This post is the fourth in the Decline of Fall of Warlocks in Cataclysm series.
Why are some warlocks doing well in Cataclysm while the class, as a whole, is shedding players?
I’ve been thinking a lot about this question a lot since the last post in this series. While the overwhelming feedback I’ve received has been of people struggling with their Warlocks, there’s been a decided minority saying the opposite. I’m having no problems at all, I enjoy the complexity, we’re not broken.
Both kinds of feedback are important to listen to. It’s human nature to put weight into opinions which agree with our own, and dismiss those which contradict. Whatever reasons there are for the struggles of the Warlock class in Cataclysm, they have to take into account that the class did not fall apart everywhere. The mechanics and playstyle are adequate at the highest levels to not warrant immediate, urgent fixes like an across-the-board damage increase.
At the same time, we cannot dismiss the feedback of Warlock players who said, I struggled in Cataclysm. I tried everything I could and couldn’t get my DPS up to acceptable levels. I could bring in a Hunter or Mage alt and immediately do more DPS with worse gear. It’s as wrong to dismiss this feedback – just because it doesn’t fit in with our personal experience – as it is to dismiss that there are Warlocks doing well.
This conflict manifests itself in forum chatter across the Warcraft community. This class sucks faces off with L2P, noob, and there’s not a lot of middle ground given in the discourse. Either Warlocks are fine, learn to play, or Warlocks are broken, this class is underpowered, as though the other viewpoint somehow invalidates your own.
It’s not always the most civil dialogue, to be honest. It can sometimes be hard to accept divergent views on the Internet.
But if you get past all the name calling and accept both positions as valid – they’re not mutually exclusive, after all – you’re only left with a few explanations that make any sense.
- More skill was required to do top DPS due to increased rotational complexity, thereby increasing the number of players unable to perform at the required level.
- The penalties for failure increased due to more unforgiving, inelegant mechanics.
- The class is highly gear dependent due to mechanics; performance decreases sharply with suboptimal gear.
It’s essential that we talk about this humanely, because each and every one of these explanations could be interpreted as a failure of the player, not the class. Each and every one of these could be, and often is, twisted into a kind of judgement upon struggling players. And that’s shameful and incorrect. It’s a terrible thing to do to another person, it’s a terrible thing to do to yourself.
And it’s wrong. I don’t mean just mean wrong in a moral sense – I mean it’s incorrect in an analytical sense. It’s a flawed judgement to make. It may be correct in individual cases, it is incorrect when considered in the aggregate.
Let’s get this out in the open. If you’re blaming a struggling player simply because they’re a Wrath Baby, you’re wrong. If you’re dismissing their problems as QQ, you’re wrong. If you’re blaming them because they need to learn how to play, you’re wrong.
And if you’re dismissing people for succeeding at playing a Warlock because they’re elitist, you’re wrong too. Only successful because they have a legendary? Wrong.
These problems are systematic problems of the class. That’s why they show up in an aggregate view of many players, not just individuals. The changes introduced in Cataclysm increased the difficulty of playing Warlocks to the point where players who previously were proficient were no longer able to keep up when performing under duress. Raising the bar of competence doesn’t suddenly make someone a “baddie” if they fail to keep up.
All it means is that the bar got raised.
Blame the person who raised the bar, not the people who could no longer jump over it.
The theory of Inelegant Complexity without Reward from the previous post talks about this indirectly, and focuses on player’s rational decisions when confronted with a class that was harder than the alternatives. In this post, I want to focus on the additional complexity and inelegance added in Cataclysm and its direct effect upon the players who played Warlocks.
MAGIC NUMBERS AND CHUNKING
George A. Miller’s “The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information,” published in 1956, is a famous psychological paper which investigates human beings’ capacity for short term memory. How many items can the brain hold in short term memory at one time? Miller’s original research pointed to the idea that 7 (plus or minus 2) was the limit most humans have for the amount of data they can retain.
Miller’s number has been hotly debated since this paper’s release. Some say that it’s 6, others 4. It seems to vary according to the type of data being stored and how the test subject frames that data. (My own experience designing UI and voice systems has been that it’s really around 4, but I’m also not a psychologist.)
How we conceptualize data is important. If you presented test subjects with a list of three words (“Apple, Banana, Bicycle”) to a group of subjects, their recall is going to be dependent upon one key skill – do they speak English? If they do, then the likelihood of their remembering them is pretty high, since the letters are grouped into units – words. If it’s in a different language, then the subject has to remember 20 or so letters, spaces, and punctuation marks. (Consider the same experiment in Basque: “Sagar, Banana, Bizikleta”).
This organization of data into discrete, understandable bits is called chunking, and I think it’s a vital concept to understanding how we play video games. Chunking is taking bits of related data or actions or mental things and putting them together into a conceptual unit. When we are first learning a task our mental chunks are small – you have to consciously think about each little tiny step. How do I move, how do I target, how do I cast. You start at the primitive level of “I need to physically move the mouse this way to make this thing happen on the computer screen” and advance all the way up to “I have 3 adds don’t let Shadow Embrace fall off of any of them.”
As you get better at a task the individual steps fade into the chunks and you can better perform more and more complex actions. This is why a lot of Warlocks spend so much time at the training dummies – they are trying to internalize the routine of their casting so that when asked to perform them under duress, they can execute without thinking. When your feet are on fire and the raid leader is yelling at you to pick up adds, you don’t want to have to stop and think about how to apply DoTs; you just want to do it.
I think these concepts are important to consider when looking at how the Warlock class changed over Cataclysm. There are human limits to how many variables you can juggle in your head, and the Warlock changes may have stretched the game past that point for many players.
Let’s examine the class changes and see.
THE INCONVENIENT TRUTH OF RISING COMPLEXITY
Consider Destruction’s playstyle in Wrath of the Lich King:
- Curse of Doom or Curse of the Elements. 1-5 minute refreshes.
- Immolate on the target? NO? Here Mr. Bossman, GET YOU SOME IMMOLATE.
- Chaos Bolt! ZAP!
- Conflagrate!
- Incinerate! BZAP!
- Life Tap to keep the buff up! (Through certain gear levels in ICC, then this stopped)
- Force cast your Imp’s fireball!
That was it. (It was enough fun to warrant the exclamation points.)
One curse, one DoT, three nukes which you had to juggle, and one spellpower buff tied in to your mana replenishment ability. There was some debate about using Corruption when you had to move, and possibly using Soulburn during an execute phase, but that was it. Your pet was the Imp; using the Doomguard at the end of a fight was a possibility but not always a good one. Force casting your Imp’s attack was through macros, it was simple.
Notice how you can chunk these actions together:
- DoTs, debuffs, buffs: CoD/Life Tap/Immolate are a similar group of things to monitor, one which is easy to subitize (rapidly assess at a glance.)
- Nukes: The other chunk is your nukes – Chaos Bolt if it’s up, Conflag if it’s up, then Incinerate. Conflag creates Backdraft, so you usually follow it with three Incinerates.
This left a lot of mental room for players to deal with the mechanics of various fights. Are you standing in Defile? DON’T STAND IN DEFILE. Circle down for the Valks? Shadowfury or Shadowflame on the Valks? YOUR FEET ARE ON FIRE MOVE.
The Warlock toolkit was still there for the specific encounter requirements, but the basic chunks of the rotation were easy to execute.
Compare this to Destruction’s priority rotation in Cataclysm:
- Improved Soul Fire buff
- Demon Soul on CD
- Infernal or Doomguard on CD, as appropriate
- Immolate
- Bane of Doom, Havok for adds
- Conflagrate
- Curse of the Elements (or some other debuff as required).
- Shadowflame
- Corruption
- Burning Embers
- Chaos Bolt
- Incinerate
- Soul Fire on Empowered Imp proc or to maintain ISF or on Soul Shard CD for T13
- Force cast the Imp’s Fire Bolt
- Dark Intent buff
- Fel Flame with T11 or while moving
… holy shit.
Let’s try to make some sense of that and chunk that apart.
- DoTs, debuffs, and buffs: ISF, Bane, Curse, Immo, Corruption, Burning Embers, Dark Intent.
- Cooldowns: Demon Soul, Doomguard
- Nukes: Chaos Bolt, Soul Fire, Incinerate, Fel Flame (sometimes)
- AoE: Shadowflame
- Procs: Empowered Imp
… don’t forget to Life Tap?
I think the above chunking model might be too simple – like, if we strictly categorize our DoTs, buffs, and debuffs together it works, but there are 7 things to keep track of in that one chunk. You’re probably going to forget about Burning Embers, and maybe you can watch Dark Intent if you put it near your trinket and weapon procs. That’s really two chunks, except that there’s not really a good way to logically break it apart – maybe DoTs separate from buffs/debuffs?
Another point to consider is that because Destro gained more DoTs, refreshing those DoTs during any item procs became much more important. It’s not that you didn’t need to watch your procs in Wrath – you did – but in Cataclysm you needed to refresh more spells (Immolate, Corruption, BoD/A) and you needed to consider your cooldown usage to time with those procs.
As Destruction had a reputation for being the simple Warlock spec in Wrath, why don’t we look at something with a reputation for complexity next? Affliction fits the bill.
In Wrath, Affliction needed to deal with:
- Life Tap buff (3.1 through 3.3.5)
- Keep 2-3 stacks of Shadow Embrace up on the target (was 2 until 3.3.5).
- Keep Haunt on the target (Haunt on CD)
- Unstable Affliction
- Corruption
- Curse of Agony
- (Soul Siphon until 3.0.8)
- Drain Soul as execute ( Shadow Bolt filler (sometimes with a Nightfall proc)
- Force cast Felhunter’s Shadow Bite
This is complicated in practice because of the large number of DoTs, but can be chunked pretty easily:
- DoTs and Debuffs: Shadow Embrace, Haunt, Unstable Affliction, Curse of Agony, Soul Siphon, Life Tap buff. Life Tap was really easy to maintain – it was a 40 second buff and constant healing from Soul Siphon and Fel Armor made it a straight mana/DPS gain.
- Nukes/Drains: Shadow Bolt, Drain Soul
Affliction was rightly the DoT/debuff spec in Wrath – 4 dots and 2 debuffs is a lot to juggle. Haunt made it a bit easier, since refreshed Corruption and Shadow Embrace alike, as well as its own debuff.
Affliction received the fewest changes in Cataclysm, but that’s not to say that it was unchanged.
- Improved Soul Fire buff (4.0 through 4.0.6)
- Demon Soul on CD
- Doomguard on CD
- 3 stacks of Shadow Embrace up on the target
- Haunt on the target (Haunt on CD)
- Unstable Affliction
- Corruption
- Bane of Doom/Agony
- Curse of the Elements
- Shadowflame
- Drain Soul as execute ( Shadow Bolt filler (sometimes with a Nightfall proc)
- Optional Drain Life filler (through 4.1)
- Force cast Felpup Shadow Bite / Succy’s Lash of Pain
- Dark Intent buff
- Fel Flame with T11 or while moving
Affliction started out more complicated in Cataclysm than it ended up – the addition of the Improved Soul Fire buff was out of place for the spec, the Fel Flame addition in T11 was kinda meh. The Bane/Curse split didn’t affect Affliction locks as much as some, because adding a 5 minute curse on top of other DoTs really isn’t that big of a deal.
The addition of cooldowns, however, represents a new mental chunk for this spec.
- DoTs and Debuffs: Shadow Embrace, Haunt, Unstable Affliction, Corruption, Bane of Doom/Agony, Curse of the Elements
- Nukes/Drains: Shadow Bolt, Drain Life, Drain Soul, Fel Flame
- Buffs: ISF, Dark Intent
- AoE: Soul Swap, Shadowflame
- Cooldowns: Demon Soul, Doomguard
Again, we see that the DoT/Debuff chunk starts getting big if we keep ISF/Dark Intent in the same mental space, but thankfully ISF was removed and you could relegate Dark Intent to the same chunk as watching your item procs.
Affliction’s chunks got more complicated, and there were more of them. Affliction now needed to manage cooldowns and time DoT refreshes accordingly; sometimes Haunt does not line up with your procs and you end up refreshing Corruption at the wrong time.
Demonology in Wrath was different from the other two specs; it had cooldowns. I played it extensively in 3.3.5 in ICC and found it to be highly engaging, a nice mix of DoT management, nuke choice, massive AoE potential with a few interesting CDs.
Demonology changed a lot during Wrath of the Lich King, so I’m just going to snapshot it as it was in 3.3.5:
- Life Tap buff
- Metamorphosis on CD as appropriate
- Immolation Aura if you could get close to the boss during Meta phase
- Curse of Doom
- Immolate
- Corruption
- Soul Fire (execute during Decimation)
- Incinerate (during Molten Core procs)
- Shadow Bolt filler
- Force cast your Felguard’s Cleave
Even the non-Warlocks should be able to chunk these abilities out by now.
- DoTs, buffs, debuffs: Immolate, Corruption, Curse of Doom, Life Tap buff
- Nukes: Soul Fire, Incinerate, Shadow Bolt
- CDs: Metamorphosis/Immolation Aura (really a single CD used together – a chunk within a chunk!)
The challenge of Demo was that it involved some DoT management and some nuke management woven together. It was a nice balance between Affliction and Destruction, and had a very nice (and distinctive) DPS cooldown built in.
Cataclysm didn’t change the central idea of the spec (mixing DoTs and nukes), but it sure added complexity to it.
- ISF buff through 4.0.6
- Curse of the Elements
- Metamorphosis on variable CD as appropriate
- Demon Soul on CD as appropriate
- Doomguard on CD as approproate
- Immolation Aura if you could get close to the boss during Meta phase
- Immolate
- Bane of Doom
- Shadowflame
- Corruption
- Hand of Gul’dan on CD (tight CDs through 4.0.6)
- Soul Fire (execute during Decimation)
- Incinerate (during Molten Core procs)
- Shadow Bolt filler
- Force cast Felguard/Felpup attacks
- Dark Intent buff
- Fel Flame with T11 or while moving
Demonology gained a refresh nuke much like Affliction’s Haunt in Cataclysm, providing them with a unique spell that does damage, applies a debuff, and refreshes Immolate. The refresh mechanism ran into a lot of problems during the launch of Cataclysm, but was fixed in 4.0.6. (See Appendix A for more information on this.) This, plus the other now-standard additions to the Warlock rotation gives us:
- DoTs and Debuffs: Immolate, Curse of Gul’dan, Corruption, Bane of Doom, Curse of the Elements
- Nukes/Drains: Shadow Bolt, Incinerate, Hand of Gul’dan, Soul Fire
- Buffs: ISF, Dark Intent
- AoE: Shadowflame
- Cooldowns: Metamorphosis/Immolation Aura, Demon Soul, Doomguard
I think the complexity of each chunk is worth noting here – each one increases by one or two variables, which in turn causes the entire spec to feel … heavier. More difficult. Used to juggling 3 nukes? Here, have a 4th. Have an additional debuff or two. Have Shadowflame in there. Have another CD that doesn’t quite match up with your normal one.
The inconvenient truth of Warlocks in Cataclysm is that they objectively became more difficult to play. Their abilities spiraled out of control without real benefit to players. Not only did the number of abilities increase, but the types of abilities increased as well, requiring players to use more mental chunks trying to keep track of it all. Eventually, that put many of the players over their magic number, causing them to flounder with a class that they used to be good at.
In the last post I talked a lot about the idea that abolishing the Simplicity Tax helped drive players away – that if there are simpler options available which do equally well or better, players will abandon the complex class. We now need to consider the Warlock class as getting increasingly more difficult over time. This erodes player confidence in their abilities, distances them from their chosen main character, and eventually alienates them from the game.
This is absolutely the wrong design direction for a class. As a class gets more complicated fewer players will be able to master it, and players who had mastered it will start falling by the wayside. Don’t get me wrong – this is a balancing act. Classes don’t need to be as simple as possible. Warlocks don’t need to return to the Shadow Destruction days.
But I think we’ve seen that Cataclysm brought complexity for complexity’s sake, and that it really frustrated many players. Not only did it become a barrier to entry, it became a barrier to continue playing!
As the game rises in levels, this is an issue that absolutely has to be addressed. If new abilities are to be granted, either old ones need to be removed, obsoleted, or made so that they are obviously not useful in certain situations. The class cannot continue in this direction, period. Continuing to make a class more difficult will only result in it frustrating more and more of its playerbase. This is bad for player fun, this is bad for the bottom line.
Any evaluation of class revisions in Mists must take this inconvenient truth into account. Yes, it may be cool to have new abilities, new spells. But are they grouped coherently? Can you chunk them and make sense of them, or will you flail trying to keep track of all of the new amazing things? Will the default UI suffice, or will it require players to have highly customized UIs to display the information necessary to the class in a comprehensible manner to players?
It’s fine that Warlocks are the complex caster class. Many Warlock players enjoy that complexity, and have enjoyed the additional complexity Cataclysm brought to their class.
But this can’t continue. The class is already at a cognitive tipping point where it’s just too much. If Blizzard wants to stop the Warlock class from being actively harmful to their subscriber numbers, the class needs to get simpler and easier to play.







































