Apr 4th 2012 2:54PM Hm. Most of this sounds like more detail for less impact, kinda like what Destro and Demo warlocks have suffered through for most of Cataclysm. I like the idea of Apparitions being a castable spell, since they were pretty much just an inadvertent bonus when they happened, as I spent most of my time casting Mind Flay, which didn't allow me to move and increase the chance for their formation.
And while the tier 90 talents sound cool, they're also Holy, which means popping out of Shadowform to use them. I'm all about having access to healing for emergencies and losing my form to do so, but if I'm going to be compelled to pick lvl90 talents that do damage (what a DPS class is in the game for), compelling choices are not going to be those that are in direct opposition to how my spec functions. And, yeah, Embrace sounds like PVP-only, which means it will see about as much use as Dark Simulacrum does on my DK. Bummer.
Apr 2nd 2012 2:58PM I'm really conflicted on that. I loved the idea of having to discover the dungeons before queuing for them in Cat. I think the fatal flaw to that idea was them placing a starter dungeon (TotT) at the very end of the zone, rather than closer to the beginning where people could more easily find it. The first thing I did when Cat dropped was fly to the entrance of every dungeon I could reach so I could queue when I wanted. I think that emphasizes the exploring nature of the game, rather than the "stand in Ogrimmar and wait for the chime."
OTOH, I understand the frustration of not being able to queue.
I honestly hope that the dungeons are about the same length as Cat. I thought that was solid. I thought Grim Batol carried an immense feeling of history, though.
Mar 30th 2012 2:30PM I think it's kind of a rite of passage for paladin tanks to go into a dungeon without RF on because they've been questing as Ret or something like that, so at least we'll still have that. I agree a moment of silence is justified for soon never again being able to hear the whisper upon entering a 5-man:
"Um, do you think something other than Crusader Aura might be more useful?"
"Useful for whom?! I Leave Party 20% faster with it on!"
Mar 30th 2012 9:53AM Might want to amend clause #17 of your complaint. If things weren't allowed to change, then we wouldn't be getting our rightful green fire. Or would that be considered a metamorphosis?
Mar 27th 2012 10:27PM Never used it. In fact, for much of Cat, I didn't use Focused Insight, either, because when it was first designed, it was so inefficient as to be pointless. Only when they later added the 30% boost to the next heal did it become viable, IMO. Also, the only reason it's viable is the fact that Shocks are instant cast. I don't want to spend time casting LBs. That's time that I could be casting Waves and Chains.
We still have the longest average casting time of any healer. All healers benefit from haste. We NEED it (in direct contrast to my main spec: Enhancement.) Since we only have one real instant heal (the excellent Riptide, plus the largely irrelevant Unleash Earthliving), our heals have to hit hard when they get past the casting bar. Thus, Focused Insight serves the purpose of really only costing the GCD plus the cost of the Shock, which is bearable. But I usually don't want or can't spend the time to make use of TC.
I just don't think it was a good idea to begin with. I'm all about adding to my role as a healer. I'm frequently in the thick of things on my paladin, swinging away with Crusader Strike to generate Holy Power (and because I have the breathing room created by Beacon.) I'm constantly using Moonfire on my Druid, trying to get Omen of Clarity to proc (and because I have the time allowed by instant-cast HoTs.) I'm an Atonement Disc Priest, which means I attack to heal (even if the system still needs some tweaking.) All of those are roles which I'm glad to engage in because they're either generating extra bonuses or resources or contributing directly to my healing. It's not attacking for the central resource which enables me to heal in the first place. That's the flaw of TC and that's why I've never used it.
Mar 27th 2012 1:26AM More from GC:
As some of you have pointed out, the glyph of Demon Hunting in your beta build doesn't deliver on what I described above as the design. The newer version of the glyph, hopefully available in the next beta build, allows a warlock to toggle in and out of the off-tank / survival mode, more like the druid going Bear or the warrior going Defensive.
The new shapeshift granted by the glyph is called Threatening Presence (PH) and adds Taunt and Fury Ward to the normal Metamorphosis toolkit. You still get the damage reduction from mastery instead of the damage boost from mastery while in this form. You can also choose to go into normal Metamorphosis even if you have the glyph. Let us know how it feels.
We appreciate all the feedback and passion on this topic. We expected this glyph would serve a pretty niche community and were surprised at how many players were excited about it. We are still in beta and are still very much experimenting with what kind of gamplay we can deliver in glyphs.
Mar 27th 2012 12:46AM Kaga, here's a thorough breakdown of what Demo warlocks are currently constructed to do in Mists and what the glyph does in Mists: http://us.battle.net/wow/en/forum/topic/4254517075?page=1#1
It screams "tank" from one end to the other. In addition, since changing glyphs isn't possible in the middle of combat, it's not feasible to use it as a "situational emergency button type thing", so the only idiot here is you. The rest of us actually did some research around said data mining and constructed our arguments on what was presented like normal, rational people.
What they've done is create a glyph and an entire system of functioning (Metamorphosis, Nether Plating(!)) that is essentially a gimmick. GC says "character customization" but no one playing DPS wants to hamper their DPS using their signature ability on the off-chance that the tank might go down and they have to take over. It's not just a gimmick. It's a stupid gimmick. Why waste developer time and space on such a thing? The natural assumption is that they're not wasting time but are, instead, adding the option to tank which is not only an innovative idea but one that contributes to the game as a whole since tanks are the bottleneck in the LFD and LFR queues and another spec is a bonus to everyone.
Try thinking before posting next time.
Mar 26th 2012 10:49PM And, thanks for nothing, GC. Demo tanking was the most exciting thing I've heard about Mists so far...
Mar 26th 2012 10:09PM Apologies for the rampant typos: "funy" = "fun"; "their thing"; "whose most damaging".
I was rolling.
Mar 26th 2012 10:05PM As others have elaborated, the glyph actually does a lot more than the initial look would say. There is so much in the beta that contributes to the idea of a Demo tanking ability (Nether plating, a clear tank skill, is baseline for Demo) that it seems mildly ridiculous NOT to expect it, at this point.
Furthermore, I haven't read cynwise's article yet, but I think the idea that warlocks have faded in popularity because they're too difficult is more than a little self-serving. It's challenging to max out my DPS on my Afflock/Destrolock but not really that much more than any of my other toons. Warlocks simply lack identity right now.
We're half-assed hunters, as none of our pets can even approach the level of variety and ability that hunter pets do and, in point of fact, only 3 of our 5 permanent pets are ever used, anyway. The 4th, the Succubus, was used for as long as a bug in a glyph made her the queen of DPS, but when that was fixed, we went right back to same old, same old. And that isn't funy anymore.
Affliction does the same thing as shadow priests, but those same priests look cool while doing there thing and can also switch out to be a backup healer. Destro is a half-assed fire mage without the insane number of procs. Plus, the major finisher for that spec (Soulfire) was bugged for half the expansion. And Demo has been a half-assed Destro for most of Cat, using the same spells (except for Hand) and having even fewer procs than fire mages. Using the Felguard was ok, but see the above mention of being a half-assed hunter. Furthermore, the ultimate ability of each spec was boring or not useful.
Unstable Affliction: Yet another DoT that had tremendous impact in PvP but relatively little in PvE (where DoTs aren't often dispelled.)
Chaos Bolt: Another method of blasting an opponent with, again, more relevance in PvP than PvE, since resistances aren't as huge an issue in the latter.
Metamorphosis: Turning a ranged DPSer into a melee DPSer who most damaging abilities are... still ranged spells. Huh?
The designers' vision for warlocks has been in hiccup mode since BC. Soul shards were always clunky and have remained so to the present day. This is the first major overhaul the class has gotten since vanilla, where others have had repeated major changes since then. The class became less popular because it lacked direction and said problem led to it being less fun than most of its closest parallels: Spriests, Fire mages, and hunters. Why play something half-assed when you can play something cool/
It seems like the intent to make a real and unusual tank spec is present. Having a sixth tanking spec is every bit the boon that having a sixth healing spec will be. Since tanks are the rarest element in the dungeon and raiding queues, how could it possibly be a bad thing to have more of them? This would be the first truly innovative thing done with warlocks since vanilla. Why not hope that the devs continue forward with something original and, combined with 2 new resource systems and a real division in spec abilities, make the warlock that much more fun to play?