Blood Pact: The future of destruction

For the past two weeks, we've been taking a look at the future of warlock design -- a bit of clairvoyance on my part, with Blizzard's asking for player feedback of a similar nature this past week. First we looked at affliction's concerns, and then we talked about demonology. This week, we'll round out the series by discussing what might come of destruction, the current wayward child of warlocks.
It's easy to talk about the problems that destruction faces now, as they're things that we see inside of the game, yet damage balance is a very fickle mistress. Numbers can be tuned at the drop of a hat; whether they are or not is an entirely different matter. Dealing in numbers and figures really is a simple matter. This week's focus won't exclusively be on the damage disparity that destruction currently suffers from, but rather the mechanical difficulties and identity crisis that holds it back. Damage is meaningless when Blizzard could easily hotfix in a random buff or nerf without a moment's notice; again, it's more so a matter of if or when.
Redefining burst
Destruction has often been something of the black sheep for the community. While the history of destruction is rife with success in terms of damage and representative popularity, it's never really held the same communal love that we see for affliction or demonology. The spec is a bit mage-esque, focusing on direct damage instead of pets or DOT effects. This tends to polarize some players against it. Yet, at the same time, this focus has been what makes destruction unique among the warlock specs.
While warlocks as a class overall are stylized as disablers with a penchant for attrition, destruction has held a long history of focusing on burst. The image isn't so far-fetched, and it's this distinction that many players feel is missing. A lot of the burst damage of destruction has sort of, well, been toned down. At the start of the expansion, this wasn't so bad in terms of overall damage because the spec kept up fine, but now even that doesn't hold true, which leaves many of us wondering where the spec is going to end up.
Before this can go any further, we must first define what is burst. To many players, burst is merely the simple act of dealing large amounts of damage within the confines of an extremely short time frame. Usually, burst happens either instantaneously via a single spell or two spells that land together, or it's the damage possible during a CC effect such as a stun, which can last anywhere between 5 to 3 seconds.
In many ways, destruction once placed a large focus on the former, though it has been slightly shifted off to the latter. That, I feel, is destruction's largest issue: It is confused with itself. It is desperately trying to cling onto that large, single-spell burst style while somewhat being transitioned off into the latter form of burst.
Bursting out for a change
The reality is that burst is defined by the area of gameplay you're in and how each matters plays into that as well. PVE, just as PVP, has burst as well, though it is slightly different. In most PVE burst situations, the window is around 15 or 20 seconds instead of 3 to 5. In either, the damage you deal in the full time limit is all that matters; dealing massive amounts of damage in 5 seconds matters little if you can't keep up for 20 seconds.
As I said, destruction is being pushed off toward a new style of burst that players need to be accustomed with and which the development team needs to work the kinks out of. Conflagration is still a high-burst ability, though it isn't what it used to be. Yet aside from that one spell, destruction really doesn't have anything else. What it needs is to complete the transition away from relying exclusively on Conflag's burst and instead have a burst window that consists of several spells.
Much of this already exists. Conflag already procs Backdraft, which reduces nuke cast time by 30%. It's a great start, but the problem with destruction is that even its most basic nukes don't really hit all that hard. Incinerate hurts, but it isn't that much more painful than getting nuked by a demonology warlock. While I don't want the focus to shift towards this topic, there is also the concern that's destruction's current damage just isn't keeping up to par.
Backdraft holds all of the answers to all these problems. Instead of merely increasing casting spell, Backdraft should also increase the damage of our nukes, probably by the same 30% (although I've not gone into number balancing work). This creates the extension of burst damage that destruction needs. No, it isn't all balled up into one spell, but Blizzard hates that, and it leads to balancing issues. However, getting hit by a Conflag followed by three super-quick, juiced Incinerates or a Chaos Bolt will bring someone down and do it quickly. That, my friends, is burst, and that is what destruction should be about.
Fixing Chaos Bolt
Speak of Chaos Bolt, that brings about another glaring issue that has faced destruction for several years now. Chaos Bolt is a spell that has no life of its own. It merely is; it exists, but it doesn't quite understand why it exists. The damage that it deals is only slightly better than that of Incinerate, which makes it worth casting, but that is all that it is -- a nuke with a cooldown that deals slightly more damage than our primary nuke. If you removed Chaos Bolt from the equation, there'd be little to make up for. If affliction lost Haunt or demonology lost Hand of Gul'dan, that would create a pretty massive balancing and rotation hole to cover up, but Chaos Bolt? No one would even notice it were gone.
The factor of it piercing through absorption effects is a silly addendum to add into a spell; clearly, it was designed exclusively for PVP because this factor has little to no influence in PVE. It's silly to create an entirely new nuke that a player must spec into for such a limited purpose. If you're going to add something as impressive as Chaos Bolt into the game, make it worth having that title. Have it do something, anything!
Ideally, Chaos Bolt should be slightly interactive with the rotation. The easiest solution would just be to have it deal additional damage, or cause a buff on the player which increases damage, or debuff the mob hit to take additional damage. All great remedies, to be sure, but that's all been done; let's have something interesting.
Have Chaos Bolt explode to deal fire damage to targets within 10 yards if you hit a target debuffed with Immolate. Have it warp Corruption into shadow-flame damage if the target is afflicted by it. This is Chaos Bolt! It's uncontrolled fel-energy being blasted at someone's face! It should do a little bit more than simply sting them a bit. Piercing? Could be interesting if it had any practical use, but it doesn't, so why do we care? Oh, joy, we can be slightly more annoying to priests and paladins every 12 to 10 seconds! ... Pass.
This is not in my contract!
Another aspect of warlocks that Blizzard took more than a little time revamping this expansion was pets. All of the pets have their own variety of uses with different buffs, utility, or debuffs that they provide. Neat, but mostly useless for a majority of the warlock community, particularly destruction. Destruction has been a slave to the Imp as much as the Imp is our slave for over an expansion now, and it makes me question why Blizzard revamped pets the way that it did.
In some respects, it is understandable; only demonology has no talents or special interaction with a specific pet that forces them to use that particular demon. But the problem is that by shifting our class utility onto pets, having any spec require a certain pet to perform optimally now becomes a major issue.
If you run in a 10-man raid group, utility is a premium, especially things like interrupts. Warlocks have a pretty good interrupt, but it's tied to the Felhunter. The Felhunter also brings the additional mana and mana regeneration buff, both of which are far more important than players often realize, and it has a Purge effect, which hasn't been too prominent in this expansion but has held a key role in many previous encounters. Yet it is impossible for destruction players to bring the Felhunter; I'm sorry, not impossible -- you just lose thousands of DPS.
In many ways, warlocks don't have a choice in pets; we have a choice in specs. Need the Felhunter for this encounter? Don't just bring out the Felhunter, switch to affliction which uses it as its primary pet. Need the Imp? Switching to the Imp as affliction or, at this point, demonology is silly; just switch to destruction instead and now you'll be using the Imp anyway. Pets haven't become a utility choice; the specs that utilize the pet you want is the choice.
It makes sense that demonology would be the spec that offers the most versatility with pets, yet I really feel that is the wrong direction to take the class. When the warlock's primary utility comes from which pet they choose to bring out, pets should be optional, not spec-dependent. Destruction needs to have its total reliance on using the Imp removed. Instead of allowing demonology the freedom to use whichever pet it wants, give the Felguard new utility that is entirely unique, something that warlocks don't already posses.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 2)
Revanel Sep 19th 2011 6:14PM
Destruction was one of my favorite DPS specs in Wrath, but in Cataclysm every time my 'Chaos Bolt' hits someone with the force of a wet noodle, I cringe.
heliolord Sep 19th 2011 6:17PM
My idea is to re implement the Grimoire system as something resembling the current glyph system. That way, we can teach our pets the utility spells we need while not having to redo talents so that other specs can use a pet with an important utility.
Aro Sep 19th 2011 6:30PM
Nothing about improved soulfire?
Tyler Caraway Sep 19th 2011 7:44PM
Improved Soulfire is nothing but buff juggling, and it's never been anything but basic buff juggling since it was implemented. Despite the complaints that many warlocks have about how the talent was changed, the simple matter is that the base mechanics of the talent have never changed.
It's never really been an interesting nor intricate mechanic, it's just been a "add a Soulfire into your rotation every 13 or so seconds to keep up this buff" talent. It's just like Haunt, only with a far more annoying cast time.
Erebos Sep 19th 2011 6:32PM
I'm disappointed to read this, since I just started to enjoy destruction on my warlock alt (main spec affliction). I've looked into demonology some, but I don't really like it, so destruction will probably stay my off-spec, except now I probably won't play it much anymore...
zEagleEye` Sep 19th 2011 6:47PM
I know it's been discussed forever, but what if ... Warlocks enslaved World Demons the way Hunters tame their pets?
The Hunter pets were standardized (DPS and talents wise) into three groups with their own characteristics.
Why don't Blizzard regroup the available Demons in similar three general groups and let us Locks enslave what we want?
At the moment it looks like a Hunter can choose one of three types of pets, and the one specializing in pets (Beast Master) has more options.
Let's do the same, except in our case we do not tame them - we enslave them with the Demo Locks having more options. The mechanic works well for Hunters and solves a lot of their different needs at different times while we are stuck with specific minions or suffer (results wise).
And if we go that route, why not give those minions a talent tree (same as Hunter pets) to enable speciailizations? I don't see it as Hunterizing the Locks - I see it as using a working viable mechanic for another class that needs it.
Now that I think about it, how loud do you think the noise would be if Hunters only had 5 available pets and in reality they had to use a specific one depoending on their spec?
God save Blizzard fro problems like that ...
Xayíde Sep 20th 2011 8:56AM
Mechanics-wise it would be interesting, but I don't think we really need any more class homogenization. There are other good options that maintain warlocks unique.
rapsam2003 Sep 22nd 2011 1:03PM
I've often wondered why "Enslave Demon" was so lackluster. It's like, "Cool...I can enslave random demons, but who really gives a shit?" One thing that disappoints me is that affliction no longer has the option of using either Succubus or Felhunter, as it did in the beginning of the expansion.
Also, the Voidhunter seriously needs a revamp. Yes, it's useful to people soloing quests sometimes during their leveling. However, it's really just useless beyond that...
Hellwraith Sep 19th 2011 7:05PM
Tyler, I agree on the Chaos Bolt issue. I remember when it came out, I gotta admit I was excited but because I was mostly enjoying PvP, and if I recall correctly back when it came out it even pierced through immunities (any can confirm or correct that?). Now that I've shifted mainly to PvE content, I just don't get the chaotic feeling. Those ideas you throw in there are great: I mean, Blizzard, come on! Put CB to do anything, even give it a debuff to amplify damage from the Fire and Shadow schools of magic.
And regarding the Imp debacle: yes, I'm on that Demonology should be the Master of Demons (Tautology? Yeah), but it's true that you have to spec in different talents to benefit from pets that add utility. Ok, make the Imp a better choice for Destruction DAMAGE, but allow another pet (perhaps an instant swap via Soul Burn, that doesn't tax greatly on DPS; just a weird idea that could be better developed, of course.) to deploy the utility that warlocks should be known for. When I chose my warlock as my first character, I read the descriptions and thought "yeah, a badass spell caster that brings ruin through suffering by weakening the adversary and pain by scorching their sorry a***s".
Delegirous Sep 19th 2011 7:30PM
You are correct, when first released Chaos Bolt not only ignored resistances but immunities as well, such as Ice Block and Pally Bubble. This was of course removed, sigh.
albanesp Sep 20th 2011 8:42AM
Nice idea, but Blizz needs to make sure it fits into warlock lore. Recall the quests we undertook (at least pre-cata) to make contracts with individual demons. Ah those were the days.
As much as I would love to see us dominate world demons, to do it right, they would all need to be given personalities, catch phrases and such.
lmnhd54b Sep 19th 2011 8:47PM
Question:
I just started a lock (first one ever). He is currently level 30. I chose destro and can honestly say I like it a lot. That being said I don't want to wait till the endgame and find I'm lacking in dps and have to relearn a spec at 85. So......
What, in everyones honest opinion about highest dps spec for locks?? And which pet should I use with which spec (although this article did help with this question).
Thx in advance for the responses :-)
Hob Sep 20th 2011 8:50AM
It's better to play a spec and rotation that you like. All classes and specs get "balanced", so if I said that Affliction is the best spec right now at 85, it might not be when you get to 85. And you may not like the way an affliction lock plays, and then find out the spec is not doing so well at end-game. Blech.
I love destruction on my 85 warlock; I have my own rotation and I'm happy with it, it gets the job done. It's not great for me in PvP, but it if I play it in a supporting role, it can be very good.
For soloing stuff, use your Voidwalker or Succubus ~ see which one you prefer. The voidwalker is like a mini-tank, it can provide you with a temporary shield, it has good threat generation, and it can self-heal when out of combat. The voidwalker's damage is not great, however. The succubus is not a tank, but more like a support dps. She can CC a mob, and does decent damage.
For dungeons, always bring out your imp.
/cheer!
Delegirous Sep 19th 2011 7:20PM
The backdraft idea is okay, but it still overlooks the glaring problem that it is dependent on Conflag which is of course dependent on Immolate, a spell that has no dispel protection. I agree with all of your points, but they seem to look at the discussion from a PvE prospective. I am not sure why it wasnt mentioned, but after reading pages upon pages of the feedback thread, perhaps one of the biggest gripes was Destro in PvP, I really thing this should have been discussed as it seems something the warlock community really wants to see changed.
Tyler Caraway Sep 19th 2011 8:08PM
Lack of dispel protection is not a problem. This may come as news to some players, but dispel protection does not exist any more. Moonfire and Insect Swarm have no dispel protection, yet multi-DoTing targets is still a viable and powerful tool for balance druid PvP. Demonology has no dispel protection for any of it's DoTs or debuffs, mages have no dispel protection for any of their debuffs, and the list goes on. The only class with any absolute dispel protection are Death Knights.
Affliction and Shadow Priests have deterrents from dispels, but they are not any means of absolute protection. What is it that you would be looking for with Destruction? You aren't ever going to get the RNG "Immolate has X chance to not be dispelled" back. So, what, do you want a talent which allows Immolate to stun targets if dispelled? Is that "protection?" Healers will merely dispel it, eat the stun, and then go about not caring.
The dispel system in of itself is entirely broken, but to proclaim that it is the dispel system alone that is holding back Destruction's PvP play, then you are grossly mistaken. Getting off an Immolate and Conflag is not nearly as difficult as players make it out to be, it can easily be done, particularly in RBGs. Working with other players to stun lock, Fear, Silence, or in many other ways disable a healer to allow the time it takes to cast Immolate and then Conflag is the least of Destruction's worries. Dispels need to be changed, but they aren't what's holding back Destruction the most in PvP right now.
Delegirous Sep 21st 2011 2:07PM
Well, i am not suggesting dispel immunity. We both know that that will never happen. But a penalty of some sort is definitely in order. A Stun w/ damage is actually a great idea. Or a Burning adrenaline style buff the lock gets if Immolate dispelled... there are options out there. I can say exactly how a healer will react to a deterrent in Destro, but I can say how healers react to UAs effects... they dont dispel it. Immolate is key not only for Conflag and its effect, but to get the added damage to Incinerate. Can you Immolate and Conflag before it gets dispelled? Sure. Can you keep Immolate up for its full duration and really make use of backdrafted Incinerates? Not likely. Immolate is key to the spec. Period.
I am also proclaiming that the dispelling of Immolate would instantly fix the spec. There are other issues that need to be addressed, some of them you touched on. But I am saying it IS an issue that came up again and again in the warlock community on class thread, and it warrants serious consideration.
Delegirous Sep 21st 2011 2:11PM
NOT proclaiming*... whoooops XD
Bellajtok Sep 19th 2011 7:20PM
I still feel that the future of Destruction lies with Bane of Havoc. It has so much possibility, but it's limited by the need for other targets to make it work. Which is disappointing, because Destruction works best at single-target by its nature. Destruction just needs a Bane that synergizes well with it's toolset! Or possibly an all-around buff.
Tyler Caraway Sep 19th 2011 7:47PM
Bane of Havoc was created to equalize the damage disparity that is inherent between Affliction and Destruction. Given that Affliction has much strong DoT effects, any encounter wherein those DoTs could be applied to multiple targets, Affliction's damage would vastly out-scale Destruction's. The only way to solve this issue without equalizing the DoT damage between the two specs, which would destroy their flavor, is to create a "cleave" like ability; enter Bane of Havoc.
BoH does it's job very well, perhaps too well, it all depends. Certainly the "skill cap" for the damage is much lower than DoT/debuff juggling as Affliction.
Talelon Sep 19th 2011 7:40PM
I totally agree with almost all of this, with two minor exceptions:
1) If Blizz wants us to use corruption as destruction maybe having some sort of synergy between CB and corruption like corruption boosts CB's damage slightly, and CB refreshes Corruption's duration. If it were like that, our DOTs would be much more streamlined. Then we could focus more on the fun of blowing things up and keeping up our other buffs (like ISF, stupid stupid ISF), instead of checking if corruption has fallen off.
2) I don't much mind the Imp as the 'pet of choice' for destruction, what I do mind is the Impowered imp talent. Our reliance on having our pet crit to give us a buff to instantly cast soul fire (and reapply ISF in turn) bugs the hell out of me. This is another thing that I think should be changed to buff Destruction. It could be another two-fold talent, something like the imp has x% chance to grant a buff that increases fire damage done, for X secs, and when you stack 3-5 stacks, you get your instant cast Soul fire. Bam! Two birds, one stone.. Our damage looks and feels better, and Impowered Imp is much more reliable.
well those are my two cents anyways