
Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. He's recently started to plumb the depths of SSC with his 0/21/40 build and bragging about 8k shadow bolts.
This progressive patch is a roller coaster ride; is Blizzard toying with our emotions? I can imagine the folks at Irvine playing WoW as a grand social experiment: "Let's put in this class-changing nerf and see how they respond, muahahahaha!" The Warlock community certainly responded, and the mood is somewhat settled, now that the Life Tap change has been rolled back and Kalgan has confirmed that "No other Warlock nerfs are planned for 2.4."
I do not see this as a "victory" for warlocks, as the change was uncalled for to start off with. A PvP-driven change to a class-defining mechanic that affects PvE more than PvP simply defies logic - although some insisted that it was a storm in a teacup. Without arguing (again) how BIG this Life Tap change was really going to be, this episode brought one aspect of the WoW community into clear relief for me.
We are very passionate about the classes we play, and react strongly to all changes - good AND bad. While many non-warlock players saw the implications of the Life Tap change, others simply gloated and cheered that their most hated PvP opponents were nerfed. Understandably, players engage in different aspects of the game, and even PvE players have varying degrees of experience playing with warlocks. However, there's been a plethora of rational discussion, from warlocks and non-warlocks alike, on why the LT nerf was uncalled for. There shouldn't really any grounds for hating (the class, hopefully not the players) out of sheer ignorance.
So why does the class trigger such a negative emotional response with some players?
PvP dominance?
The problem here might not be warlocks winning in PvP, but how they win. Fear is one of the most hated mechanics in game, because players simply do not like control taken away from them. Fear removes control, AND can possibly place the victim in a bad place: out of healing range and LoS, for example. Mind Control has the same effect, and would probably be the most hated mechanic if it wasn't channeled.
Without a cooldown, fear can be constantly re-applied and this becomes a deadly combination with DoTs. The victim - other than breaking out of fear or relying on his or her teammates - has no means of retaliation. This seemingly absolute control from a Warlock is a significant source of frustration for classes that have no reliable way of breaking fear.
To quote Yoda, "Fear is the path to the dark side. Fear leads to anger. Anger leads to hate ..." It's amazing how accurate the little green guy is, considering that it was 1999 when he first uttered this line on the silver screen, five years before WoW and warlocks.
If Arena representation has any bearing on the perceived "OP-ness" of warlocks, that perception should be well into decline.
Back in November last year, the class representation looked like this:
My most recent chart:

While warlocks are still strongly represented in the Arenas, our numbers have settled to a "competitive" level relative to the other classes. For the long-term success of WoW - specifically the Arena PvP aspect - I believe that no single class or combination of classes should dominate.
I took the liberty to graphically represent Kalgan's numbers for the top teams:

In Kalgan's numbers, a value of 100% means that the class is represented as Blizzard expects. While the metrics are different, my recent chart shows the same general distribution as Kalgan's, except for Warrior representation which seems to be less significant than what anecdotal evidence would suggest. Daniel noted this lower-than-expected numbers for warriors as well.
Blizzard is obviously looking at Arena representation as closely as we are. If their aim is to tweak the classes based on Arena performance, Blizzard should really respond with quicker changes to classes that are grossly under-represented in the 3v3 bracket: paladins, hunters and shamans. If perfect balance is impossible, perhaps a constantly shifting balance is not too much to ask.
Easy-mode?
The concept of an "easy" class is hard to nail down. For the longest time, hunters were deemed the "easy-mode" class - it appears that warlocks are included in the same breath now. Notice anything similar about these two classes? Pets! (here's a cookie)
The popular myth that players can let their pets do all the work is a difficult one to debunk, unless you have played these pet classes in various aspects of the game. I consider leveling as just one aspect of WoW, and as far as this aspect is concerned, I will not deny that hunters and warlocks DO have an easier time soloing.
It is really a different story when you delve deeper into PvP or raids, and I cringe when people state the number of 70s they have as if it's "proof" of their knowledge or skill. How many "bad" hunters or warlocks, who don't know the full range of their abilities, have you encountered at level 70?
From a business perspective, Blizzard has shrewdly made the 1-70 game accessible to everyone. Even instances, where players can learn their roles in a group, are entirely optional. That said, forming strong opinions on classes based on just the leveling aspect of the game is hasty, to say the least.
Warlocks don't provide goodies?
In terms of utility, warlocks don't have many obvious ones to offer. It's true that we provide healthstones, soulstones and the occasional summon, but these are really "good-to-haves" that aren't really important to a group's survival and success. (Yes, there will be "healthstone saved my life!" moments, but warlocks are generally not seen as benevolent, heals or otherwise.)
Ask a mana-using class what's most important in terms of utility, the answer will generally be food and drinks from the Mage. Ask a tank what's most important and he or she will probably mention the Fortitude buff, HoTs and DPSers who don't pull aggro. In other words, other than raw DPS, the utility and buffs that warlocks bring to a group is dispensable, unless it's a specific Warlock ability that is required in an encounter, like Banish.
In this respect, rogues are similar to warlocks. It is no surprise that we're perceived as "selfish" or "evil" classes that are generally tolerated, instead of welcomed - especially if you don't know the player behind the toon. Could this have contributed to the Warlock hate? Human perception is a funny thing, and Blizzard has certainly done well to typecast warlocks as dangerous allies.
Warlocks are evil?
We may launch into bouts of maniacal laughter, but I'd like to say for the record here that "We're not evil, we're just designed that way." Looking through the unsavory names of our talents and abilities, one can't help but feel that warlocks are really bad: Curses! Agony! Corruption! Devastation! Ruin!
Contrast this with the Priest, generally regarded to be a "good" class: Inspiration, Blessed Recovery, Renew. Even their offensive abilities sound less, um, offensive - Shadow Word: Pain (just pain, not agony!), Mind Blast, Darkness.
Has Blizzard done so well in terms of flavor to influence the emotional responses of players towards certain classes? Or is it just the Warlock's abilities and mechanics that annoy players? I'd be curious to see if the new death and decay class - Death Knight - will be as despised as the warlocks.

















Reader Comments (Page 1 of 5)
3-07-2008 @ 11:11AM
Matthew Rossi said...
Actually, I hate warlocks because every time someone complains about Warlocks in PvP, some warlock has to demand that they nerf warriors because there's too many of them, even though Kalgan's post made clear that there are less warriors than expected in every single bracket in the Arena.
Today's warrior column is basically a big rant about that, and other issues.
Reply
3-07-2008 @ 11:40AM
Angus said...
Problem with that chart of his is this:
This is what they expect the classes to have at that level for representation.
Someone did the numbers. They expect warriors to have around 3-4 times as many people as the paladins, shaman or druids in those brackets. How exactly is that balanced?
Is it based on number of people playing the class? If so the Hunter numbers were so far off as to be astronomical. They should be second to warriors if it is the general numbers, or first. So that can't be it.
It is based on what the devs think should be there. It's an arbitrary number.
Heck, look at the numbers for shaman. In 2v, they want the shaman to be around 4% of the competitors. This after he said he wants enhance to be competitive in that bracket. How did I get that number? Currently they sit at around 2% and they are around 50% of what they want. So is it based on class?
Hell, look at the warrior numbers on that chart. in 3v they are less than 100% and are over 20% of the total in that bracket.
So they want 1 out of every 4 people in a 3v to be a warrior. Meanwhile in the same group Hunters would be 6% and that would be fine.
All Kalgan did with that post was show the devs are a bunch of tools.
3-07-2008 @ 11:50AM
Matthew Rossi said...
It was mostly meant as a joke, Angus.
3-07-2008 @ 11:53AM
hpavc said...
Than expected? Who cares what is expected.
You sound as though you want Holy Priest and Prot Warrior to have equal standing with the others in PvP.
3-07-2008 @ 12:21PM
Zali said...
I think they set the arena druid/warrior win combo to combat the PVE complaint of not enough tanks and healers. "Hey, if we make druid/warrior the most awsome 2v combo out there we will get more people to roll druids and warriors. I say we go with that approach to get all the QQ'rs to shut it."
Granted, this has little to do with locks.
/coat
3-07-2008 @ 11:12AM
Mike said...
Yes I hate warlocks and I don't like people playing warlocks. Most of them seems to consider themselves as "uber-leet" players, while in fact they picked a class that is very easy (and boring) to play, that can't even admit it.
My main is a shaman and I couldn't level up my warlock over 17, it was just too boring.
I don't like people choosing easy ways of achieving goals in life.
Reply
3-07-2008 @ 11:20AM
patrick said...
If you only leveled a warlock to level 17 you sir know nothing about warlock difficulty. Go raise one to 70 and juggle multiple crowd control abilities, macros for cc banish and fear just to make them useful, dot rotations, curses to compliment party balance, one method of dumping aggro on a cooldown despite dots that can't be removed once applied, the lowest armor in the game, a primary defense ability that is countered at least once if not twice by every class and race and is on diminishing cooldowns and so many spells to keep track of that your whole keyboard becomes a map of hotkeys just if you want to access the full abilities you possess.
3-07-2008 @ 11:35AM
Mats said...
Wow, level 17, that means you had access to around 10% of the total amount of warlock abilities. I am sure your insight is fantastic and I suggest you start your own warlock blog and write down all the pro tips that you can think of, as I'm sure you got a full perspective on what the warlock class is about, and can inform us level 70 locks on how our class is supposed to be played.
3-07-2008 @ 11:40AM
BitterCupOJoe said...
"I don't like people choosing easy ways of achieving goals in life."
So, when you want bread, you make it from scratch and cook it in a wood burning oven? Go out and hunt for your own food whenever you want meat, then clean and dress it yourself and clothe yourself in the skins? Instead of driving anywhere, you walk there, no matter how far it is from your house? Might want to rethink your statement there.
I play a warlock as my main right now, but I also play a shaman some. The lock is 64, the shaman's 35, but honestly, the big difficulty in playing a shaman, at least at 35, is picking which totems to put down and when, and making sure to keep Earth Shock is reserve to cancel enemy spells. That's it. That's the whole thing. I'm sure it gets more involved as you level, but so does warlock. I'm not going to lie, I found 'lock to be pretty easy to level, but I also find shaman to be easy. There is, news flash, very little in this game that could be considered "hard," outside of high level content or trying to do something that the developers didn't intend, like soloing same-level instances. But playing one class vs. playing another? Any difference in difficulty is minimal. So get off your high horse, pal.
3-07-2008 @ 2:07PM
Josh Feinauer said...
"Goals in life?" You understand this is a game. If your life goals deal with a game you have some deeper issues than your hate for Warlocks.
3-07-2008 @ 5:10PM
imparush said...
if they are easy play, why does not people who suck play it like you, why does allmost all warlocks know how to play the game, one of the big reason why they feel OP is because most of us are skilled player, and say a class there are not are easy play?
3-07-2008 @ 11:14AM
Kanuris said...
Erm, just to point out, Affliction Warlock with his Imp out = Mana Battery for himself and a massive Stam buff for his party.
That, Along with the wipe-saving Soulstone, Healthstones and summons makes Warlocks a lot more raid and party friendly then Rogues.
Reply
3-07-2008 @ 11:16AM
Afflictor said...
Once again, it was actually a massive buff to some pve warlocks, though I wholeheartedly agree that it was an uncalled nerf for our pvp brethren.
I would have have to lifetap 20% fewer times, making for a pretty noticeable dps increase from less time spent not shadowbolting.
Reply
3-07-2008 @ 12:13PM
Jordrah said...
i thought it would be a massive pve buff too ( i dont play a warlock) instead of having to life tap several times to get mana back, you'd have to tap 3 times and get 75% of your mana... it seemed like you'd be lifetaping less than before and thus getting more dps on more quickly.
for pve, locks would also be able to have less life and still be able to life tap effectively, and for pve you dont need that much stamina (unbuffed) unless you're a tank
but people dont really like change and instead of learning how to make the best of it, see the positive side, and how to get used to the change they complained until the devs gave in
3-08-2008 @ 12:16AM
Verit said...
I disagree - if you have any warlock raid set pieces you end up with 10-11k stamina unbuffed, each tap was a huge burden on either your healer or drain life - one or the other.
Seems like on progression content I don't get to many heals...
3-07-2008 @ 11:17AM
Aurea_Nagrand said...
- best (fastest) leveling class.
- untouchable in BG due to constant fear
- skill less top of the DMG meter, "dot dot dot" done.
What -cant- a warlock do? Oh perhaps they are outclassed by druids in Arena. Joy.
Reply
3-07-2008 @ 12:19PM
kenney said...
It's trickier than you would imagine juggling the cooldowns on 4 dots (each with a different duration) and shadowbolt. The difference between managing it well and poorly is about 300dps.
I've played rogues and dps warriors, and I would say that the warlock is no easier than either of them.
3-07-2008 @ 12:58PM
Zarzuur said...
It is a close-run contest, but I would disagree and say that Hunters are the better class because of their tracking, pet specs, and CC that stops mobs.
Warlocks don't have a stopping-CC (ofc besides Banish), and Fear is quite balanced in PvE, because there is the chance that a feared mob may run into adds.
However in PvP, especially in the Arenas, there is no such downside. IMO, they need to change Fear in some interesting way to reflect this. Having Fear broken on damage is like Mage Polymorph and would not be unique.
Maybe instead it should have more chance of being broken if the scared one runs into friendly players (recovery of morale).
3-07-2008 @ 1:35PM
Aurea_Nagrand said...
My point is, it seems locks have the edge like -everywhere-! No fair! Nerf locks! (Except the ones running kara with me)
3-07-2008 @ 3:32PM
heartless_ said...
Kenney, why the hell do warlocks get to argue that it "is tricky to play the class"? Every class has it's in and outs and your bullshit holds no water as to why Warlocks are the dominant class in WoW atm.