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
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Reader Comments (Page 2 of 4)
Josh Feb 28th 2011 2:46PM
So yeah - they have some uses, they're just not anywhere near as good as they way Blizzard made it sound they'd need to be.
richardjarrell Feb 28th 2011 3:42PM
It seems that in PVE especially they didn't bother balancing Soulburn among the specs. Most of the damage dealing spells attached to Soulburn are fire spells. As an affliction warlock, my talents don't boost anything I can use a Soul Shard on to a descent degree.
My Drain Life at it's current point is a 1.4 second channel after a Soulburn. It hits (according to Dr. Damage) for an average of 5829. With absolutely zero talents increasing the damage of Soul Fire it deals an average of 7115.
This means at no point during a boss fight should I not just use a destruction spell for damage. I used to use it for a little damage burst and a haste buff, but they took that away. The epic feel we were supposed to get from burning a soul isn't epic at all when I can use one every 45 seconds, three times a fight, and get a result weaker than my weakest Nightfall proc (my weakest Shadow Bolt is 7172), which happens more often than every 45 seconds. If I wanted to throw non-fel fireballs I would be a mage.
The only true affliction spell is Seed of Corruption. It refunds the shard, sure, but it's not worth the talent point to be useful in two raid fights I have seen so far.
We should be able to Soulburn Seed via a glyph, so we can take it out for the 80% of fights it is useless on.
I myself have never in PVE combat used a Soulburn on anything but Soul Fire or the occasional Drain Life just to help the healers out.
It would also be very nice if we got an extra spell that generated one soul shard and maybe did a minor amount of damage (roughly that of a Fel Flame). Instant cast. The catch is it would share CD with Soulburn. That way every 45 seconds we have to decide if we will need that soulburn CD or not. If not, fire off Soul Steal (that's what I named it), burn a GCD and trigger the Soulburn and Soul Steal CDs. Then we aren't limited to only 3 a fight, but aren't getting too many extra as it takes 1:30 for each new shard to be used. They can even just rework a current spell effect into pink and have it fire from the boss to the warlock when they cast it. A five minute fight would yield six casts of Soulburn/Soul Steal. That would be 2 extra Soulburns that currently allowed. That does not make us overpowered.
I know it would be asking for a lot more, and maybe too much, but I also think each spec's signature spell (Haunt, Hand of Gul'dan, Chaos Bolt) should have at least some sort of Soulburn effect. Those ones should be our big WOW spell. The one everyone in the raid knew we fired off.
wow Feb 28th 2011 4:46PM
I dunno about you, but when I hid SB:SoC that feels pretty awesome to me. Granted to be brutally honest thats one of the few places I feel it.
CORRUPTION. EVERYWHERE. AT ONCE.
thebitterfig Mar 1st 2011 12:01PM
I'll agree with this. Consider: even the most "exciting" Soul Burn - the instant cast Soul Fire - only turns a 3-second cast into a 1.5 second gcd. It nets you no more than one and a half seconds to use on your next spell. Handy? Sure, but bloody fire mages get the same thing as a routine proc.
There isn't really anything that cool with Soul Burn. I'll tell you what one should have been: Fel Flame, with the extension bumped up to 12 seconds, and having it work also on Corruption and the Bane DoTs. Would it be awesome? Yes, it would be. However, it'd also be the sort of thing which, while not amazing for raw dps, is amazing for dps-utility. As part of a regular rotation, it's probably not much more of a boost than Soul Burn, maybe 2 gcds in this case, but it would shine in special circumstances. Movement phases, target switches, just before an air phase begins, etc. Any time when you'd want your dots ticking, but wouldn't be able to keep them up normally. It wouldn't fix the offensive/defensive dual-use, but it would add some wow-factor.
Likewise, the Shadow Ward/Nether Ward transformation ought to have been a baseline Soul Burn effect for all locks.
James Riggs Feb 28th 2011 2:49PM
There are simply too many mechanics on several classes in 4.0. in no place is this more evident than in the Warlock class. It's cumbersome, difficult to understand, and just plain old no fun to play.
"The more they overtake the plumbing, the easier it is to stop up the drain." - Captain Montgomery Scott, USS Enterprise.
Quasimofo Feb 28th 2011 2:59PM
As a Destro I'd be fine with removing the soul shards completely and just giving an instant Soul Fire with a 2-minute cooldown, it wouldn't change anything. Which is the problem, soul shards just seem tacked on, definitely not special or amazing. There are definitely much better ways to implement the mechanic, the current system is just too negligible to care about.
Tiarnach Feb 28th 2011 5:34PM
This times infinity.
They announced all these spiffy things SB would do at Con in 09, and didn't really deliver. Granted as destro in any fight with ads you can get your shards back, but it generally means shirking your proper duty of burning ads in favor of whacking Shadowburn like a lunatic in hopes of hitting it with time to land under 20%. Pretty much the definition of not fun.
Ametrine Feb 28th 2011 2:59PM
Granted, my warlock is only 45, not 85, but even so, I can't recall ever using Soulburn even once since I started playing her.
Ahoni Feb 28th 2011 3:00PM
Since they removed Improved Soul Fire from the rotation for all but Destro, I find Soul Shards and Soulburn to be fairly meh. Ok, I can do one instant Soul Fire every 45 seconds, or one instant demon resummon every 45 seconds should I need it (there have been times). But there really isn't a significant beneift to the instant Soul Fire. When I had ISF, it was a big DPS increase. Now, not so much.
The utility of Soulburn is great. I have used the instant summon demon many times. I've saved my but with the Soulburn healthstone. But GC said "Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature." (Blizzcon 09? - http://www.wowhead.com/blog=105918/warlock-q-a-with-ghostcrawler). Total fail. Its a marginalized feature. Its fairly boring. Its not exciting at all.
Want to make it interesting?
Make a Soulburn Soulfire instant, but also give the 15% ISF haste buff. Now thats a big deal!
Make Soulburn Shadowflame reduce the cooldown on Shadowflame to 3 seconds for 10 seconds.
Make Soulburn Drain Life tick faster, but be twice as long.
Make Soulburn Drain Soul allow you to regen Soulshards in combat without killing something.
Al in SoCal Feb 28th 2011 4:49PM
You mean (GASP!) buff warlock spells? That goes against everything they've done to warlocks in the past 2+ years.
EteNew Feb 28th 2011 7:02PM
They could use some more flair to make the big deal noticeable that someone used one. It may dreaming a bit big, but I would like to see stuff like:
Soulburn -> Demonic Teleport: A Shadowfire style AoE stun around the circle when you appear. This would also help further enhance warlocks to place their circles a bit more strategically.
Soulburn -> Shadowbolt: A Shadowbolt Volley like certain boss mobs have.
Soulburn -> Drain Life: A Force Choke style stun (flailing in midair graphic included if possible) while draining.
Stuff like that.
Jeff (Not that one ^ ) Feb 28th 2011 3:01PM
I've shelved my lock after getting him to 85. My friend, though, uses Soulburn a lot during fights.
Tricky situation? Soulburn/Teleport for increased run speed. It saves lives and, guess what, keeps the healer from having to waste time on avoidable damage.
Badmorton Feb 28th 2011 3:06PM
For fear of flaming, keep the utilities. Bring back the old Soul Shard mechanics, but make them stack. Make a talent point cost for a Soul Shard to regen every ? % damage delt.
Ahoni Feb 28th 2011 3:07PM
Since they removed Improved Soul Fire from the rotation for all but Destro, I find Soul Shards and Soulburn to be fairly meh. Ok, I can do one instant Soul Fire every 45 seconds, or one instant demon resummon every 45 seconds should I need it (there have been times). But there really isn't a significant beneift to the instant Soul Fire. When I had ISF, it was a big DPS increase. Now, not so much.
The utility of Soulburn is great. I have used the instant summon demon many times. I've saved my but with the Soulburn healthstone. But GC said "Blowing a shard should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature." (Blizzcon 09? - http://www.wowhead.com/blog=105918/warlock-q-a-with-ghostcrawler). Total fail. Its a marginalized feature. Its fairly boring. Its not exciting at all.
Want to make it interesting?
Make a Soulburn Soulfire instant, but also give the 15% ISF haste buff. Now thats a big deal!
Make Soulburn Shadowflame reduce the cooldown on Shadowflame to 3 seconds for 10 seconds.
Make Soulburn Drain Life tick faster, but be twice as long.
Make Soulburn Drain Soul allow you to regen Soulshards in combat without killing something.
Travy Feb 28th 2011 3:12PM
Eh, I am impartial as to how my soul shards function. All I want is to be able to summon players off cliffs again.
Daedalus Feb 28th 2011 3:19PM
I've thought a lot about this, and I think the problem can best be solved with 2 (fairly) simple fixes:
1.) Give more spells a Soulburn effect. Right now, the choices are fairly limited, and that (to me) is a big part of what makes it uninteresting.
2.) Let Drain Soul regenerate soul shards in combat. As it stands, the only time channeling drain soul isn't a dps loss is for afflic speced locks, with a boss under 25%. If channeling drain soul could regenerate shards on the fly, we'd have a tactical decision to make; keep up normal filler and higher dps, while limiting ourselves to 3 soulburns per fight, or drain soul, get lower dps, but get a second chance to use those soul burn effects. As far as PvP goes, I doubt it would be much of an issue; even if the soulburn effects were considered worth it in a PvP environment, other players would very quickly learn to target and stop the warlock with the big purple beam coming out of him. (Just as they do with Drain Life, now. (At least in my experience.))
Çrowley Feb 28th 2011 3:27PM
I just wish Blizz would fix it so that when I’m in a raid with other Locks and another Lock puts Immolate on a target, that my Conflagrate would not lite up like it can used … there have been many late night raids that I’ll be spamming Conflagrate to no effect because my Immolate had worn off.
valomer Mar 4th 2011 8:23AM
omg this
Skarn Feb 28th 2011 10:34PM
I always loved the IDEA of Soul Shards. You're a warlock. A user of demonic magics. You bend others to your will. It made so much sense that you would drain the souls of your enemies to power your strongest magics. It was a beautiful, evil idea.
In a lore/RP sense. In a gameplay sense, it was TERRIBLE.
Revynn Feb 28th 2011 3:43PM
As far as comparisons to the old mechanic, the new Shard system is miles ahead of what we dealt with during Wrath, BC and Vanilla. I don't have to go out mid-raid after a series of wipes and farm up a full bag of shards anymore. I don't resent putting up a summoning stone 2 seconds after the old one expired because our Ret Paladin wasnt ppaying attention and NOW decides he wants a summon though he could just as easily fly there in 30 seconds. I dont mind putting down a soulwell on every attempt. The old system sucked and there's no other way to put it. In terms of pure convenience and quality of life, there's no comparison and I love the new shards.
That said, when we were told about the new system we were promised that burning a Shard would be a big deal, something we would save for when we need to unload on the boss or get an add down NOW. I just don't see that. Soulburn has a mild DPS use for Destro, a mild DPS use for Affliction if you're using a drain spec and absolutely no DPS use for Demo provided your pet isnt dead. It's not an OMG moment like we were promised, something we would stack with PoTs, Trinkets and Herolust.
Also, and this might just be a tooltip error, but doesn't a Healthstone only provide 40% of your -base- health? If that's the case, what the heck is the point of increasing your max health before using one?