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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 3 of 4)
Tyler Caraway Feb 28th 2011 6:07PM
The quality of life improvements have been vast; but absolutely none of them have to do with Soul Shards in the least.
They could have left Soul Shards exactly as they were before and just removed the shard cost from all the spells that they have now and no one would even notice a difference. The best change to the Soul Shard system thus far is that nothing requires Soul Shards any more.
That doesn't make them better in anyway.
Stormsinger Feb 28th 2011 3:28PM
I've played a 'lock to 85 but haven't raided on him so I haven't done any long fights. I think the problem with shards is that they are not really a resource you manage, they are more like 3 once per fight cooldowns. Shorter cooldown on Soulburn and other ways to recoup shards in long fights would make them more of a resource.
Then again, having seen the agony of Vanilla locks, just doing away with the limiting factors of shards (summons, stones, demons) is enough for me. Those were just a needless burden. As is, better than it was, not yet exciting.
wow Feb 28th 2011 3:29PM
Most of your articles I've at least enjoyed to some extent, they've been somewhat informative. But this time, I must disagree.
Dare I ask, how a 20% damage reduction for 12 seconds once a minute is superior to 20% (or 25% if your glyphed) ALL.THE.TIME. I will say though, that dispersion is far superior to soul link, the ability to survive a one shot is huge. But a shadowpriest must make a choice, do I continue to DPS or use my defensive CD? Rogues have to use combo points to use recuperate. these are the very same choices that 'no other class' has to make.
The difference between a destruction warlock who can use his soul burns correctly to cover movement is more than a few hundred. Even if it was 'only' a few hundred why should we not care about that tiny upgrade? By definition us DPS focus and drill down to maximize our damage done. How much of a DPS gain is to small? Should we not gem because its a small upgrade? Not enchant because its a small upgrade? Perhaps we should not cast Chaos bolt because it will make our rotation simpler and is only a 'small' DPS gain?
Untieing offensive soul burn abilitys from soul shards would ruin any choice about using them. Suddenly it goes from something you can get of while moving to keep your DPS rolling properly without a huge drop, or in PVP, something you can chose to do while your trained, to something you really have to do on CD to be competitive.
I do agree, we need one, maybe 2 more uses for soul shards, but its not as broken as everyone says.
I would like to see some shards able to be used in some way by affliction and demonology to increase they're mobility, their mobility compared to destructions in PVE is extremely lacking.
wow Feb 28th 2011 10:12PM
On the bright side, this post didn't go live >12 hours after a new PTR version, but rather vise versa.
:)
richardjarrell Feb 28th 2011 3:46PM
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.
Rohan's Rage Mar 1st 2011 6:13PM
These were touted as a new core mechanic and that blowing a Shard would be exciting.
The utility stuff is fine. But why does only one PVE spec get a true damage increase from them (ISF)? Core mechanic?
I mean, yeah, Demo can instant one out when moving and keep Decimation up, but really, they should have a damage cooldown attached to them. Odds are in PVP that they would still be saved at the highest levels for things like Port or Soulburn: Healthstone to increase healing from Drain life and Siphon Life, but why can't Aff and Demo have true Soulburn CDs for DPS?
They don't even have to be that crazy:
Soulburn: Shadowbolt as Affliction could auto-proc Eradication!
Soulburn: Demonic Empowerment could increase your pets damage by 10%.
That's it. That's all it has to be!
Roy Feb 28th 2011 3:57PM
Honestly, I think a lot of the things that soulburn does should be baseline or a glyph. OK, so soul fire doesn't fit the bill... but whatever...
The most attractive to me is to have seed of corruption's soulburned abilities as baseline. I've often thought "what the hell does this spell have to do with corruption?" to make it a little less OP, just take out the initial damage blast and have it apply the corruption instead.
Also, off-topic, I think soul swap should carry over any debuffs I personally put against the target.
Warlock was my main last expansion. Now I have him at 85, but meh, I am having a hard time getting into the raiding groove again. I am hearing a lot of this type of sentiment, and I wonder if it is related to some of the changes that went in.
Cassey Feb 28th 2011 3:58PM
The uses are there, and i like the choice. I'll use Imp-Healthstone if the raid is really low on health and the healers are struggling, or if my Fzhuun dies (felpuppy) insta resummon or even when running back to give me something to do. Imp-SoC has it's uses in PvE raids, like Halfus with the whelps up. Get some lucky RNG and its like insta-shadow bolt nearly every tick.
it would be nice to have a few more spells to enhance, but the little utility it gives me, coupled with the fact that I don't need to have my bags filled with 40+ shards pre-raid (yes, I raided back when it was one healthstone per shard, one person summon per shard) and drain soul almost every piece of trash, yeah, i'll take the new system any day.
El Feb 28th 2011 4:04PM
While I have swapped mid-cata raiding to a healer, my lock was my long time main and LOVED playing her. only swapped to fill guild balance needs. I have to say I like how they changed soul shards. don't think of it as old school shards. its our special alt power now. I cannot say I like the regeneration (or lack there of in single boss fights with no adds) which can be a full eff job if you forget to suck souls from the air before your tank pulls. Even mages can conjure mana gems in combat, holy power in combat, combo points only combat. perhaps it should be 15 sec=1 shard, meaning full regeneration over 45 seconds of your three shards, and soulburning to use your max number of shards you have at any given time to do the proportionate effect. IE using soulburn while you have one soul shard available would yield a 16% movement speed effect from a teleport or proportionately adjusting the drain life for the number of soul shards applied. However perhaps having an instant soulfire every 45 seconds would be too advantageous in maintaining the improved soul fire buff for destro. If this was the case, I think that since thats destro only thing in this xpac, perhaps adjusting it to work with chaos bolt instead would be better.
g2g591 Feb 28th 2011 4:30PM
In fights with adds, or situationally in pvp, http://www.wowhead.com/spell=1120 (drain soul) does restore all 3 soulshards when your target dies, so just keep that in mind for add heavy fights and larger pvp match ups
it's not that Feb 28th 2011 4:40PM
Soul Shards could be a "proc battery"
EG. A mage gets a Hot Streak proc, and has 10 seconds to use Pyroblast. For a lock, instead of proccing an instant SF, it creates a soul shard. Later on in the fight, the lock can spend that shard (read: proc) and fire off an instant SF.
Basically, it's like an RNG --> skill conversion. :) It let's *you* decide when your procs take effect. As a counter to this, the procs should be somewhat (but not too much weaker).
There's an interesting decision here: If I'm shard-capped, do I spend one now to less effect, or do I save it for later and possibly waste one. (IE I could get another proc, but not have a soul shard to capture it.)
Side Idea:
I would imagine that shards would deplete gradually, but at a much slower rate than traditional procs. Or possibly you retain them until you leave combat for X seconds.
Andeleisha Feb 28th 2011 4:44PM
I've been thinking that the greatest failure of the new Soul Shards system isn't just that they are lacking in utility, but also that they aren't a true resource system in the same way that other classes have. Because of Life Tap, warlock's don't truly have mana management the way other casters do. Soul Shards were introduced as a "resource" but they really are Cooldowns -- and not even very good ones at that, since they don't have a very large impact on DPS. From my point of view, the best time to Soulburn is during Bloodlust so you don't have to waste time hardcasting.
I like the idea of Soul Shards as resource management -- something Holy Power, where you generate charges with certain spells, and spend the charges to make other spells powerful. Take Soulburn off a cooldown, and make the effect change depending on the spell. Increase the damage of your next offensive spell by 10/20/30%. Increase the amount of health returned by your healthstones, or your run speed, or re-introduce the failed Improved Soul Fire effect and give us extra haste. Even more truly unique effects like Seed of Corruption instead of generic damage or instant cast abilities. I like the idea of Soul Shards being something you keep track of throughout a fight, and not something that you ignore most of the time.
Matt Feb 28th 2011 4:44PM
Saw this title and thought "Oh yeah here we go again". But this is actually quite well thought out.
Matthew Feb 28th 2011 5:13PM
Whoa whoa whoa!!! Are you the new warlock guy or just filling in? I know I've been absent for a while but when did my furry owl beast go fel on me?
Blue Feb 28th 2011 5:25PM
I have never played a warlock but I know in Pvp they Have been almost completely replaced by shadow priests because of the priests defensive dispels(being lost in 4.1) and burst with mindspike spam during archangel. Once 4.1 hits locks still might get left behind cause of dispersion for defence.
If warlocks were to gain the ability to soul harvest in combat(my knowledge of soul harvest being that it regens soul shards) and possibly some damage reduction coupled with sourburning for a health stone would do slot for them in pvp IMO
From when I used to pve I always found times where u could bandage with no dps loss just because if boss mechanics so in that time a warlock could soul harvest (haven't even done a cata heroic so don't know with this expansion)
Anyway with pvp again. Locks currently are one of the easiest targets to focus being one if the only ranged without a good emergency button. While the heal
Is nice it is often not enough to make th enemy swap off the lock like iceblock or dispersion. And it doesnt seem near as instant. However with soul harvest castable in combat (and maybe some slight damage reduction they could be defensive three time on short cooldowns then need to hide a bit recharge if people can drink in arena a lick can soul harvest especially if able still in combat.
Typed in an I phone 5 mins before class to didn't have time to proof read. Just my thoughts on a potential fix to lock pvp after th self healing nerf and almost complete replacement by spriests
Chance Feb 28th 2011 5:25PM
.
Dylan Feb 28th 2011 5:27PM
"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."
So you're saying it's not interesting?
Imuumnity Feb 28th 2011 5:38PM
there is 1 simple solution, give locks a bubble or iceblock.
Something like, "the warlock summons a wall of souls arround him, making him imuumn to all attacks for 8seconds".
Then there is no need for defens soulburns when u got a O SHIT button on keybind.
Pocky Feb 28th 2011 6:04PM
All I ever use Soulburn for is the instant demon summon for when my blueberry dies and there's 5 mobs running towards me! Anything else is just meh.
mazca13 Feb 28th 2011 6:15PM
I really love the Soulburn: Seed of Corruption effect (particularly at the beginning of the High Priestess Azil fight in Stonecore, hee hee) but yeah, none of the others are particularly interesting. Forcing the warlock to pick between offense and defense is fine if the resulting effects were significant, but most of them really aren't - if instead you were picking between, say, a buff giving a % bonus to your next offensive spell, and say a short-duration ghetto Ice Block, it would be more interesting.