some basis for that other than your gut feeling?
Last edited by Nagassh; 2013-06-18 at 12:59 PM.
5.2 hits, we're no longer outshooting everyone. In fact, both Boomkins and Shadowpriest, who have 'so much problems' with movement, are just behind Affli, who can cast everything on move, and is gaining most from smart usage of procs of all. We are balanced now around not loosing dps on move at all.
Is it so hard to grasp that taking away KJC now means that Affli either needs to be akin to Arcane Mage and get massive Malefic/signle target buff (way more dps than anyone if able to stand still, loosing ton through movement bringing it back to around what other specs are doing on actual fights) or will simply fall off charts?
On a side note - Level 90 talents are supposed to be "awesome sauce." For some classes they still are, for hunters, locks and mages, they are uncontestably "garbage."
a) All of the talents are vastly different, not having any overlap in the roles they take
b) you don't have one talent that is taken 90% of the time for "vanilla" encounters where the others don't shine
Last edited by TyrianFC; 2013-06-18 at 01:17 PM.
Now, what makes most sense - allowing KJC to remain in the same (or a slightly nerfed, most people seem content with filler only) state for one more raiding tier when all signs indicate it's not making us perform any higher than everyone else, then doing some major changes when the next expansion hits, or rebuilding the core rotation of a class in the middleof an expansion, when all signs seem to indicate they don't know how to fix at this very moment?
Our damage comes from dots, malefic grasp, and pets. There isn't really much room to wiggle. Dots will get reverted, they hotfixed them even this tier because multidotting was too strong. Malefic grasp roots us, currently we are expected to keep it up 100% of time, if next tier we aren't able to do that, and not get compensation on it (on top of getting low-dps spell on move), we will drop drop severly. And pets won't get buffed because they already got enough complains around BM eating face through pillars. So exactly what changes are there more except those and redesigning class?
I think this tweet basically says this:
The changes to warlocks didn't make warlocks all that more popular or taken, it's why blizz has decided no more overhauls, as they don't work and won't do what they wanted, the warlock changes were an experiment, one that failed to do totally what they wanted.Greg Street @Ghostcrawler 7 May
@genericuser661 @x_Evil_Mind_x Yes. We wanted to see if an overhaul rekindled interest or if the problem is something deeper in the design.
Greg Street @Ghostcrawler 9 May
@MrNicholes Ideally we try to do a little of both. Some players get bored of the old systems even if they are very well polished.
I'm surprised Blizzard hasn't thought to revisit the pre-Landfall implementation of KJC, whose cast time penalty was rather reasonable for PVE content. That model forced me to pay attention to what I was casting during movement.
Warlock DOT Haste Spreadsheet 5.4 - Level 90
Ive never played anything but my warlock so ive never thought too much about how a melee can constantly move while casters must stand still most of the time.
After using kc for the past 6 months it seems very silly that we should be casting a filler spell standing still. I guess my ignorance was bliss, but now that i see the light it's like wtf... Casting while standing still seems so primal at this point in wow.
They will probably end up giving all casters full movement during filler eventually, but wont be until next expansion.
At this point in the game it just seems very silly to have to stand still to cast drain soul, for 12 very long seconds