Blood Pact: The failure of Soul Shards

Greetings again, warlocks. For the past few weeks, we've been discussing raiding strategies for the various raids of this tier. In this week's edition, I would like to take a slight change of pace and discuss warlock mechanics at a more basic level. I understand that most come here for guides or reference materials -- and I promise to get back on track with those soon -- but I also like to highlight what I view as flaws within the game in order to bring about dialog within the community on how to adjust these issues. When playing as a warlock, the most unavoidable mechanic that you run into is that of Soul Shards.
For years, warlocks pretty much hated Soul Shards; they were annoying, took up vast amounts of bag space, and had to be farmed for every raid. In Cataclysm revamping, Soul Shards was one of the major goals for warlocks. Now we have a system in which warlocks only have three shards usable in conjunction with the new Soul Burn ability, which can be used to alter certain spells in a variety of ways. But is this really an improvement? Did Blizzard actually fix the problems associated with Soul Shards?
Soul Shards: the beginning
Back in ye olden days, Soul Shards were predominately used for utility abilities. The major source of shard consumption were Ritual of Souls (or creating single Healthstones, if you really want to go far back), Ritual of Summoning, and summoning pets. As far as damage abilities went, the only ones which used shards were Shadowburn and Soul Fire, neither of which saw heavy use save generally for PvP purposes. Soul Shards were annoying at this point because of the absurd amount of bag space that needed to be spent on them.
On farm content, a warlock may not have need quite as many shards -- probably just one per boss -- but when learning new content, a warlock could easily burn up 40 or more shards any given night. Think: Every single attempt meant dropping another Soulwell and summoning your pet back. Then factor in any time that a player would need summoned so they could switch specs, switch gear, grab something from the back, switch out for a different raid member, or the billions of other reason that people went in and out.
Simply put, the old shards were annoying, cumbersome, and just unfun.
Soul Shards: a new direction
It took until Cataclysm, but Blizzard finally realized that Soul Shards just weren't working. For this expansion, it sought to recreate the old system into something new, fun and interesting for warlock players. Thus was born Soulburn. Soulburn was a neat idea that would allow warlocks to consume a Soul Shard to enhance some of their spells temporarily.
From a paper standpoint, it sounds great! The same fact is that it simply hasn't worked out into anything quite as grand as was hyped up pre-launch.
To start everything out, let's look at the good. The most annoying factor of Soul Shards was completely removed. Demons no longer require shards to summon; neither does Ritual of Souls, Ritual of Summoning, or any spell at all really. Soul Shards simply aren't a requirement for warlocks any more -- yet that amazing solution is also a part of the problem.
There is no actual use for Soul Shards any more. The utility that they used to have, which also caused so many issues, caused the entire system to become irrelevant once removed. Can any warlock player now actually say they would notice a massive gameplay difference if Blizzard announced that Soul Shards were to be removed completely in the next patch? Sure, we would all miss some of the quality-of-life utility that Soulburn brings, but would it hold any significant impact? No.
The current Soulburn system is almost entirely geared towards PvP (which isn't inherently a flaw). In any raiding situation, the DPS difference between a warlock who remembers to use Soulburn and one who doesn't isn't all that noticeable. While there are a few PvE perks in using Soulburn -- Seed of Corruption for affliction, Soul Fire for destruction, and to a lesser extent demonology -- the limited use of Soulburn limits any real power said utility might have.
Is three instant Soul Fires within a single encounter really going to have a noticeable impact on the damage output of a destruction warlock? Is there even really any incentive for timing? Yes, exceptional warlocks will deal more DPS than average warlocks, and yes, Soulburn will have something of an influence on this -- but we're speaking in terms of maybe a few hundred DPS, when players are doing over 20,000.
Soulburn: the issue of utility
Barring that Soulburn doesn't equate to a large gain in damage, the more significant issue with Soulburn that needs to be addressed is one of the inherent disparity between spell effects. Warlocks do not have much in the way of base defensive utility. Although every spec has some form of self-healing, this is largely off set by the fact that warlocks use their own health to supply their mana. Beyond that, a warlock is left with Soul Link and Shadow Ward (Nether Ward for destruction warlocks).
Soul Link is a great defensive ability, but it rather pales in comparison to what most other classes are capable of. In a tight spot, a druid can use Barkskin, a shadow priest can use Dispersion or Power Word: Shield, a mage can use Ice Block, Mage Ward, or Ice Barrier if frost -- all of which can reduce far more damage than Soul Link.
Shadow Ward is far too specific to be considered a true defensive ability -- although Nether Ward and Nether Protection are fantastic. Yes, when confronted with shadow damage, Shadow Ward is spectacular, but you cannot count on damage being of that type, not in PvP and certainly not in PvE. In this raiding tier, there is only one raid encounter that I can think of off the top of my head that even has shadow damage (I guess technically two, if you count Halfus' Shadow Nova).
Instead, several of a warlock's defensive abilities are tied into Soulburn. You can Soulburn a Health Stone in order to increase your maximum health, or you can Soulburn Demonic Teleport to increase your movement speed. You could even consider Soulburn: Drain Life as something of a defensive utility, given the health that it restores. Yet none of those abilities are usable in PvE at all.
You cannot say to a warlock, "Okay, save your Soulburn for the off chance that you may find yourself in a bad situation and need the defensive utility," especially when no other class has to make the same choice. When a destruction warlock has to choose between an instant Soul Fire or maybe needing to Soulburn a health stone at some random point in the encounter, which do you think he will choose?
That's not a choice. Soulburn's being tied to both defensive and offensive utility is a terrible mistake. If there wasn't a limit of three Soul Shards per encounter, then this choice could be more understandable -- but that isn't the case. You get three uses of Soulburn per encounter. The end.
In PvP, this choice makes more sense. Do you use your utility for defense or offense? That's a tactical decision, and it's practical to force players to make it. In PvE, this choice makes absolutely no sense at all. Within these situations, players need to optimize their damage output. While one could argue that dead DPS is 0 DPS, that factor just doesn't apply. A frost mage doesn't have to make the choice between being able to Ice Block or to use Deep Freeze. It may seem an extreme and frivolous comparison, but it isn't. Classes are balanced around their optimized damage output; meaning warlocks are balanced around using Soulburn for DPS.
A contradictory comparison?
It may seem strange to have one hand saying that Soulburn is a failure because it doesn't hold enough of an impact within a warlock's damage rotation while the other hand is slamming Soulburn for forcing the choice between defense and offense when such a choice shouldn't exist, but both are perfectly valid arguments.
Both challenges address entirely different flaws within the system. The first is a failure in the ability to be meaningful; the second is an issue of how an ability operates on a mechanical level. You cannot address one without addressing the other. If you make Soulburn a meaningful part of the warlock's rotation, then you only emphasize the issue of locking out defensive utility. If you fix the problem forcing the choice between offense and defense, then you are still left with the offensive side lacking in potency. Both problems must be addressed.
The final solution?
Last week, there was a wonderful topic on the Damage Dealing Forums that brought up this very issue, and I am sad that I can no longer find it. In this thread, the original poster suggested a feasible solution which rewarded players for using Soulburn at certain times when the utility seemed appropriate.
For example, if you used Soulburn: Teleport while snared, then the shard would be refunded; similarly, using Soulburn: Healthstone while low on health would also refund the shard. While eloquent in a way, I have to disagree that creating a system of "rewards" for "proper" usage of Soulburn is the right way to tackle the problem.
Here is an example as to why: Atramedes' air phase requires players to kite his breath for a certain period of time to prevent using too many gongs. While not the best choice, you can have a warlock hit a gong, which would force Atramedes to target him; the warlock would then Soulburn: Teleport in order to get away from the beam and have increased run speed to allow for better kiting. Perfect, and proper, use of the ability.
Yet there are no catches here that could be implemented to "reward" players for using Soulburn in this way. The player isn't slowed, and there isn't a dire "need" for the speed increase; it merely provides a unique method for dealing with the encounter's mechanics. Instead, a more intuitive method needs to be developed for dealing with Soul Shards and Soulburn.

The first thing that absolutely must be done is to remove the tie between the offensive and defensive usage of Soulburn. Frankly, there is no reason that Soulburn's offensive utility should be limited at all. There are no drastic PvE ramifications for allowing warlocks to have an instant Soul Fire every 45 seconds, and the damage from Soul Fire simply isn't dire enough that this would cause horrible PvP imbalances.
After all, this system already exists in PvP. Although it is currently limited to three uses per encounter -- or more if you can drop combat and channel Soul Harvest (ha!) -- if this was that overpowered of a mechanic, then warlocks would already be using it to dominate the PvP scene. Does this provide strong burst? Yes. Could it deadly? Absolutely. Does that make it OP? Not in the least.
"Spamming" an instant Soul Fire every 45 seconds wouldn't even be the best PvP tactic to begin with. While it hurts, the damage isn't so extreme that using it on cooldown, every cooldown is the most viable method. Instead, it's better to whittle a player down some and then provide the additional burst when going for a kill. The current system already provides for this, so the effective change nets nothing.
To accomplish this, the Soulburn effects for Soul Fire, Drain Life, and Searing Pain should be removed and a new ability added in that has the same effect yet isn't tied to Soul Shards. If need be, the cooldown could be increased to 1 minute, but I cannot fathom why this would be needed. In terms of PvE damage, this wouldn't be that significant of a difference -- it provides around three or four additional uses per encounter -- and in PvP, there again wouldn't be an actual net change in utility.
All of the "defensive" abilities -- summons, Teleport, Healthstone -- should remain as they are now.
The balance of usage
Once the damage and defensive sectors of the spell are split from each other, there still remains a single issue: the three-use limit. Before going on, let me be clear that I am not saying warlocks should have a Last Stand or Sprint on a 45-second cooldown; that would be far too much, regardless of how "weak" they might be in comparison to their respective counterparts. However, it should also not be considered a proper tactic to "run the warlock out of cooldowns."
A warlock's primary defensive utility lies in Soulburn. Their other two abilities are nice but rather weak and flawed in PvP. Soulburn is actually rather powerful, despite what limitations it might have. Allowing it to be used without repercussion every single cooldown would simply be too much.
That, however, does not mean that warlocks should never be able to regenerate Soul Shards. Simply put, getting shards back now is rather clunky. In combat, you either need to kill something with Shadowburn or Drain Soul up, which can be rather difficult in PvP, or you need to get out of combat long enough for channel Soul Harvest. In somewhere such as Arathi Basin, this is more functional with the downtime between node rushes, but in a constant battle situation such as Warsong Gulch, you simply don't have the option to stand there channeling a spell just for the sake of shards.
For the sake of balancing, we have to look at the cooldowns of similar abilities. Sprint is on a 1-minute cooldown; Dash is much higher, but feral druids have other gap-closing tools. Last Stand is a 3-minute cooldown, but Vampiric Blood (which is closer in strength to Soulburn: Healthstone) is a 1-minute cooldown. Given all of these factors -- and that Soulburn cannot merely be "used" but requires setup of some form -- having warlocks regenerate a single Soul Shard every minute once all shards are depleted isn't absurd.
Essentially, this would give Soulburn a 1-minute cooldown after three 45-second uses have been consumed -- and you can only regenerate a single Soul Shard this way, not all three. From a PvP standpoint, this would give warlocks the same defensive longevity that other classes enjoy. Sprint may have a 1-minute cooldown at all times and Soulburn only 45 seconds for the first three uses, but Sprint can just be used, while Soulburn would require a Demonic Circle to be placed first and the warlock is restricted to that location. Vampiric Blood may have a 1-minute cooldown at all times, but Soulburn: Healthstone requires, well, a Healthstone -- which the warlock would need time to recreate after each use.
Given the special dependencies of Soulburn, giving it an effective 1-minute cooldown after the first three uses isn't that extreme. If anything, Soulburn would still be somewhat weaker than all of its comparable abilities.
Where's the solution?
These may not be perfect solutions to the problems that plague Soulburn and the new Soul Shard mechanic, but they would be a major step in the right direction. No matter how you look at it, something must be done. The new Soul Shard system is not better than the old one, it isn't all that interesting, and it certainly isn't all that interesting.
If Blizzard is truly serious about improving the Soul Shard system, it would take a serious look into the inherent disparities between the uses of Soulburn as well as the overall balance between the defensive utility it provides and the defensive mechanics of other classes.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 4)
Necromann Feb 28th 2011 2:16PM
I think they made soul shards better by removing them from bags, but the other parts need more work.
Epic Mar 1st 2011 1:14PM
if you think warlocks are limited to 3 soul shards i'll just point to any raid/heroic encounter with adds...that is all. And is you roll aff or demo for dps(as opposed to demo for the sp buff or aff for the lulz) thats your issue. If you want to be the best dps you can be(until the patch) roll destro, i never get all this talk about "i hate destro, i hate aff i hated demo"... play your class the best way it will benefit your team, whatever that maybe but don't be so single minded or rigid about your spec, good players excel no matter the hurdle... bemoaning a spec as under-performing but continuing to play it is just silly.
Thundrcrackr Feb 28th 2011 2:21PM
I don't understand why you're slamming it for making you choose between an offensive and a defensive ability. As far as I know, almost every class in Cata has to make similar choices.
I play multiple classes and any time a healer is struggling (which is often) i'm forced to make the same decision. Do i blow my Holypower/Combo points on Word of Glory/Recuperate or do I keep DPSing and hope the healer pulls through? Do I have enough HP to survive the big incoming damage spike the boss is about to do or should i Divine Shield/Ice Block?
Most defensive abilities are at least a slight DPS loss but I think most Cata fights were designed to make us have to use them at least occasionally. Unless of course we outgear the content.
Rylka Feb 28th 2011 2:43PM
Valid points Thundrcrackr, and I have not played as many other classes as much as I have a warlock, but are those other Cool Down decisions limited to just 3 per fight?
I think much of the problem here is the limit of three shards combined with what you get for spending them. If you are going to only get three chances to blow a special CD in a long boss fight or other situation where you cannot recharge your shards, then spending those shards should gain you something special indeed. above a standard CD.
If however, you make the gain from spending a shard too special, then they potentially become overpowered in shorter time frame situations where you can rest and recover shards immediately after they are gone.
Just getting a bag slot back after years was a big enough gift from Blizzard for me. But I do believe the shards that remain could still use some refining.
cbachelot Feb 28th 2011 2:49PM
At least someone said it... every class has to choose what to do. Warlocks should be no different. And yes, most big CD's (last stand, divine shield, his examples etc.) are used at most three times per fight. Last stand has a 3 min CD if I remember correctly, so in a 9 min fight it could be used three times IF used at the very beginning and very end of the encounter. I am not saying the shard system is perfect... but try balancing it, not overpowering it.
Hollow Leviathan Feb 28th 2011 2:57PM
But holy power and combo points are built up again to full in a matter of seconds. Soul Shards do not recover in-combat, ever. See the difference? It would be more like if you could use sprint or cold blood in a fight but not both.
Dee Eff See Feb 28th 2011 2:59PM
I agree, if it is such a minimal damage increase why even consider it when you can instead use it to great effect to save your life.
This is like a Paladin Divine Shielding to DPS the boss while standing in fire. Maybe you get a bit more damage, but now you can't use that shield when(if) you need to. Sure we have that option, but it doesn't make any sense.
Very rarely I find wipes are caused by lack of DPS. Most cases it's because of premature deaths. Be it either because of healer mana or conservation issues, or simply because of a player not reacting quickly enough to a mechanic, it's rarely due to low DPS.
You'll get one of those 1% wipes once in a while where everyone says "damn if only I used XXX instead of YYY" but don't let that hinder you. Save your soulburns for something that will have a real impact on the fight.
loop_not_defined Feb 28th 2011 3:07PM
I was going to make a comparison to DPS Warriors and Enraged Regeneration, where you can keep a +DPS buff up or consume it with a defensive cooldown, but getting Enraged back up afterwards isn't exactly difficult, limited to a number of uses, or on it's own cooldown.
DPS-wise, are three Soulburns totaled even close to equivalent to a lot of single DPS cooldowns? I'd say it *was* equivalent to Fury Warriors' Recklessness (three guaranteed crits) but they just changed that ability to be more beneficial/meaningful in 4.0.6. Recklessness really wasn't all that great beforehand...and given it's close functionality to three Soulburns, the issue sort of speaks for itself.
Henrah Feb 28th 2011 3:18PM
I think the main difference between the Warlock class and other classes in regard to defensive cooldowns is simple:
A warlock saves soulburn to use a Health Stone to help save themselves. Minimal DPS loss. (At most a global cooldown if macroed)
An Enhancement shaman might have to use a Maelstrom 5 stack proc to cast a Greater Healing Wave. Large DPS loss.
Or a rogue might have to use Combo Points to use Recuperate - again, a large DPS loss.
I don't see why Warlocks are complaining that they have an additional mechanic, that maybe isn't very interesting, but it's there. It's a different slant on things - it isn't going to do much for your DPS, and it isn't going to do much for your defences - but at least it's there.
Warlocks should be happy soul shards are still in the game in some form - not condemning something that is an 'optional extra' (Optional as in, it only increases DPS by a few hundred points), whereas other classes might suffer much greater DPS losses in order to save themselves.
anderson.horn Feb 28th 2011 3:37PM
I think this talk of "this class can do this, 3 to 4 times a fight, but i can't" is kind of off
Pally's build holy power, if they self heal, it's a massive dps loss
Rogues build combo points, and if they spend them on anything but their best rotation, it's a massive dps loss
Hunters can blow focus, but at a dps loss in many cases.
Mages can do various things...all resulting in dps loss, and then they have the token oh sh*t key for ice block...
Priests get a pain suppression or wings, but they don't get it once a min or anything
Shams are different for sure, those totems get put up constantly...but are they really necessary (much like your lock shard question...do they even matter)
Other classes have similar questions of what to use. 1 Cold blood is a decent dps hit, but an overall dps increase for the fight...nothing too huge, it's a crit and maybe a couple more muts, but that's all.
I think as it currently stands, they are aren't powerful enough to warrant them regening 1 per minute, but the balance between how many you can get while in a fight, and how much they increase an ability needs to be very carefully considered.
Jeremy Feb 28th 2011 4:40PM
@Anderson.horn
As has been explained before, it's not a matter of having to simply choose between an offensive and a defensive ability at one specific point in time; of course every class does that. But with Warlocks, the three-times limit is a huge difference from other classes. I don't even play a Warlock and I can see how unfair it is. Sure, maybe, for example since I play a Rogue, an assassination Rogue might chose to throw his combo points into a Recuperate instead of an Envenom because he's getting worried about his health, but nothing prevents him from getting combo points again within the next few seconds to use that Envenom. But a Warlock might be on his last Soul Shard and want to use the soulburned health stone, and then he wouldn't have access to any of the other abilities soulburn gives for the rest of the fight. It's a lot different than choosing how to spend one GCD or some resource that you can get back fairly quickly.
Tyler Caraway Feb 28th 2011 6:01PM
There should be a choice between defensive and offensive utility -- we see this in all classes.
In fact, warlocks make this choice far more often than other players do. Which pet do you use? Some have more offensive based utility, others have more defensive based utility. Which spells do you interrupt? Do you send your Felhunter out after that mage trying to Frost Bolt you, or wait and use it on that paladin's Holy Light? Do you use Demon Armor for additional armor and health regeneration? Or do you use Fel Armor for additional spell power and a smaller health return on single target damage? Should I Life Tap now for additional mana? Should I use Drain Life to heal myself but deal less damage?
All classes make choices between defensive utility and offensive utility from time to time -- it is the basic principle of any game. However, no class has anything remotely similar to Soul Shards and Soulburn.
Soul Shards are the defensive utility for warlocks, but the limit of three per encounter makes the "choice" non-existent. In PvE; do you just not use Soulburn ever on the off-chance that you might need to use a Soul Shard for a Healthstone? In PvP, you are ever only going to the offensive utility if you -know- that the burst it would provide is going to result in a kill, otherwise it doesn't make any sense at all to waste your already limited defensive utility minor burst damage.
The limitation on 3 Soul Shards is the largest issue that faces the entire system, but even that isn't quite the same. You simply cannot compare the utility provided by Soulburn to that of other classes. Even if Soul Shards weren't an issue, there is a 45 second cooldown to contend with. HoPo doesn't take 45 seconds to recharge, nor does Maelstrom Weapon, nor Combo Points.
Warlocks already have these innate defensive mechanics built into their spell and pet choices; they shouldn't have to also content with Soul Shards and Soulburn.
SR Feb 28th 2011 6:25PM
All this grief could be solved if Soul Shards regenerate at.... dunno, like 1 per 2 minutes.
Or, remove the damn shards and just make Soulburn into a pure CD ability.
Compensation? Dunno... Double the CD on Soulburn?
I'm just throwing quick ideas around. It seems so simple to solve this problem.
Animaneth Feb 28th 2011 8:06PM
@Rylka, @Hollow Leviathan:
Ice block can only be used once in a fight, unless you are frost and you decide if you use cold snap to reset all the frost cooldowns, or you hold it. The cooldown (6 minutes i think when talented) limits it's use to once or twice per fight in practice.
ahac Feb 28th 2011 2:24PM
I remember when locks had to summon the whole raid (40 people) to AQ because they were too lazy to take the boat. After that we had to go farm some more shards to make healthstones.
Good times.
wutsconflag Feb 28th 2011 6:53PM
This was the real problem with soul shards. Honestly, added the summoning stone and health stone "thingy" were awesome Quality of Life enhancements that made soul shards much less cumbersome. Sure, pets still cost soul shards, but I really thought that added something to the class.
These days, there doesn't seem to be much of a point to them.
Eldoron Feb 28th 2011 2:25PM
Since it's the dark brother of the Holy Power system, I guess some spells should give you a soul shard during fight every now and then. Also, changing things Soulburn afflicts and how it afflicts them.
ScorchHellfire Mar 1st 2011 6:30AM
I think this is a great idea. Things that are used on cooldown in combat could regenerate them. Like maybe have a talent in each tree that caused certain occasional dps abilities to return shards on crit or with a certain % chance. So maybe have a talent that returns shards on chaos bolt crits for destro, hand of gul'dan crits for demo and haunt crits for affliction. Or perhaps a 10% chance to get a shard from those abilities when they hit an enemy.
Or maybe even have it just automatically regenerate a shard every minute and 30 seconds so essentially for every two cooldowns used you get one back.
Xsinthis Feb 28th 2011 2:39PM
"The new Soul Shard system is not better than the old one, it isn't all that interesting, and it certainly isn't all that interesting."
???
Josh Feb 28th 2011 2:43PM
I can't speak for every warlock, but I think one reason warlocks are so down on the soul shard system is that it didn't deliver what Blizzard said it would. When they were first discussing the changes, Ghostcrawler said that they wanted using a soul shard to be an exciting moment, "a big deal" (GC's exact words). They made it sound like it would be something you'd want to use strategically, and only at the right moment.
And while the new system is better than it used to be (for inventory space alone): none of the uses live up to that hype. They're practically useless in PvE. Instant cast Soul Fire is handy for Destruction and the ISF buff, and you can think up cases where the Healthstone, Drain Life, and Demonic Circle ones would be useful. But none of them are 'exciting'. Even in PvP - while a lot the abilities are useful, none of them feel that 'exciting' or like something that can help tip a fight in your favor.