Blood Pact: A look at the Q&A

Crimson broth slides from pricked fingers. Droplets falling listlessly to a blank page below, leaving trails of vital ink in their wake. The sanguine blemishes blot, and shift. They twist and writhe on the page as though in agony, contorting into shapes, which become letters, which form words. The Warlock has sealed his legacy. A Blood Pact is forged.
After an arduously long wait, Blizzard finally rolled around to Warlocks in their series of Class Question and Answer sessions, and we got some questions answered. Or did we? In the past I've often been told that I'm far too forgiving of Blizzard, that I tend to support their position too easily. But even I couldn't help but feel dejected after this Q&A session. It would be hyperbole to say that we didn't get any answers, but it certainly seems like you could replace most of the answers we got with "maybe we'll address this someday, possibly," without losing too much in translation.
The questions themselves weren't bad. I often find Q&As and Interviews disappointing, because the things I care about are never asked, but that wasn't the case with this. Some people have complained to me that several of the questions were frivolous, but I honestly think it's about damn time Warlocks got some kind of official acknowledgment on the green fire issue. That said, many of the answers were, at best, vague and unhelpful, and evasive at worst.
Whatever the overall merit, however, the Q&A was long enough that I wont waste any more of my word count introducing it. So lets jump right into analyzing individual answers shall we?
After an arduously long wait, Blizzard finally rolled around to Warlocks in their series of Class Question and Answer sessions, and we got some questions answered. Or did we? In the past I've often been told that I'm far too forgiving of Blizzard, that I tend to support their position too easily. But even I couldn't help but feel dejected after this Q&A session. It would be hyperbole to say that we didn't get any answers, but it certainly seems like you could replace most of the answers we got with "maybe we'll address this someday, possibly," without losing too much in translation.
The questions themselves weren't bad. I often find Q&As and Interviews disappointing, because the things I care about are never asked, but that wasn't the case with this. Some people have complained to me that several of the questions were frivolous, but I honestly think it's about damn time Warlocks got some kind of official acknowledgment on the green fire issue. That said, many of the answers were, at best, vague and unhelpful, and evasive at worst.
Whatever the overall merit, however, the Q&A was long enough that I wont waste any more of my word count introducing it. So lets jump right into analyzing individual answers shall we?
The first two exchanges don't produce a whole lot worth discussing. Almost any Warlock who has spent much time with the class already knows we have dots and demons and use the same gear Mages do. Everything said here that isn't irrelevant is immaterial, because it's just a vague comment regarding something discussed in more detail later on (such as Soul Shards.) It is good to hear that the dev team is concerned about how poorly Warlocks are currently performing in PVP--though I think they're overplaying the effect that 3.2's changes will have on that imbalance. None the less, it's progress of a sort.
The Soul Shard discussion is the one which seems to be generating the most excitement in the Warlock community. Everybody is trembling in fear of the coming day when Warlocks will be required to use Soul Shards for every spell they cast, or some such nonsense. Negative excitement is still excitement. I think the Warlock community is overreacting a bit, but then again, I've never hated Soul Shards quite as passionately as most Warlocks seem to. All the same, those bewailing the awful fate of our class before there's been any announcement regarding any specifics for this upcoming change are getting a bit ahead of themselves.
Quite honestly, I feel that the new Soul Shard mechanic has the potential to be the coolest thing to happen to Warlocks since Haunt. Blizzard's answer to the question of Soul Shards seems to indicate that they sympathize with those Warlocks who are enraged over the minor inconveniences Soul Shards currently represent--a sentiment I can't say I share. I doubt they would acknowledge that a part of the class is annoying as a precursor to making it more annoying. Blizz doesn't actually have it in for Warlocks, regardless of the paranoia complexes we players tend to develop after being nerfed into the ground.
I probably shouldn't speculate, because I'm almost never right. All the same, I can't help but imagine that Soul Shards are going to become some kind of temporary self-buff for Warlocks. Maybe we'll be able to throw them at our minions like we're Rita Repulsa, to give them some kind of boost to size and strength. Or maybe we'll be able to burn them in exchange for a brief spell damage buff. Perhaps such a drastic and interesting change is a little too much to hope for, but idyllic visions of the future make for a more entertaining life than ringing bells and shouting that the world is coming to an end...or does it?
Next up is a pair of questions about threat: why Warlocks can't lower the amount they generate, and whether we can look forward to anything better than Soulshatter in the future. This issue is particularly relevant to me, as lately it seems as though the primary struggle of DPSing as a Warlock centers around controlling threat, rather than maximizing damage. The answer to these threat concerns seems to be a rather lackluster "Trust me man, it would be crazy complicated to do without making 'locks overpowered. Don't expect it resolved anytime soon." I find this rather hard to swallow. The explanation seems to be rooted in a fear that giving Warlocks a talent to reduce threat across the board would allow them to use spells from all of their trees with impunity. However, I can't think of a single build or rotation where "pulls too much aggro" is a cause for not using a given spell. The reality of the matter, in my experience, is simply that Warlocks are forced into a position where they put up about as much damage as anybody else, yet are forced to worry a great deal more about their threat gen.
Truthfully, threat is hardly the most pressing issue I have with the Warlock class right now. I'm more concerned about the way we're performing in PVP, the degradation of our utility, and the fact that Affliction has been boring ever since 3.1 was released. However, I would like to see the answer to a question actually be an answer to the question. At least they're lowering the cooldown on Soulshatter, that should help quite a bit.
The next three questions deal with PVP. Namely, the weakness Warlocks have against melee classes, whether Demonic Circle can be used to combat this, minion survivability, and minion scaling. The first question is completely ignored, which left me feeling just a little taken aback. This Q&A was an anticipated release of information, so I can't help but think that asking a compound question, and answering only the second part of that question, is an attempt to make the community feel as though they're getting some answers on this issue when they really aren't. Of course, it could also be a simple oversight, but that's certainly not what it looks like. Something which, I'm sure, has occurred to many of my fellow Warlocks as well.
The news that Blizzard is taking a very serious look at improving minion survivability in PVP by improving the ways in which minions scale with their master's gear is certainly exciting. And it sounds, from the assertive tone of the text, as though this is an issue which Blizzard is addressing more aggressively than some of the other improvements they indicated they might someday make. It's not coming in 3.2, but I think any reasonable person can appreciate that a change like this is going to take a bit of time to work out, and I'm ecstatic to know my imp might eventually benefit as much from my haste as he does from my spellpower.
The next few exchanges in the Q&A detail less far-reaching changes, neither of which give us much more information than the patch notes. The concern that Warlocks in general are frustrated by how long it takes to switch pets is answered by pointing to the cooldown reduction on Fel Domination, which will do wonders for all the Affliction and Destruction Warlocks. And my buddies in the Affliction tree can look forward to some more burst in the future, which is good, though I must admit I'm not too concerned about Affliction's burst. In PVP, perhaps, burst is more of an asset, but the charm of Affliction is damage over time, so I'm content with using Shadow Bolt when I need burst as Affliction.
The suggestion that Hellfire may be removed from the game because it's too useless has been met with mixed reactions. I'm on the con side of this particular debate. Back when they were talking about changing the Infernal and Doomguard pets to be less troublesome and more useful, I was rather adamantly against it. Spells like that, I argued, are like flavor text for the class. Now that those changes have actually been made, and I've lived with the result for awhile, I'm quite happy Blizzard's decision. Now, rather than being largely discarded fluff spells that I rarely play with, I get to see these awesome spells quite frequently. Completely removing a spell for being useless, however, is another story. The spell hasn't gotten any more useless over time, so I really don't see the harm in letting it remain. It's a cool idea, and despite its limited application, it doesn't need to be removed.
Last of the mechanic related questions regards minor glyphs, and why we only have a scant few--all of which are mediocre. Now personally, I'm quite happy with my Glyphs of Kilrogg, Drain Soul, and Unending Breath. I approve of Blizz' choice to include glyph slots which can't be used to actually improve your DPS. Far too many "options" exist in the game which I never get to take advantage of because choosing to enchant my boots for a minor speed increase mean I couldn't enchant them to increase my damage output. All the same, I think Warlocks should have a few more of these, and the response seemed to indicate that seeing more minor glyphs is only a vague possibility at this point. Disheartening, but there are worse things.
The last three exchanges deal with one of my favorite class issues: aesthetics. Which class is the "best" DPS changes from patch to patch, rotations and talents and useful spells come and go--but a significant change to the way a class looks and feels is one that can fundamentally change the entertainment value of playing a Warlock for as long as the servers remain live.
First up is green fire--a topic familiar to every Warlock. All I can really say is it's about time this issue was acknowledged. And while I'm happy to hear that Blizzard may actually give us green fire, I think I can speak for the majority of Warlocks when I say that I would really rather all--or most--of our fire spells turn green, rather than restricting green fire to some new spell. Way back at the start of the Q&A, it was mentioned that making Mages and Warlocks feel different is a challenge. I can only think that turning our fire green would help with that problem.
Less frequently, but no less passionately, discussed is the issue of a Warlock specific flying mount. I've often said, while speaking to friends, that I don't care how hard such a mount would be to obtain, so long as I can finally have a mount that makes me feel like a Warlock again. In fact, I would prefer such a mount to be difficult to obtain. One of the most memorable things I've ever done in World of Warcraft was braving the heat of the Burning Steppes and ascending a cliff face to submit myself to Mor'zul Bloodbringer for training. I slaughtered dozens, collected rare components, and bartered with demons, all culminating in one of the fiercest battles me and my green-behind-the-ears cadre had ever faced. Even if it meant spending 10 times as much money and thrice the amount of time acquiring a normal flier does, I would love to experience something like that again.
Finally, they bring up something I've honestly never heard discussed: customizing the appearance of demons. I can't tell you how cool I find this idea--whether it's something we get to choose, or whether it's randomly generated like demon names. Either one would be fantastic. I've often commented that, at the very least, there should be a different succubus model for each race capable of being a Warlock. I want to see sexy gnome succubi dangit!
In the end, I really was disappointed in what we got out of this exercise. I wasn't expecting a lot of concrete answers, but what we ended up getting seems excessively vague. I was honestly rather miffed for awhile after I first read it. That said, the blue posters are right when they say that Blizzard wasn't always so forthcoming with information. Ever since WotLK, the community has been kept up to date on a lot of things we would not have been privy to in the past, and I appreciate that. I certainly think there's a lot of room for improvement in the way the community and the company communicate, but things could be worse.
And who knows? Maybe giant demon bat mounts will be introduced in patch 3.3, along with those new dances we were promised in the WotLK trailer!
Blood Pact is a weekly column detailing dots, demons, and all the dastardly deeds done by Warlocks. If you enjoyed this post, be sure to check out the previous episodes of Blood Pact! Last time, we took an in-depth look at the nature of Soul Stones, and prior to that, we explored infrequently used Warlock spells.
Filed under: Warlock, Analysis / Opinion, (Warlock) Blood Pact
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Reader Comments (Page 2 of 4)
Mike Jul 13th 2009 8:34PM
Why don't warlock pets get talents like hunter pets do?
MazokuRanma Jul 13th 2009 9:54PM
This is just speculation, but I believe it has to do with the fact that hunters are theoretically training their pets, while warlocks are summoning and controlling them.
The fact that you always have the exact same demon though does lend credence to the idea of them getting talent points. If you were technically getting a random demon every time you summoned an imp, then I can see that you wouldn't have much influence over them.
I seem to recall that it used to be that you purchased skills for your demons. Now I believe they gain them as they level, but I think that was meant to be a form of equivalence between hunter pet abilities and demon abilities. I think they just aren't that concerned about adjusting demon abilities too much right now. They seem more focused on demon abilities scaling with the warlock's abilities than adding individual talents right now.
Graham Jul 13th 2009 9:48PM
Well I think Blizzard have improved communications in a positive way, but of course some people are never happy. i don't want to know everything, because that makes it boring.
As for a unique warlock mount, it should be accessible by everyone not just the top player who plays and raids every day. Casual players deserve the same, they pay for their account.
Viper007Bond Jul 13th 2009 8:53PM
The biggest thing I have wanted for quite a while (2.0) is a Warlock flying mount. I was seriously pissed when DK's got one yet we didn't get a sweet demon mount.
Oh, and good Q&A recap, Nick. :)
Jehanne Jul 13th 2009 9:13PM
I would be happy just with a dreadsteed that flies!
themikelou Jul 13th 2009 9:09PM
Nick,
I've been following Blood Pact ever since I've started Wow back in 2.4.3.
I have to say that it has been a long while since we got such an insightful post like this one. I guess you could say that some of your entries have been a little filler-y but interesting nonetheless.
I just wanted to give a personal thanks for paying more attention to news like this (even if it was a tad bit late :D). Despite Blizzard's vague answers, this was a great post for Blood Pact.
Keep the good stuff coming :)
Luke Jul 13th 2009 9:09PM
The cosmetic changes to warlock minions would be awesome! When I was playing through Outlands, I would always be thinking "Wow, it would be cool if my voidwalker looked like that" or "Dang, it would sure be nice if my felguard's weapon looked like the one's."
I really have no complaints otherwise. I play affliction and I don't believe the rotation is too boring. I feel I'm busy enough keeping up all the debuffs and DoTs, and making sure my Life Tap glyph is always up.
Socialcockroach Jul 14th 2009 2:56AM
I always thought it would be cool if the cosmetic changes came along with talent points (i.e. 3/3 improved imp would turn your imp in to one of those cool spikey imps or points in demonic brutality would add armor to your walker/change the weapon of your felguard).
Ctmcstomperq Jul 13th 2009 9:17PM
That warlock is wearing the higher end dungeon non-set from various BC dungeons, it's nemesis(tier 2) recolored from purple and green to orange and black. Also a Wyrmrest tabard.
Yeng Jul 13th 2009 9:19PM
"I want to see sexy gnome succubi dangit!"
I have a feeling if there was a gnome succubus model, it would look more ridiculous than sexy.
Kai Monture Jul 13th 2009 9:32PM
Green fire and customizable minions would be awesome. As for the soul shard problem, I don't mind farming them, it seems like a good compromise since we get pets. I just wish they didn't take up bag space. Maybe they could be more like rogue combo points, where, instead of going to our bag when they're farmed, they go to a counter under our mana bar or something like that?
devilsei Jul 13th 2009 9:39PM
Eh, if they did that, then they'd also make it act like conjured items, easier to just have a bit of code that cleans itself out every time you log, than a string of it meant to remember what position(s) your soulstones are in, and how many you have at the time of logging on/off.
Kai Monture Jul 13th 2009 10:13PM
Yeah, well I meant to say that there would be no physical soul shards. Just a number counter under your mana bar that goes up as you farm shards and goes down as you use abilities that use shards. From zero to whatever limit there is.
bloodtrocuted Jul 13th 2009 10:36PM
Why cant they just make the shards stackable?? That's what I've always wondered. I mean, they're shards, which are pretty much tiny, rather insignificant fragments...
Mike R. Jul 13th 2009 10:33PM
I'd be happy with being able to generate a new name for my demons from the list. Put it on a cooldown, make me do a quest, I don't care. Just let me get rid of the dumb ones you stuck me with.
biz. Jul 14th 2009 12:04PM
There is some macro that you can use to resummon your pet... and you get a fresh name... It used to work I don't know if it does anymore.
Kevin Jul 13th 2009 11:13PM
Don't get rid of Hellfire! I have saved a few repair bills that way!
Keleron Jul 14th 2009 7:32AM
Nice Blood Pact issue!
I have to say I am thrilled to see so many warlocks agree that cosmetics is something they are very interested in. I have so many people in my warlock's guild that tell me to transfer to an RP server and that all they care about is dps/threat.
For me green fire for ALL of our fire spells is a must. Giving us another Chaos Bolt looking spell is NOT going to satisfy anyone. Its funny how they said something like they wouldn't want to do something as boring as just make old spells green... but thats exactly what we are asking. I want every single fire spell a warlock throws out to be green felfire, not the type of elemental fire a mage uses.
Flying mount is also something I have wanted since I first got a flying mount back in BC. With all the drake mounts out there it would not be hard to redo one and make them a demonic drake. Or a shadow drake might even be cooler. Black and purple like. I think a drake is the best skin to use at this point in time. A dreadsteed with wings would be ok too I guess or at the VERY least make our dreadsteed flyable like the horsemans mount.
Regarding demons I don't want to have to micro manage much. These are intellegent demons that we enslave. If I tell them to kill something, I don't care how they do it. Also when they return to their own dimension they can upgrade their gear on their own. I would suggest using a lot of the skins in the game and make each demon change in appearance every 10lvls maybe. Or if its customization they are looking for, let us decide what look we want for them. A felgaurd with a sword maybe? A succy with daggers? DIfferent colors schemes. Things like that.
As for the actual game, I agree totally that the 3.2 changes will do little for Warlocks in PvP. How/why blizz isn't see what so many of us see is beyond me. Warlocks need some major pvp buffage. Perhaps one way to do that is to offer more set bonuses? Give us 6set, 8set bonuses like some gear used to have. This maybe help.
Soul shards.. I have only one problem.. they don't stack. Thats it. Make them stack.
So many of the problems we have are so simple though.. green fire.. stackable shards... this is not something that will make us OP or anything like that but will make so many warlocks happy. I am shocked at blizzards stubbornness when it comes to these things.
Yikes this turned into a lot longer post that I originally though. sorry.
Hydden Jul 14th 2009 12:06AM
You lost my sympathy at "I think I can speak for the majority of Warlocks" - I think you can't, and I'd really rather you didn't as your piece does works fine without it. More to the point: just because the majority of Warlocks might like it, doesn't mean that it should change; the minority who are used to playing with normal fire, as it were, shouldn't be left out in the cold. New spells with green fire seems like a sensible step to me.
Terethall Jul 19th 2009 8:06PM
And you lost my sympathy at "Just because the majority likes it doesn't mean it should change."
Do you understand how things work in business, politics, and entertainment? Giving the majority what they want is pretty much the name of the game. A minor glyph that turns our fire green would be much better than the devs adding a new spell. Because a new spell would complicate the rotation too much for what Blizzard perceives to be our feeble minds. Which would mean an old spell would have to be changed/removed. Which would mean that we only end up seeing what equivocates to an old orange fire spell being replaced by a new green one.
Why not just change existing spells? It would take only a tiny bit of effort (assuming Blizzard hasn't hardwired orange warlock fire into the game like they did the spawn points in SotA or some craziness) instead of patches worth of rebalancing. Blizzard is just being stupid, and Nick's article here is a huge step in the right direction for this column.
TL;DR: Stfu, green fire glyph is win, so is this article.