In this thread, please post your feedback on the revamped Warlock talent tree, once you’ve had a chance to test Warlocks in the Alpha.
Thank you.
In this thread, please post your feedback on the revamped Warlock talent tree, once you’ve had a chance to test Warlocks in the Alpha.
Thank you.
These trees were built to emphasize the strong thematic and rotational gameplay that is already present with each specialization.
That said, we are making a few changes to address the pain points we’ve experienced while playing and concerns that have been brought up by the community. You can read more about these changes below and our thoughts regarding why the change was made.
Welcome back to Azeroth, Warlocks. We look forward to hearing tales of the chaos you’ll rain down across the Dragon Isles. Be sure to let us know your thoughts, our Eye of Kilrogg will be actively watching your discussions.
From today’s Alpha update notes:
Greetings Warlocks,
Our Eye of Kilrogg has been watching the community discussions unfold over the past two weeks and we have several changes that we’re summoning into this week’s Alpha update, based on the feedback we’ve observed. There’s a lot to cover with Core and each Specialization tree receiving significant changes, so grab your Healthstones and let’s dive into our grimoire of updates:
We took another look at the Core tree and came to the same consensus that a lot of the community shared: while it was cool to get access to buttons previously unavailable or completely new, it created a lot of button bloat and added some additional mechanical complexity to each rotation. In lieu of this, we’ve cut out a lot of the throughput centric talents (Devastating Bolt, each of the Pacts, etc.) and introduced (or re-introduced) some utility talents in their place. Here are some examples of spells you can expect to see:
Additionally, the following abilities are now implemented and testable:
We’ve also rearranged some talents, such as moving Accrued Vitality and making Demonic Circle much more accessible.
By removing excess throughput from the Core tree, we have more freedom to funnel it into the specialization trees and focus on amplifying each specialization’s rotation.
Our primary goals with this pass of Affliction are to remove a lot of the button bloat introduced during the first pass, remove excess rotational maintenance, and focus on Affliction’s single target toolkit. With these goals in mind, we’ve removed: Deathbolt, Death Dealer, Pact of the Nathrezim, and Malefic Wrath.
With space being a bit freed up, we have some new talents and changes that we’re excited to get feedback on:
We’ve also rearranged several talents on the left side of the tree. We will continue to watch for feedback and will be tuning as we continue to test.
Overall, we’re happy with the community’s reception of the Demonology tree but have some changes and iterations we’d like to make.
Like Demonology, we’re happy with how the Destruction tree has been received. We’ve implemented many tuning changes for Destruction, and a few changes to spells based on feedback:
That’s it for now! Thank you for all the feedback and discussions. We’ll Demonic Circle: Teleport back here when we have further updates to share.
Here are the development notes for Warlocks in today’s update:
Some Destruction updates in today’s Beta:
In this thread, please discuss ongoing changes to the Warlock class in the Guardians of the Dream PTR.
Demonology’s damage profile is currently too reliant on Nether Portal and Tyrant windows. In Guardians of the Dream, we’re redistributing this power to other parts of Demonology’s rotation and decoupling the synergy between these two cooldowns so that they can stand on their own rather than being dependent on one another. We still want Nether Portal and Demonic Tyrant to be impactful, powerful cooldowns – just not the only source of meaningful output for a Demonology Warlock.
With the PTR build that went live moments ago:
In this thread, we’ll be testing and talking about Warlocks in The War Within. Look here for posts from the development team as adjustments and bugfixes are made throughout the testing period.
Please note that off-topic or inappropriate posts will be strictly removed.
All classes’ Hero Talent trees are available for testing. Please keep in mind that this is a Beta environment:
The combat design team has two big areas of focus at this time:
Alpha feedback thus far has been of great benefit to us.
Now that we are entering Beta, our focus on Hero Talent trees is shifting away from reworks and design changes and towards tuning and refining. We want to thank you so much for all the forum posts, videos, and discussions all over the internet. Your feedback and impressions have been invaluable for bringing their identities to life and making them fit into what you love about the classes you play.
We are looking forward to hearing from more of you as you get a chance to try Hero Talents for yourself. We are specifically interested in feedback or impressions on these topics:
Feedback throughout the Alpha test was highly impactful on our design of the game, and we look forward to refining every class with you in the Beta. Thank you!
– The World of Warcraft Combat Design Team
Hello Warlocks.
This beta build contains several changes that have been implemented based off feedback we received over the past few weeks. Before we dive into those though, we wanted to thank you for the bug reports that have been sent in. We are continually working through those reports so expect fixes in this build and future builds.
Without further ado, let’s get into some of the changes you’ll see for Warlock in this beta build.
We’ve redesigned Doom to be passive, like the seasons 3 and 4 tier set bonus in Dragonflight. The primary reason for this change is to reduce the increased number of actions per minute we observed during playtesting. Additionally, Demonology has a lot of plates to spin as it is, and it felt that adding an additional cooldown to watch was a bit much.
It is also because of this reasoning that we’ve removed the cooldown reduction for Power Siphon from Blood Invocation. Further, Blood Invocation caused a desync with most Demonology’s cooldowns.
Summon Infernal has returned to the center of the Destruction tree to serve as a powerful cooldown for players to look forward to unlocking while leveling. We’ve returned Dimensional Rift to the third section as well with a new talent that adds cleave functionality to your rifts.
To retain accessible pathing through the center section of the Destruction tree, we’ve had to remove Infernal Brand and condense Crashing Chaos and Rain of Chaos into a choice node.
Thank you for the feedback and we will continue to keep an eye out for any further feedback and discussions.
We’d like to call your attention to adjustments we’re making in the next Beta build.
Greetings Destruction Warlocks.
Due to an increase in the Soul Shard generation available to Destruction, we are seeing that Rain of Fire is overtaking the role of Chaos Bolt as the primary damaging ability in single-target encounters. To address this, we have deployed the following changes to Beta:
Destruction
Diabolist
We will continue to watch and test and make further adjustments if needed.
Thank you for the feedback!