Originally Posted by
Flaks
The warlock overhaul did make sure there's not a lot of button bloat for JUST THIS ONE CLASS. And yet even then there's still bloat what with the ridiculous amounts of defensive cds, multiple channel spells, and new talents.
But other classes like warriors and hunters need to have abilities cut/merged A LOT more than warlocks.
I almost feel like you could say, just as accurately: the Warlock overhaul removed a bunch of Warlock button bloat, then added a bunch of different button bloat.
Button bloat is a secondary factor what I like to call Blizzard's "Infinite Warlock Loop". I imagine it looks a little like this...
Code:
function WarlockLoop(ClassPop,ClassMechanics);
global Warlock;
global ExpansionLength;
global FotmRerolls;
global AltADD;
global NewPlayers;
while ClassPop(Warlock) == min(ClassPop);
fprintf(1,'%s','Hey, Warlocks are the least played class! What gives?');
if DevAttention(Warlock);
fprintf(1,'%s','I have an awesome mechanics idea I\'d like to try! Let\'s overhaul Warlock mechanics to test it out!');
ClassMechanics{Warlock} = Overhaul;
else
fprintf(1,'%s','We are too busy buffing Frost Mages, Discipline Priests, and Unholy DKs. Check back in a few more patches.');
pause(rand*0.5*ExpansionLength);
end
ClassPop.Warlock = ClassPop.Warlock + rand*FotmRerolls + rand*AltADD + rand*NewPlayers;
pause rand*0.5*ExpansionLength;
ClassRep = getClassRep(ClassPop);
if ClassRep.HardMode(Warlock) > mean(ClassRep.HardMode)
fprintf(1,'%s','Raid leaders are preferentially taking Warlocks over other classes. Their mechanics are too good and must be brought in line.');
nerf(Warlock);
ButtonBloat.Warlock = ButtonBloat.Warlock + round(10*rand) - round(10*rand);
end
ClassPop.Warlock = ClassPop.Warlock - rand*ClassPop.Warlock;
end