#0 - Jan. 28, 2009, 7:51 p.m.
I’d like to preface this analysis with a self-indulgent reference to what I call “The Forum Mindset” (the original thread is here http://forums.worldofwarcraft.com/thread.html?topicId=14318865522&sid=1&pageNo=1 ). The idea being that, when discussing changes that need to be made to underpowered or overpowered classes (read: balancing changes), people have a tendency to either A) Overreact to suggested additions to the class (“omg OP”), or B) Accept existing abilities solely on the basis of the fact that they already exist. That definition does not quite do the concept justice, but it’s the basic idea.
If you’re going to take the 10th place class in all three brackets, approximately four times less represented over 2000 than 9th place, and adequately adjust the class, you will have change it in ways that enable the class to do things it can’t currently do. The Damage Dealing Forums, as wonderful as they are, fall victim to The Forum Mindset far too often, and you’ll hear things like “If Warlocks had that, then they could get Fears off and kite”, or “If Warlocks had that, then they’d be able to put out a lot of damage”, or “If Warlocks had that, then they’d be difficult to focus fire”. Uh, yeah, we know. That’s the idea.
I know a couple paragraphs is not going to cure most people of this condition, but for the few that are unusually self-aware, I recommend that you keep this fundamental truth in mind: if Warlock class changes don’t result in Warlocks being able to do things they can’t currently do, they will not be improved.
With that, let’s get on to the analysis. I will touch on very specific talents towards the end, but the bulk of this will be on more generic Warlock issues that need to be looked at.
Fel Armor and Demon Armor
They’re too strong.
Yes, you read that correctly. Put another way, Warlocks are too dependent on them. The Armor mechanic, like Auras and Aspects, are tools with which a class can adapt to a particular situation. Paladins can give themselves a little extra Armor, little less pushback, little more Spell Resistance, Mages can give themselves a little more crit, shorter CC’s, or a more effective way to kite. The Warlock version is Damage vs Survivability. Seems reasonable, but when you look at the actual numbers you quickly realize that Warlock Armors represent a considerably larger proportion of the class’s “potency budget” (for lack of a better phrase) than do those of any other class.
Fel Armor represents over 20% of a Warlock’s damage output. That is beyond substantial, and no Armor/Aura in the game comes close. Demon Armor gives (with the standard 17 points in Demonology that every PVP Warlock in WoW will have for the entirety of WOTLK) 26% extra healing AND ~12% extra physical damage mitigation. Again, unbelievably huge and unrivaled in the game.
The result is that Warlocks are forced to choose between losing more than 20% of their damage (quite a bit for the pure DPS with the slowest method of PVP damage) or dropping 26% extra healing and ~12% physical damage mitigation. That’s too much.
So what’s the answer? There are two options. The first is to buff every base stat and spell coefficient for the class across the board to allow for nerfs to both Armors, making it more reasonable for Warlocks to have to choose. That option is probably impossible. The second, and more reasonable option, is to simply combine the Armors. Warlocks cannot be asked to choose between two Armors, both of which they are unprecedentedly dependent on, and only one of which they can use at a time.
Combine Fel Armor and Demon Armor.
