New Demonology Has INFINITE Doomguards! The War Within Dungeon Testing



Here are some War Within Alpha Dungeon runs as Demonology!
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Intro: 0:00
Priory of the Sacred Flame: 1:00
Ara-Kara: 21:08

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S4 Demonology Guide: https://youtu.be/D2p9T6PQgug
S4 Destruction Guide: https://youtu.be/SiZqt0eBtzQ
S4 Affliction Guide: https://youtu.be/qTiq1tFBrTg

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35 thoughts on “New Demonology Has INFINITE Doomguards! The War Within Dungeon Testing”

  1. Kala PLEASE use your voice and influence in the warlock community to press them to change Affliction heavily. We need to move away from MR, it doesn't fit the theme at all. Perhaps a "spender" that rapidly hastens the rate of all DoTs on target like UH DK has? They've got rid of Doom Blossom, Soul Flame etc, these were all fun elements of Affli. Siphon Life change is good but that's about it, MR seriously needs to go.

    Also side note, "Hellcaller" should be more Fire themed for Destro, "Wither" better suits under Soul Harvester for Affli. That needs to be changed imo.

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  2. Can't say i'm the biggest fan of this rework.

    I like the destro one a lot more, because it retains pretty much everything that we had before with added benefit.

    The demo one instead looks good visually, but is that it? Doom was improved, but the big dogs are mostly just damage, what i want to say is that sure, you summon quite a variety of demons, but aside imps and the small dogs i don't see a lot of interactions. Having no 2 talent points is nice, but that alone doesn't mean great spec.

    At least it's better than the abomination it was prior to the full rework, but that's a really low bar to surpass.

    I honestly think that if they kept the core gameplay of demo as it was in s1/2, and then added this on top, demo would actually be really nice.

    Ill give it a 6.5/10 as of now.

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  3. They will probably put a internal CD on the doomguards and that’s probably a good thing. Basing our damage around a bunch of small things constantly dying is a bad thing.

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  4. Blizzard should implement the tech from D3 that makes it so that your minions are smaller / more transparent to other players so that melee doesn't feel like they can't see what is going on when playing with demo locks. This would also allow Blizz to increase the amount of pets demo can summon and also increase their scale from the PoV of the lock, so the antoran charhound you summon would be large from your eyes but small from the PoV of other players.

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  5. This is one of those thing they are going to 100% change in some way. I am ok with that as I hate Doom. Demo is not and should not be a dot class.

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  6. Please don't ask for an ICD on the doomguards, mobs are dying faster in this low content and you won't be able to see many of them when packs last 1-2mins until the end when mobs start dying. You're only seeing a lot now because of how fast things are dying.

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  7. They can't add an icd to doomguard btw. It would go against the entire design of how doom works atm with it resetting cd so you can cast it more. And it would require everyone to have a weakaura to track said cd, and not be able to trust their own visuals and buttons on the class. It's just counter to everything blizzard has been trying to do lately philosophy wise.

    Just think about it for a second. You press doom knowing that it will guarantee a doomguard, but some hidden icd is like at 1 sec so you don't get it. That would feel like absolute shit to play since the only reason to press doom is the doomguard. It would be like occasionally your hand doesn't summon any imps. Awful.

    There are only these solutions:

    1. Remove all cd shortening and reset talents for doom. Make it a set cd (this would be a less fun solution imo)

    2. Have new doomguards refresh old doomguards instead of summoning a new one (probably the more elegant solution)

    3. Make doom a chance to summon a doomguard instead of guaranteed (this would feel horrible and i hope they don't go this route)

    4. They could also change the clause of what makes doom reset so it happens less often. Or shorten the doomguard duration itself (i don't like this idea, because longer doomguards is way nicer to have in m+ when you move between packs. It helps the ability feel less wasted)

    Basically if the tooltip says it's guaranteed it has to be, or it will be extremely confusing to everyone when no doomguard pops. And people would stop pressing doom, because why would you spend a global on an ability that won't pop when you can do other damage

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