There's a paradox with Warlocks on Live, many people complain of the complexity, and some have drawn the conclusion that that's down to the number of buttons we have to press. However, many people love the class for precisely the reason that having many buttons makes the class 'complex'.
I actually don't entirely agree with either stance. The complexity in the class is drawn from the conditionals under which each button is pressed, not that any specific button needs to be pressed at all: I wouldn't find pressing 1111111111 any easier or harder than hitting 1234567890 sequentially for example.
So let's take a look at the spells we use, and the conditionals under which they're triggered:
•Metamorphosis - Close to cooldown/Vulnerability
•Immolation Aura - In melee range, under Meta
•Demon Soul - Cooldown
•Doomguard/Infernal - Max procs/Vulnerability
•Immolate - When it isn't already applied
•Hand of Gul'dan - As close to cooldown as possible
•Bane of Doom - When it isn't applied, under max procs, within the last 15s if you have the same number or more procs, immediately after dropping if you have fewer procs
•Corruption - When it's not already applied, within the last 3s duration
•Shadowflame - When within melee, on cooldown
•Incinerate - If molten core is up
•Soul Fire - If Decimation is up/Soulburn is up
•Shadow Bolt - nothing else to do/Shadow Trance procs
•Life Tap - movement/mana low
•Fel Flame - movement with plenty of mana
What if we could combine some of those triggers under which you use those spells? Would it really make the spec less complex? Afterall, we're still responding to something to make a different keystroke.
Secondly, are those conditionals interesting? Do they add something to the game, or take something away if we can't meet them?
Starting from the top:
Immolation Aura - Melee range. I don't think this is a great conditional, it's a one strike button and we can't always make use of it. It's a frustration when we can't, and not hugely interesting when we can if it's just against a single target - it's a very passive ability to the point that many people actually macro it to Meta to save button space and a keystroke anyway. I don't feel like I'd miss it, because I don't on the many encounters I can't make use of it anyway.
Immolate - We hit this once in a single target rotation, or apply it across multiple targets when possible. I would certainly miss it from the latter.
Hand of Gul'dan - Refreshes Immolate, pressed on cooldown. What's wrong with refreshing Immolate manually? We managed fine before Cataclysm, and I'd contend that hitting Immolate to refresh in the final two seconds was harder and more interesting than this means of reapplication. I wouldn't miss it, I'd just press Immolate instead.
Bane of Doom - For a spell cast 4-5 times an encounter, that's a lot of conditionals. The conditionals make it interesting certainly, but for what it is, a single global that infrequently I can take or leave. On the whole, it's not adding all that much to the overall complexity of the spec.
Corruption - Bread and butter spell. Don't ever leave me
Shadowflame - Melee range is annoying, short cooldown, actually yeah, I like it when I can use it.
Incinerate - Just one conditional. On Beta it's gone and Soul Fire is filling that conditional, alongside Decimation. The trigger is still there, so which spell we hit because of it doesn't really matter so much. Fel Flame could as easily fit under that trigger as any other single target nuke.
Soul Fire - There are a couple of conditionals here, but Soul Shards are gone for Demo, and it now activates under Molten Core as well as Decimation. We're loosing therefore MC under Decimation, which is something I will miss, because having it come in during Cataclysm was actually one of the things I found nicer about the spec.
Shadow Bolt - filler, bread and butter of the spec. I'd miss it sorely.
Life Tap - Could be (and will be) used a bit more often.
Fel Flame - Could be more useful.
Looking back at it, we could drop 4 keys (Doom, HoG, Incinerate, Immolation Aura) from our action bars quite comfortably without really loosing anything by way of complexity or flavour in playstyle. The rotation would be tidier, looking somewhat like this:
•Metamorphosis - Max Fury/Vulnerability
•Dark Soul - Cooldown
•Doomguard/Infernal - Max procs/Vulnerability
•Immolate - When it isn't already applied (Now in effect Shadowflame DoT effect)
•Corruption - When it's not already applied, within the last 3s duration
•Shadowflame - As the new HoG (a short cooldown as per Shadowflame on Live, but with 40 yard range and not refreshing Immolate)
•Soul Fire - If Decimation is up (under Molten Core?)
•Shadow Bolt - nothing else to do
•Life Tap - movement/mana low
•Fel Flame - movement with plenty of mana (Under Molten Core?)
Also, there is now in addition thought to be played with the use of Fury and Meta, as well as the Glyphed application of Wild Imps. The rotation under Meta could also be varied slightly to give it a different feel along with it's use of Slash.
Thoughts?