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but afliction is still an out-lasting spec, and if played right it can do so. looking at the new talents I don't doubt at all that it can still out-last most other specs if played well while dealing powerful steady damage.
I'm sorry Jenova but I really hate this line of reasoning. It has come up time and time again when a class starts to fall behind, I've seen it with Shamans, Hunters and now Locks. Just because something is
possible doesnt make it
balanced. In reality the "If played correctly" is simply an exceedingly polite way to say "L2P", which is only an effective argument against geriatrics or 12 year olds.
I'll say this for myself, I'm a pretty damn good PvPer. Not massively experienced (I have a whole life to lead, I cant spend it in Arena just so people will listen to me on the internet) but I have been able to maintain a good ratio against most opponents. Now, I have a Ret Paladin, an Enhance Shaman, and a Warlock up on the PTR and I can say the lock is grossly broken in terms of class mechanics. The expansion has completely changed the way I play my Paladin and my Shaman, and although the Shaman is cack for PvP I can at least have some serious fun swinging hammers and shocking and striking. The Retadin is currently a tad overtuned I admit, but the overall mechanic is fluid and fun.
The Warlock 'mechanic' is dull as sh*t.
DoT. Run away. Slowly watch lifebar tick down. Worry about dispels and DoT timers. DoT again.
Affliction is not an 'outlasting' spec Jenova because it has no effective mechanisms that allow it to do that. Haunt was a step in the right direction but it requires you to stop moving to cast the *****; that means against other casters you get silenced (or worse, locked) and against melee they're back in your face. It doesnt heal enough anymore to make it worth the tactical disadvantage of casting it. In essence, it always costs you more than you get back in PvP, unless you're just standing at the back of AB hoping nobody sees you, which has always been a great lock strategy but not a
fun game to play. With the current thinking behind Warlocks, apparently we could just keep adding cast-time DoTs every expansion til I'm speccing "Syphillitic Affliction" at 71pts, and locks will be 'imba'. For PvE maybe, but in PvP the whole concept sucks nut.
Now if Haunt, while active, caused all DoTs to heal the Warlock for a reasonable dmg % AND returned health from its' own damage at the end, I'd say it was worth it. It would synergise properly
in a PvP situation with your existing DoTs, the same way Death Knight ones do, and the same way Druid HoTs now do with Flourish. Bear in mind I'm just talking about the
Affliction tree, I havent even approached the hilarity of the Destro tree which is basically a game of "36 Yards to Go!" vs melee. If you can frontload enough damage you win, if not you're going to get seriously reamed. That is NOT FUN. It works in a mystical theorycraft chocolateland, but knowing that if <xxx> doesnt crit I might as well go home is demoralising. The new Chaos Bolt is an improvement now it actually does damage worth having, but again it's a silly cast time and totally boring in conceptual terms.
Let's forget about numbers and review some key 'fun-ness' changes shall we?
Warriors: Leap through the air like Batman, heal self, can DW Frostmourne and Ashbringer just for lulz
Paladins: Frontload more burst than Shamans ever could, heal self while kicking ***, never run out of mana, instant ranged Execute
Druids: Fear immunity in Feral, yet another instant HoT (I admit Druids need work)
Hunters: Can tame CORE HOUNDS and TYRANNOSAURS (need survivability though)
Mages: Where to start... can blow up AV packs and send them flying, solid ranged Stun, more survivability, AoE now obscenely strong
Rogues: Love it or hate it, Shadow Dance is FUN
Now we get to the classes that are in dire need:
Shamans: Elemental aside (20yd knockback coming back to Thunderstrike), bugger all. Literally. Fun to play in PvE but PvP corpses.
Priests: Seriously, exactly the same mechanics. Dispersion is fun
I guess but banishing yourself while your Arena buddies die sucks.
Warlocks: Pet scaling fixed but mechanics the same and talent requirements HUGE, DoT mechanics same, brief glimpse of light with Pandemic (crits at last...), Demon Form fun but never available, Chaos Bolt extremely situational and opens you to spell-locks, Destro plays essentially identically. Oh but Nether Protection and Soul Link, our TWO defensive talents, nerfed into the deep earth. Nice.
My point, dear friends, is that the top classes play differently than before, more fluidly and organically, they really do feel more like you are in control of something that has power to cause other people misery if you can just restrain that power. When I play my Warlock I feel like a sack full of weaknesses waiting to be exploited, that I have to work hard to
compensate for, when I am victorious it never feels like my victory, just that my opponent didnt splatter me quite right so now I get honour. Whoop.
Apart from those glorious Destro crit-trains which have always been around, I see no fun in the mechanics. It's like being Pinnochio surrounded by Real Boys, you look similar and perform similar tasks but are fundamentally jealous of those around you. Here's the thing though,
I am not a Warlock, I'm a human being, so all I do is switch class and adopt a new toon with a cleverer name.
Like everyone else.
EDIT: PS don't forget the difference between the guys pulling the strings. Ghost is a friendly, intelligent-sounding and quite jocular personality with what appears to be genuine enthusiasm for his/her work. Koraa comes across as annoyed, belligerent, diminutive of his customer base and in many cases basically inattentive and slow. Look at the class list above, it's NOT coincidence.
Edited, Sep 21st 2008 4:47am by Sinstralis