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next patch, the ner-dot keeps ticking, or...?Follow

#1 Oct 11 2007 at 1:08 PM Rating: Decent
Quote:
Warlock
- Banish can no longer be cast on targets tapped by other players or
groups.
- Drain Life and Siphon Life now reduce the amount healed when the
warlock is affected by healing reducing effects (e.g. Mortal Strike,
Wounding Poison).
- Hellfire: This spell will no longer cause enemy spells to increase
casting time or reduce channel time. It will also no longer prevent
flag captures in Battlegrounds.
- Nether Protection (Destruction) now has a new, more distinct visual
effect.
- Ritual of Souls now takes significantly less time to cast and complete.
- Seed of Corruption detonation will now obey line of sight.
- Shadow Ward: This spell now gains additional benefit from spell
damage bonuses. Base absorb value of rank 4 has been reduced.
- Soul Siphon (Affliction) now increases damage by 2/4% and no longer
affects Drain Mana.


That's from a post on the main forum.

It seems to me like we got a mixed bag here, some a teeny bit good - some a teeny bit bad. Actually, the good here might slightly outweigh the bad.

Are we turning a corner here? Blizz has to hit us with something bad each patch, so the gripers can be placated ("See, we nerfed locks with this and that - don't worry, we are whittling them down") - while hopefully not trying to actually kill us as a class (as they arguably have done to other classes in the past).

Maybe this is a good one for us (if this is real, if this goes live).

The worst part seems to be for SL/SLers (and other pvp/bg drainers) - they might - might - have been hit with an actual nerf here. I'll have to look up how bad the healing hurt is that they're taking. And of course this may not be a full-on "nerf." It may be a cookie for warriors to quiet them down - it may be that a competant SL/SLer can still spank the typical warrior just fine. Maybe someone w/ more SL SL experience can weigh in.
#2 Oct 11 2007 at 1:11 PM Rating: Decent
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3,761 posts
There is nothing really good there.

Quote:
The worst part seems to be for SL/SLers (and other pvp/bg drainers) - they might - might - have been hit with an actual nerf here. I'll have to look up how bad the healing hurt is that they're taking.


You think it *might* be a nerf to PVP'ers? Think how much health you drained from a rogue. Now cut that in half. Same deal with warrior fights. Now soul siphon only scales at 4% per affliction effect instead of 5%. Of course its a nerf. And it doesn't affect drain mana, a huge utility of warlocks in arena.

I don't arena, I don't care personally about the changes, but I can clearly see how they're all nerfs. I'm more pissed about (A) the ridiculous change to hellfire (makes 0 sense), (B) the PVE nerf to soul siphon.

Edited, Oct 11th 2007 5:14pm by mikelolol
#3 Oct 11 2007 at 1:29 PM Rating: Decent
If it's half, then yes, that's really bad.

Then it might be an actual nerf.

We've been in the grip of a nerf-dot for a long time - patch after patch whittling us down. The CoA metaphor, unfortunately, might be rearing its ugly head. Start off little and end big.

#4 Oct 11 2007 at 1:40 PM Rating: Decent
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3,761 posts
They added another nerf just now

Quote:
Shadow Embrace: This talent’s effect can no longer trigger other effects.


Specifically this means you won't get the 5% bonus to drain life through soul siphon. Well actually it would be the 4% bonus since they nerfed that too.

So 5v5 arena - you get hit with a mortal strike, immediately cutting any form of your heals in half. I'm not complaining, but I'm pointing out why SL/SL locks are alot more screwed now. Mortal strike or a 5x stack of wound poison (easy with shiv) will cut your heals in half. Drain life, healthstones, siphon life etc.

Not only that, you're buffs to drain mana from soul siphon are gone. Non existant. Theres no way to drain more then what the base tooltip says. You're buffs from soul siphon to drain life are cut pretty dramatically. Shadow embrace doesn't give you the buff anymore, all other buffs are cut by a (stacking) 1%.

So you used to drain 500 health per second from that warrior you were drain tanking. Now its more like 215 per second. You pop a healthstone which doesn't crit, and the 2/2 stone heals you for 1248 instead of 2496. Clearly the survivability of this spec takes a huge hit, basically all your healing is cut in half in any form of 3v3 or 5v5 arena. I mean what teams don't have a rogue or warrior these days?
#5 Oct 11 2007 at 2:57 PM Rating: Default
Looked at from a non-PvP point of view

Quote:
- Banish can no longer be cast on targets tapped by other players or
groups.

NERF - This was our ninja prevention strategy. Due to our lack of instant instants, it's fairly easy for someone to steal our targetted mobs.

Quote:
- Drain Life and Siphon Life now reduce the amount healed when the
warlock is affected by healing reducing effects (e.g. Mortal Strike,
Wounding Poison).

Are there mobs and/or bosses that give healing reducing effects? I haven't kept track, but if there are, then this is a NERF. Otherwise, it's NEUTRAL.

Quote:
- Hellfire: This spell will no longer cause enemy spells to increase
casting time or reduce channel time. It will also no longer prevent
flag captures in Battlegrounds.

NEUTRAL - I don't seriously think that Hellfire is used in PvE to increase cast time and/or reduce channel time.

Quote:
- Nether Protection (Destruction) now has a new, more distinct visual
effect.

NEUTRAL - it's only cosmetic

Quote:
- Ritual of Souls now takes significantly less time to cast and complete.

BUFF - but a minor one

Quote:
- Seed of Corruption detonation will now obey line of sight.

NERF? - So now AoE is blocked by walls. Hmmm... line of sight from you, or line of sight from the mob?

Quote:
- Shadow Ward: This spell now gains additional benefit from spell
damage bonuses. Base absorb value of rank 4 has been reduced.

Probably NEUTRAL - depends on how much +Spell damage you have

Quote:
- Soul Siphon (Affliction) now increases damage by 2/4% and no longer
affects Drain Mana.

NERF - Smaller damage, now doesn't affect Drain mana whatsoever.


So we end up with two or three nerfs (possibly four) and a minor buff.
#6 Oct 11 2007 at 3:23 PM Rating: Decent
Quote:

- Drain Life and Siphon Life now reduce the amount healed when the
warlock is affected by healing reducing effects (e.g. Mortal Strike,
Wounding Poison).

This is retarded. Drain Life is not affected by any sort of +healing, yet somehow the healing gets a shaft. This is a nonsensical game operandus.
Quote:

- Hellfire: This spell will no longer cause enemy spells to increase
casting time or reduce channel time. It will also no longer prevent
flag captures in Battlegrounds.

I'm fine with the no-interrupt crap, but this flag capture crap confuses me. Maybe they mean nodes, since nodes are channeled?
Quote:

- Soul Siphon (Affliction) now increases damage by 2/4% and no longer
affects Drain Mana.

Why not just halve the amount Drain Mana receives from the talent, instead of an outright removal? And now Shadow Embrace will be pointless to PvP'ers. I dislike how Blizzard has been ruining creativity. The game's becoming more and more straightforward...

The small, small, small buffs we received was for show.
#7 Oct 11 2007 at 3:43 PM Rating: Good
Calling the Banish change a nerf is extremely short-sighted. It's a griefing tool and nothing more, and you're not exactly the only class to have to deal with other people being able to tag mobs more quickly.

The Seed change is a buff, or more precisely a bug fix. It's line of sight from the mob... which means that you won't be pulling half an instance when the AoE carries through the wall and aggroes something you're not fighting. I guess in some (extremely odd) situations where there's purposely a wall between different mobs it'd be a nerf, but in most cases it should give you a lot more piece of mind when using Seed. Shadow Ward is most likely a buff in 90% of cases, but it's a fairly minor one.

The Drain/Siphon changes are PvP nerfs, although... somewhat needed ones. Drain tanking in PvP, especially smaller arenas, was reaching somewhat ridiculous levels (see: Paladin/Warlock combo), although this may be a bit too much combined with the Resilience changes. On the other hand, it looks like the new PvP gear has Spell Haste... which will mitigate these changes significantly, at least in terms of Drain Life, and is probably why they made the changes. Fast-casting Drains are deadly things.
#8 Oct 11 2007 at 4:13 PM Rating: Good
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1,441 posts
RPZip wrote:
On the other hand, it looks like the new PvP gear has Spell Haste... which will mitigate these changes significantly, at least in terms of Drain Life, and is probably why they made the changes. Fast-casting Drains are deadly things.


OK, picture me dense like concrete but how does spell haste help drain life? It's an instant-start chanelled spell. What am I missing here?
#9 Oct 11 2007 at 4:18 PM Rating: Default
Quote:
On the other hand, it looks like the new PvP gear has Spell Haste... which will mitigate these changes significantly, at least in terms of Drain Life, and is probably why they made the changes. Fast-casting Drains are deadly things.


********* fast casting drains won't mean **** when they are nerfed in both base damage and health returns. The two classes best equipped to dealing with drain (i.e. through Pummel and Kick) and best equipped to DPS down Warlocks are now going to be nearly unstoppable. I understand the idea of balance through paper-rock-scissors, but seeing a rogue/warrior should not mean instant loss. With the changes to resilience, drain, the buffs to rogues, etc. I just can't imagine how the hell I'm supposed to beat on in a fight. The deck just continues to stack in the other direction.
#10 Oct 11 2007 at 4:20 PM Rating: Excellent
Spell Haste makes channeled spells channel... faster. Drain Life, Arcane Missiles, Mind Flay, whatever... they all take less time to complete the channel but get the same number of 'ticks' in of their effect. Spell Haste works _best_ on channeled spells.

EDIT: Considering that competent PvP Warlocks more or less autowin against any melee class currently, I don't think it's quite as bad as you think it is.

Edited, Oct 11th 2007 8:23pm by RPZip
#11 Oct 11 2007 at 4:26 PM Rating: Decent
Quote:
Spell Haste makes channeled spells channel... faster. Drain Life, Arcane Missiles, Mind Flay, whatever... they all take less time to complete the channel but get the same number of 'ticks' in of their effect. Spell Haste works _best_ on channeled spells.


No, spell haste works the SAME on channeled spells, and the point here is that the ticks are going to be nearly worthless and most locks popping out drain life are going to be keeping it out there, not letting it run the full duration with spell pushback. A 4 sec channel compared to a 5 second one is no good to me with wounding poison/MS, pummel, kick, and push back. It's just not.
#12 Oct 11 2007 at 5:26 PM Rating: Good
Loki the Sly wrote:
RPZip wrote:
Spell Haste works _best_ on channeled spells.


No, spell haste works the SAME on channeled spells, and the point here is that the ticks are going to be nearly worthless and most locks popping out drain life are going to be keeping it out there, not letting it run the full duration with spell pushback. A 4 sec channel compared to a 5 second one is no good to me with wounding poison/MS, pummel, kick, and push back. It's just not.

I'm confused. You get the same damage and healing with spell haste, but faster, which not only is better DPS/HPS, it also makes you less open to interrupt.

I believe spell haste does work best on channeled spells, not for the damage, but because channeled spell's cast is badly open to interruption. Spell haste is useless if it lowers a spell beyond 1.5, due to GCD, but channeled spells have long casts and detrimental effects to your enemies.

3.2 is 4 ticks with the hypothetical haste we mentioned, and that's definitely better. If a Warlock spams it instead of waiting for it to pan out, it's the Warlock's fault, not spell haste's.
#13 Oct 11 2007 at 5:44 PM Rating: Decent
At level 70 it's 21 haste rating for a 1% reduction in casting time. Therefore to get a measurable (read, >.5 sec) difference you would need roughly 210 haste rating. If current spell haste ratings on T6 or equivalent gear are to be considered the standard for next season's arena gear... let's see.


Looks like for just pure spell haste there is a grand total of 130 available out there. Even if your S3 set DOUBLES that you will still only knock about .6 seconds off the channel. Whoooooo. Thanks Blizzard.
#14 Oct 11 2007 at 7:30 PM Rating: Good
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339 posts
Quote:
This is retarded. Drain Life is not affected by any sort of +healing, yet somehow the healing gets a shaft. This is a nonsensical game operandus.


Mortal Strike affects potions and even Bloodthirst. I see no reason at all why warlocks should be exempt. Its still a healing ability, non-affected by +healing is irrelevant.

Its not game-breaking ffs.
#15 Oct 11 2007 at 8:02 PM Rating: Default
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514 posts
RPZip wrote:


EDIT: Considering that competent PvP Warlocks more or less autowin against any melee class currently, I don't think it's quite as bad as you think it is.



Can you point to one?



Considering that competent PvP/PvE Rogues/Feral Druids/Warriors already have it easy against locks, I think it is worse than you make it out to be.

Edit:
In response to:
greenroom wrote:
Quote:
This is retarded. Drain Life is not affected by any sort of +healing, yet somehow the healing gets a shaft. This is a nonsensical game operandus.


Mortal Strike affects potions and even Bloodthirst. I see no reason at all why warlocks should be exempt. Its still a healing ability, non-affected by +healing is irrelevant.

Its not game-breaking ffs.


We had this discussion in the Main forum, I'm going to quote myself from there, as the same remark was made.


PriestofSouls wrote:
What I said was that they aren't affected by +healing and they aren't considered a healing effect.

Drain Life:
Effect 1: Apply Aura: Periodic Leech

Siphon Life:
Effect 1: Apply Aura: Periodic Leech

They are classified as Leech spells, not healing.

Whereas say, a Renew spell is:
Effect 1: Apply Aura: Periodic Heal


A leech and a heal are 2 very different things.



If it is going to be affected by healing reduction abilities, then it should also be affected by +healing. I thought that would be like, common sense. We get the negatives, without any of the positives? Yea, thats fair.

Edited, Oct 12th 2007 12:08am by PriestOfSouls
#16 Oct 12 2007 at 3:35 AM Rating: Good
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326 posts
Wonderful. Even before this patch rogues and warriors were tough to kill in pvp. After all this my warlock is going to be destroyed by them. Guess it means I go back to Destro... Maybe a searing pain/crit build...
#17 Oct 12 2007 at 9:25 AM Rating: Default
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514 posts
AnotherSquirrel wrote:
Wonderful. Even before this patch rogues and warriors were tough to kill in pvp. After all this my warlock is going to be destroyed by them. Guess it means I go back to Destro... Maybe a searing pain/crit build...


Resilience takes care of any crit build, if you go pure crit, your dmg will not only suffer vs melee, but it will start to suffer vs casters with stacked resil.

Oh wait, resil already affects every single type of dmg we can do....
#18 Oct 12 2007 at 10:33 AM Rating: Decent
**
339 posts
Quote:
If it is going to be affected by healing reduction abilities, then it should also be affected by +healing. I thought that would be like, common sense. We get the negatives, without any of the positives? Yea, thats fair.



Never realized that it was a "leech" ability, rather than a "heal" ability, my apologies.

Im sure you realize that there are other abilities in the game that restore health, are not affected by +healing, and are still halved by mortal strike and wound poison?

All I'm saying, is that just because an ability that restores health (leech or not?) is affected by MS doesn't mean it should be affected by +healing.

IMO, this is a fix, not a horrendous nerf. Besides, if all those oodles of spell damage increased healing along with the damage, that would be a buff far too in-balancing.

Editted for grammarz.

Edited, Oct 12th 2007 2:43pm by greenroom
#19 Oct 12 2007 at 10:46 AM Rating: Good
Quote:

No, spell haste works the SAME on channeled spells, and the point here is that the ticks are going to be nearly worthless and most locks popping out drain life are going to be keeping it out there, not letting it run the full duration with spell pushback. A 4 sec channel compared to a 5 second one is no good to me with wounding poison/MS, pummel, kick, and push back. It's just not.


You've got 70% resistance to pushback, and the point was that a 5->4s cast is a 20% increase in healing/damage done, which is fairly effective.

Quote:



Can you point to one?



Considering that competent PvP/PvE Rogues/Feral Druids/Warriors already have it easy against locks, I think it is worse than you make it out to be.


Ever tried to play as (or beat) a 450+ Resilience SL/SL lock? No?

That would be competent, and I'm using that term that to include people who have a full set of Arena gear and a PvP spec. A PvP specced Lock will wreck a PvP specced Rogue or War in anything even approaching a 'fair' fight.

Quote:

If it is going to be affected by healing reduction abilities, then it should also be affected by +healing. I thought that would be like, common sense. We get the negatives, without any of the positives? Yea, thats fair.


It's effected by +healing gear. All the healing on your +DMG goes into Drain Life, AND it even gets effected by pure +Shadow DMG gear!

Seriously, do you actually want to be trying to wear +healing gear?
#20 Oct 12 2007 at 11:04 AM Rating: Default
RPZip wrote:

It's effected by +healing gear. All the healing on your +DMG goes into Drain Life, AND it even gets effected by pure +Shadow DMG gear!

Seriously, do you actually want to be trying to wear +healing gear?


This sounds like a lawyer using circumstantial mechanics to try to sway a jury.

+healing can be double, sometimes TRIPLE +damage. Life Drain is considered one of the primary bag of tricks, as well as Siphon Life for its respective build. It takes +shadow damage instead of +healing, NOT both +healing and +shadow. Not all +damage mechanics have +healing too, and by your logic, damage AND healing should effect both ends of the spell, and therefore the spell shouldn't be hampered down by being a "drain" effect. I call BS.

It's affected by Shadow Resistance, Nether Protection, Shadow Ward, Shadow Resistance Aura, Dampen Magic, special -spell damage effects... Which in return it's helped by Curse of Shadows, shadow debuffs ranging from Warlock to Priest, and Amplify Magic. But in return for these HEALING DEBUFFS, Drain Life and Siphon Life get NOTHING in return! Base game mechanics should not be affected by PvP alone! It's OBVIOUS that Blizzard wants to make Warlock's less viable in 2v2, because they said so! To reduce Warlock's effectiveness OUTSIDE the arena, and affecting their performance ABOVE 2v2, is a quick-fix made by Blizzard to not RESCALE Warlocks, but to DESCALE them, lowering them to a less-than-fit form until they eventually decide they are balanced. Deliberately, Blizzard makes Warlocks weaker than the balanced classes because they don't know what to do.

I would think they would've learned from Shaman.

Is Warlock going to be shoved in a file cabinet like Shamans?

Edited, Oct 12th 2007 3:06pm by Ignuus
#21 Oct 12 2007 at 12:54 PM Rating: Decent
Quote:

You've got 70% resistance to pushback, and the point was that a 5->4s cast is a 20% increase in healing/damage done, which is fairly effective.


And getting the cast down from 5->4 requires nearly 450 spell haste rating... most pieces have 20-30 on them.
#22 Oct 12 2007 at 1:25 PM Rating: Decent
Quote:

I would think they would've learned from Shaman.

Is Warlock going to be shoved in a file cabinet like Shamans?


That's what I've been worried about for months. We've been in the grip of a nerf-dot for a long time. It seems to be getting worse.
#23 Oct 12 2007 at 10:37 PM Rating: Decent

Quote:
You've got 70% resistance to pushback, and the point was that a 5->4s cast is a 20% increase in healing/damage done, which is fairly effective.



Have you ever tried 70% resistance to pushback against a DW Warrior with Flurry Proccing all over the place, on top of Dragonstrike, and then throw in a off-hand with 1.5 second weapon speed.

Try it and come back and tell us how imba you think drain life is.


#24 Oct 12 2007 at 11:54 PM Rating: Default
RPZip wrote:
The Drain/Siphon changes are PvP nerfs, although... somewhat needed ones.

I don't see in those notes that this nerf is PvP only. As a matter of fact, I don't see PvP-only on any of them.
#25 Oct 13 2007 at 12:51 PM Rating: Decent
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992 posts
It doesn't say PvP only, but I can't ever remember being hit by a Mortal Strike while grinding, and I can't think of any conceivable group situation in which I'd be getting hit with Mortal Strikes.

Admittedly, it's not necessary as a PvP nerf either. IMHO, Rogues have no excuse, the only spell I can get off against them in melee range is a Death Coil and Curse of Exhaustion-kiting isn't really the best time to be channeling a Drain. Warriors aren't exactly lax in the cast-stopping department either.
#26 Oct 13 2007 at 1:28 PM Rating: Good
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3,761 posts
Its not the mortal strike nerf, its the damage reduction from the shadow embrace/soul siphon changes. A single lock used to put up UA + siphon life + corruption + curse + shadow embrace, each giving +5% damage to drain life, ie: 25%.

Now shadow embrace doesn't count so its 20%. Now they're worth 4% instead of 5% so its 16%. Now to reach the 60% cap you need 4 affliction locks with UA in a raid. When farming you're drain life will definately do less damage, not a huge amount, but this is a nerf to PVE.
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