Blood Pact: Learning from the witch doctor

I have been grateful as of late to have been invited into the Diablo 3 beta. While this might just seem like some bragging that has no relation to WoW, you couldn't be more wrong. If there is one thing that I have learned while playing through Diablo 3, it is that the game has been heavily influenced by the many paths that WoW has taken over the years. While the ARPG and MMO genre may not appear to have much crossover at first glance, the fundamentals are all there, more so in a game such as Diablo.
The witch doctor class in particular has been heavily inspired not just by the Diablo necromancer but also by WoW's warlock, even going so far as to have the Haunt spell, much in the same capacity that we do. As much as the development team has clearly learned from WoW, I think it is fair to say that there are quite a few things that went into creating such an amazing new game, and some of those things can also be brought back into WoW.
Taking that which we need
One of the key aspects of the witch doctor is something that warlocks are very familiar with: draining the power to sustain yourself from your enemies. With spells such as Drain Life and our multiple talents that allow us to refund health from certain abilities, stealing away the health of our foes in order for ourselves to survive is a common aspect to warlocks. The witch doctor, too, shares many of these same abilities, but he actually takes it one further. While the witch doctor can drain the life from his victims, he is also capable of draining away mana as well.
We all remember Drain Mana and the sad day it was ripped away from us, but that isn't entirely what I'm talking about. Non-player characters in Diablo don't have mana to steal; instead, witch doctors have several options for abilities to allow them to refund mana from the damage that a spell deals. All of this got me thinking, why don't warlocks try the same?
There's already a similar type of ability in Mana Feed, but the focus there is on the pet, and it isn't based off of damage but rather just refunds a percentage of our total mana. What if some of that were tweaked a little bit, perhaps in affliction or destruction, to have a few talents that cause certain abilities to refund mana based on the damage of a spell? It's a rather neat concept. With Mana Feed, warlocks are currently able to completely ignore mana anyway, so what does it matter if we recreate that system but do so in a fashion that's more true to warlocks?
There is a hiccup, and that is Life Tap. Life Tap is generally our mana source and the flavor that it brings to the class is notable in its own right. The idea that warlocks have no moral opposition to drawing out magical powers from their own blood, should they find themselves trapped without the ability to fuel their spells through more traditional means, is certainly demonic in its own right. It would feel wrong to completely wipe away the need for Life Tap, although this tends to happen on its own in one way or another as expansions progress, anyway.
It's a minor thing, more flavor than anything else, but leeching away health and mana from those that suffer from your spells is an interesting concept, and it suits the warlock rather well. It'd be neat to at least have the option in one of our talent trees.
Disabling before the kill
A key aspect of the witch doctor is his ability to control mobs, which is vastly different than any of the other classes in Diablo 3. Not every ability that he has is focused on damage, and his more defensive skills aren't exclusive to merely reducing the damage he takes or increasing his run speed to get him out of a tight spot. Instead, the witch doctor focuses on various methods of controlling his foes through abilities like Hex, which turns random targets into chickens; Horrify, which sends them running off in fear; or Mass Confusion, to force combatants to attack one another.
Control is a very big part of the witch doctor's skill set, just as control is much a part of the warlock's. Warlocks have many control abilities as well, yet when it comes to actual PVP action, a majority of these skills are tossed to the curb. We've multiple ways in which we could force players to stand down for a time, yet over the years, these skills have been a constant target for nerfs and complaints. Much as Onyxia deep breathing more, Fear would also seem to break sooner. These repeated nerfs have left our control as something to be desired. Sure, we have it and still use it, but it isn't nearly as powerful as it once was, nor is it really effective in the way that it should be.
The reasoning that we've been given is quite clear: Players hate to die when they don't have control of their character. It's understandably frustrating; you feel as though you can't fight back. I think we all get that. Yet Fear, and warlock control in general, has almost been exclusively targeted by this. Keep in mind that Fear has the most counters out of any of the control abilities out there; on top of being dispelled, as with other effects, there's Will of the Forsaken, Fear Ward, and Berserker Rage, which can remove it, prevent it, or make you immune to it.
Fear has been struck down so many times that it just doesn't feel like the control ability it should be. No, warlocks shouldn't be able to take you down to 50% health in the duration of a Fear, but doing some moderate damage from DOTs really shouldn't instantly break the effect. Fear isn't like Polymorph; it is more akin to a stun. Classes with stuns rely on being able to deal that damage during the effect in order to get their kills; we, too, rely on Fear damage. Allowing warlocks to be what they are and excel at what they should isn't so much to ask.
Weakening foes
There is another underrated function warlocks already posses that shows up in many ways with witch doctor abilities. Warlocks have been known since release as the debuffing class. Although many players today seem to forget that we even have skills like Curse of Tongues and Curse of Weakness, both of which are extremely useful, a part of that is due to Blizzard's destroying these abilities in the first place.
There's a problem with introducing Tongues back into PVE content. The cast times of mobs are all finely balanced; if you allow Tongues to work on them, then it's virtually the same as flat-out requiring the debuff. To be fair, this effect can come from several places -- a few hunter pets, death knights, arcane mages, and rogues -- but this is one of those fights that I feel isn't worth taking on because you'll never win it. That's fine. It's cool -- we don't have to have Tongues back in PVE, and every tank applies Weakness on his own, so that's good too ... and balance druids and unholy death knights passively bring Elements ... so, well, I guess that's super, as well.
What was once the premier debuffing class in the game has now been reduced to practically having the worst debuffing abilities of them all. That's slightly unfair to say; Elements is still a great raid debuff that sees its use time and time again. But do our curses really play into the game at all other than that?
Curses should be another fundamental part of our PVP tactics, yet I've rarely ever seen a warlock use anything other than Elements. Sure, that 8% additional damage is stellar, but having Weakness on a rogue or Tongues on a mage is a heck of a lot better. Not everything you do has to center around the more damage, more damage, more damage mindset; a lot of times, it's all about staying alive. Disabling those who try to kill us by Crippling their offensive abilities should be a strong countermeasure.
Yet not all of this can be blamed on warlocks or our need to constantly fuel larger and larger numbers. Curses have largely fallen by the PVP wayside because, as with every other debuff and DOT out there, they can be stripped away by healers in an instant. Now, not as many classes are capable of removing curses as they are magic effects, but there's still a wide number of them, and it happens in a flash. We've known it for a long time now -- dispels are simply far too powerful -- yet that conversation has always revolved around DOT-based damage, without any consideration for the multitude of other debuffs out there that classes rely on.
Curses should be an important function of our defensive mechanics, yet it is difficult for Blizzard to actually do this because they can be stripped away far too easily -- and that's often what does happen. Now, clearly we aren't talking about mages because you won't believe how many will sit there trying to cast with COT on them, totally oblivious to the fact that they could just remove it themselves, but healers are generally on the ball with these things. It's sad that we have such great utility that we could offer yet can rarely make use of it because the entire system can be blinked away in an instant.
Filed under: Warlock, (Warlock) Blood Pact






Reader Comments (Page 1 of 1)
raleighpop Oct 3rd 2011 7:36PM
Tyler, great article. I would like to know what you think blizz could do for souldburn and affliction warlocks.
thanks.
Competition Oct 3rd 2011 8:02PM
I honestly don't see how making us more control-based instead of damaged-oriented makes anyone happy. We can't kill anything with this model and they can't kill us, might as well just be a healer in PVP. WoW PVP has understandably shifted towards utilizing cooldowns as the focus of combat and I'm fine with that, but I will agree that Fear has just not been the spell to build the class around. Why even have it if it causes such a balance problem? Turn it into a stun, which could make perfect sense, and makes it easier to balance instead of having to play the arms-race of needing to nerf it and counter it with so many spells.
rapsam2003 Oct 3rd 2011 8:30PM
If you're able to control and damage, it would make a lot of people happy. The original pvp lure of a warlock was that they could fear you and DoT you up. Now, DoTs break fear. However, making fear a stun would fix this. 3-5 seconds where you can DoT up the target and run is great. A skilled warlock could potentially kite his enemy all over the arena with a fear that stuns.
Matthew Oct 3rd 2011 9:55PM
To Rapsam:
You have different versions of Fear though, to counter that
1) Death Coil
2) Fear itsself
3) Howl
4) Hand of Gul'dan or Shadowfury
(PS, a savvy Shadow Priest can near mimic this except they use Psychic Scream, Horror, and Mind Control)
Personally, the beauty of being a warlock is not the DPS but the CC. I LOVE IT.
As someone who also plays a non-warlock (see above) I like that fear is broken with dots. Otherwise it's just too OP.
Jamie Oct 4th 2011 7:09AM
Yes but of all of those, you have nothing to fear but fear itself.
Natsumi Oct 4th 2011 11:38AM
@matthew
Fear and Howl share DR, so technically they are the same thing.
Death Coil is a Terror effect, not a Fear effect, it also only lasts 2.5 seconds (glyphed) and has a 2 minute CD.
Hand of Gul'dan is not a stun, nor is it a Fear. http://www.wowhead.com/spell=71521
Shadowfury is a deep Destruction talent, the majority of Warlock PvPers are Affliction or Demonology, they have better survival abilities.
Horror is a Terror Effect and does not share DR with Psychic Scream.
Mind Control is not a Fear nor is it a Terror, so it also doesn't share DR with those abilities.
Sqtsquish Oct 3rd 2011 8:40PM
curses need heavy heavy dispel protection- mostly due to the fact that alone they cannot kill anyone.
Scunosi Oct 3rd 2011 9:18PM
It sounds like most of the things you want would be great; if PvP fights actually tended to last any considerable length of time. Of course Locks are going to use Elements when pounding someone to dust in 10 seconds is the obvious choice. If fights took longer then yes, coordinating control and more specific debuffs would make fights more interesting and tact-centric, but as-is things are just too fast and furious to think Warlocks could ever fully debuff a person before they're already dead.
Matthew Oct 3rd 2011 9:52PM
Mages can remove curses. Best to apply Tongue to a Priest (insert inappropiate joke here).
Of course most mages don't know they've been tongued. (insert other inappropriate joke here).
I like to Bane of Doom Rogues. Lasts a darn while, and they forget they have it except when they stealth and *bam* no more stealth for you. In BG's of course.
Hellwraith Feb 15th 2014 9:34AM
Awesome article. This is what I've been longing since the old days, perhaps not the exact numbers but the concept: for me the Warlock has always been debuffer. That's the reason I chose the class in the first place.
I love the idea that Tyler mentions about getting back mana, and honestly I feel it more... warlocky than Life Tapping for it; there's something about stripping the life and energy force of the enemies instead of sacrificing MY health that simply but beautifuly describes a Warlock (at least for me). I don't see how what Mr. Caraway proposes, about having some talents or spells steal mana and life from the enemies, could not work. Perhaps Life Tap could be a type of "oh shit" spell to replenish lots of mana, or apply some buff that would make people want to use it more, or merged with SoulBurn for a greater benefit.
On the matter of curses and debuffs, I remember when I just loved watching enemy casters taking for ever to fire that spell because of Curse of Tongues, or melee ones struggling to move with Curse of Exhaustion. I, honestly, would love to play a character for the debuff, and perhaps the annoyance, aspect of it. Seriously, if given the opportunity to chose, I would go for a debuffer master class rather than for a pure DPS. I know that for PvP it might be too OP, or for PvE it might not have a niche at the moment, but I would love to see these curses and debuffs come back and have a relevance for class flavor. Perhaps SoulBurn could affect these curses, or some talents or spells twitched a bit for extra effects.
In some way, I think it's just the way I feel more like a warlock: through despair and chaos, we bring pain and suffering.
Again, great article Tyler!
marcoscr05 Oct 4th 2011 1:15AM
I love warlocks...my first toon was a warlock and I've lvl up like 3 or 4 of them. But as time goes by it seems weird...at least on pvp.
I feel like we cannot really use the potential...maybe i just suck...but I'll try to explain a little what i mean...basically i feel that everyone can counter us...and that's maybe ok...but sometimes I just feel that blizzard wants us to be cloth tanks on pvp against certain classes (i'm looking at you dks and warriors). And I do understand that the allmighty warlock should die 'cause a living warlock = a dead everything else...and dispells are so damn powerfull...for pve you may need them that way...but we need some protection here...I know...warlocks are so awesome they always get a nerf and continue to be awesome...but stop now...seriously or a really nasty fire/shadow damage will happen to anyone involve in those decitions.
On pve it would be great to get more utility and debuffs that may be unique...of course blizzard doesn't want to create a "must have" class for raids but we are warlocks...and future rulers of the world MUAHAHAHAHA we should be unique.
I seriously think that classes should feel more unique and forget about the "must have" class problem...we should all be a must have class damn it.
Kendro Oct 4th 2011 2:08AM
I do agree that the devs need to go play the witch doctor for a few weeks then come back to the warlock class, but that isn't all I think. I think they should also go back to their pen and paper roots, and play a handful of 4e games, with the necro spec and warlock class in there. I mean the warlock class in 4e just has so much stuff, spot on, in terms of aesthetics, and feel, yet doesn't compromise balance.
DragonFireKai Oct 4th 2011 2:10AM
So, what I'm getting out of this article is that warlocks need to learn how to throw spiders at things. I can get behind that.
Fletcher Oct 4th 2011 4:40AM
The purpose of warlock T12's design revealed!
Andrew Super Oct 4th 2011 10:02AM
D3 is going to be awesome. It totally looks like WoW mixed with Diablo, can't wait!
bilbomoody Oct 4th 2011 2:01PM
I, for one, always use Curse of Tongues in PVP. I agree wholeheartedly that CoT is much more powerful in the long haul that Curse of the Elements. I primarily play PVP in battlegrounds, and have only been in arenas a handful of times, but in either area throwing CoT on a healer is a great way to keep them busy just a few seconds longer. Whether it's just the gcd or two it takes for them to dispel or the 30% added to each cast, that time can be used to burn down the other players with some burst.
In arenas, dispels are used much more frequently than in the bgs, and so it doesn't have as much affect on players there, perhaps making dipels of player based debuffs cost more mana would be a nice fix because it would make a player choose whether they wanted to dispel something or use that precious mana somewhere else. In bgs, however, I can't count the number of times I throw CoT on a healer and watch them ignore it the whole time, I can imagine them sitting at their keyboard yelling at the game wondering why it's taking so long to get off those spells, lol.
Siaperas Oct 4th 2011 2:05PM
Part of the issue between Diablo and WoW is the way both games are balanced. The game experience from day one is designed with one v one combat as a base. If a single mob is too powerful for you to solo, you bring friends. WoW also tries to balance pve and pvp. Diablo on the other hand was designed with you versus all the legions of the Hell. The developers of Diablo 3 also stated they are not going to balance pvp.
This gives classes different things they can do in Diablo than WoW. Control is important because it's not you against one-five mobs (which can result in death to pull that many) it's you against a steady stream of enemies aiming to tear you apart. They're not waiting for you to pull them, they're hunting you down. That requires different types of control and damage with little to no downtime.
locksoflocks Oct 4th 2011 6:58PM
I personally love the idea of using a soul to make the curses better, maybe curse of toungs becomes undispellable, or Exhaustion makes the target unable to move (similar to a root), as for elements, makes it explode (when removed) doing the extra damage it has allowed (divided evenly) to all enemies in X radius.
Doing this for us would make Soulburn far more useful (not just in PvP) but also allow us to use those spells far more often.
I do love the comparison between WoW and D3, I now know which too to make 1st when D3 hits the shelf.