#0 - July 2, 2009, 6:08 p.m.
Q. Where do warlocks fit into the larger scope of things currently and where do we see them going from this point forward?
Ghostcrawler: The warlock is a caster -- a ranged damage dealer. They can fill only one role, which makes them a “pure” class as opposed to a hybrid. Warlocks have a reputation for trafficking with darkness, and their spells and abilities reflect this -- demons, curses, drains, fears. All warlocks rely on damage-over-time spells and demonic pets to some extent. The Affliction tree focuses on damage-over-time spells, curses, and shadow magic in general. The Demonology tree emphasizes the damage and abilities done by demons. The Destruction tree gives up a little of both to become a little bit more like a mage with direct damage and fire magic. Overall, the vision is for warlocks to feel less fragile than mages. They have historically had higher health pools and easier to sustain mana, but fewer emergency escapes. Keeping the mage and warlock feeling distinct is a big challenge. They fill a similar role and share similar gear so sometimes even the profiles of their character art look similar.
Going forward, we want to try and make the warlock experience more different from the mage. Our new plans for Soul Shards will help here. We want to make them a core mechanic instead of a minor feature that can be neglected at best and feels tedious at worst.
We’re happy with the relative damage done by Affliction and Destruction. Depending on which Lich King patch you look at one or the other are slightly on top, but they’re close. Demonology still seems to lag a little behind. We think there is still room for a strong Felguard build in there. It might be that the pets still require too much management or it could just be that the rotation isn’t as interesting as the ones Affliction or Destruction use right now. Demonology suffers from a little bit of the same problem as the Beastmaster hunter, which is when the pet is such a big part of your damage you are crippled in moments when the pet is killed or ineffectual.
Except for a brief moment early in Lich King, warlocks have been under-represented in PvP and we want to see more of them. We don’t want to get there through fear bombs, though. In fact, we think the damage locks can do is in a pretty good place. The problem is survivability, especially when stunned. Now some of the 3.2 changes are going to chill out damage across the board and we are increasing the survivability of pets in PvP. Both of those changes should help warlocks, who historically have been a little better in endurance fights than quick scrums. If those changes aren’t enough, we’re prepared to make additional ones.
Lich King made the warlock pets more interesting but we think there is still a lot of opportunity here. Some of the pets have abilities that just don’t get much use (Imp Fire Shield anyone?) while other pets could benefit from a couple more abilities. The voidwalker for example does all of his damage through just a simple autoattack. While we are slightly positioning the imp as a Destruction pet and the felhound as an Affliction pet, we think we can make the choice of what demon to use at a particular time more interesting. The succubus has too narrow a niche, and the voidwalker is still used mostly as a level-up pet.
Q. What is it that makes them unique compared to all other classes?
Ghostcrawler: Demons are a big one. Warlocks are a pet class, but they gain more of their own power from their pets and can make their pets do more than say a hunter or death knight. The way they do damage is different from a mage because a lot of their damage, even for Destruction, comes from damage-over-time spells instead. Warlocks bring some utility that doesn’t strictly increase raid damage, so we feel like it’s fine to keep those abilities unique to the lock -- things like summoning and health stones. But again, we think the real way to keep warlocks from feeling like mages with pets is to do more with the Soul Shard mechanic.
Q. Soul Shards is subject that has been a constant amongst warlock players since the launch of the game. While we've made some minor improvements over time, players still find Soul Shards to be an annoyance. Are there any plans in motion to make further improvements to the warlock Soul Shard system?
Ghostcrawler: Yes. As we have hinted on occasion, we have a revamp of the entire system in the works. This is a big change, beyond the scope of the 3.2 patch, but we are confident -- CONFIDENT -- that the new system will be something warlocks finally enjoy. (I’m sure I will never, ever regret saying that.) We hope to be able to talk more about it at BlizzCon, but the basic idea is that shards provide a combat boost when needed without becoming a resource that needs to be farmed. Currently too many of the shard abilities are maintenance-like things such as demons and stones. Blowing a stone should be a big deal -- an exciting moment. We want to make shards fun and remove the hassle, but we want to make them a core part of the warlock experience and not a marginalized feature.
Q. Most DPS classes can spend three (or less) talent points to decrease their threat by 30%, while warlocks must spend four talent points in two different trees to gain a 10% drop in threat. What are our thoughts on this, and why the discrepancy?
Ghostcrawler: There are a couple of situations like this in the warlock tree. The essential problem is we want locks to be able to go down their different trees. When you have something important like threat-reduction or range, it either needs to go very high in the trees where everyone can reach it, or you need to have duplicate talents that essentially accomplish the same thing. The problem with the latter approach is that confusing things can happen when you get both talents -- either they stack (which is too powerful) or they don’t stack (which can be confusing or make talent builds difficult). The way we have tried to solve the latter problem is having some talents affect Fire / Destro and some affect Shadow / Affliction. Of course the problem with that approach is that warlocks use both kinds of damage spells. We recognize that we need to solve this problem, but sliding a lot of talents around is the right way to do it, and also beyond the scope of 3.2. See below for a partial solution for the threat problem though.
Q. As a follow-up to the last question, would we consider giving warlocks a better "aggro dump" ability? Currently, their one "aggro dump," Soulshatter, has a long cooldown and costs a reagent.
Ghostcrawler: We are going to lower the cooldown of Soulshatter to three minutes. We don’t think the shard cost is a big expense in PvE situations. Threat-dump abilities are tricky to balance. We don’t want these spells to feel rotational -- you aren’t supposed to do say Curse of Agony, Immolate, Soulshatter, Curse of Agony, Immolate, Soulshatter. They are there for emergencies.