Q u o t e:
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Q u o t e:
"Let me point you to Affliction being gutted because it was "TOO HARD, OMG, WAAAAAAAH, I CAN'T ONE BUTTON SPAM, WAAAAAH."
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the best part about the entire affliction gutting is how Feral Druids now get to use the old "it requires tons of skill" to justify their ABSURD hybrid dps.
Let me debunk two of your myths here.
We didn't like the way Affliction played. There were players who liked having so many dots and players who didn't. It certainly wasn't the case that whoever QQ'd the most won (and I suspect it was the pro dot crowd who QQ'd the most). We wanted to make Affliction more about the Shadow spells and Destruction more about the Fire spells. We wanted each to have a core group of spells upon which they focused. That is happening now and I believe both specs are fun to play.
The John Madden thing for Feral is not an excuse to let their dps be high. The actual point is that there is a wide margin between theoretical Feral dps as told by a simulator and actual Feral dps. We balance around the real numbers, not the theoretical maxima. Feral druids do great on bosses that don't require any movement or re-targeting. There are plenty of bad druids too, just as there are plenty of bad warlocks.
Q u o t e:
The double standards seen in this game is somewhat fun to watch.
WoW Vanilla intro. movie shows an Infernal with an undead warlock. Then you see "MULTIPLE" Infernals later in the video. Come to find out, when you summoned the Infernal "back then" you didn't even control the damn thing and it would try to kill you! OMFG! WEAPONS OF MASS DESTRUCTION HELP!!!! What a complete misconception of what I "thought" it was supposed to be.
Fair enough, but we're more likely to patch the cinematic than we are to change a class just because the cinematic promised you a pony^H^H^H^H demon.
We thought "difficult to control" would be a good cost to pay for "very powerful demon." We also thought it fit the kit of the warlock having to struggle to harness the demon's power. Guess what? We were wrong. It wasn't a fun implementation. We could easily change the spell to summon an army of Infernals, but they would all be individually weak. That's how numbers work.
I think there is some promise to the idea that warlocks might have permanent pets and guardians, with the Doomguard and Infernal as dps-timers in the second category, much like Force of Nature or Mirror Image. But we're going to have to think through that design and analyze the technical and balance implications. Maybe it will work and maybe it won't, but it isn't going to happen for 3.3. If you'd like, we can bump the Inferno cooldown back up if it bothers you so much. :)
I am pretty certain you guys are driving crazy the warlocks who actually want to discuss pets in this thread. Why don’t you let them instead of trying to use it as your moment in the spotlight to air all your grievances?