So feylocks get access to conceal and invis at levels 7 and 10 respectively.
I think a good quality of life change would be to give feylocks improved invisibility(Around high teens?).
It's just a hassle to keep displacement up and would just make the class experience much nicer with imp invis.
Something else that I'd suggest is giving feylocks sonic damage instead of acid, since it's more thematic.
Considering fiendlocks got a small QoL update not too long ago, but feylocks were completely kept out of any similar changes, I figured to feedback this.
Feylock QoL
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Re: Feylock QoL
I would wager that feylocks were kept out because the devs have some larger rework in the works for them. It seems like the overall spell list for feylocks is pretty underpowered, especially compared to the Warlock spell list. Plus there is no bonus from eldritch blast, nor do they get any of the summons benefits. I hope all of this will eventually get added, otherwise feylock seems like a nice 12 level dip for constant haste.
I think the suggestions you make here is a really good start though.
I think the suggestions you make here is a really good start though.
Re: Feylock QoL
Imp Invis is not QoL it's a nerf
Displacement is not invis purgable and it's everywhere at high levels
Sonic dmg would be a huge nerf, acid can mine and kill trolls
Displacement is not invis purgable and it's everywhere at high levels
Sonic dmg would be a huge nerf, acid can mine and kill trolls
Re: Feylock QoL
Adding Imp invis as a spell does not mean removing the invis and displacement spells.TimeAdept wrote: Fri Apr 19, 2019 10:46 pm Imp Invis is not QoL it's a nerf
Displacement is not invis purgable and it's everywhere at high levels
Sonic dmg would be a huge nerf, acid can mine and kill trolls
Changing acid to sonic May be a nerf, but its way more thematic.
Another alternative is just to let feylock get cold damage back. I dont see why fiendlock and feylock need to have this zen balance of elements, and absolutely not share any elemental damages.
Re: Feylock QoL
I would give ability to all locks to learn new elemental damages from stream books...
Re: Feylock QoL
We've suggested these things a bunch of times. A few of their old spells returned would be greatly appreciated; to top the list improved invisibility and DOMINATE MONSTER. (Sorry, little passionate there.) Displacement should stay for the reasons quoted by Time Adept (and they used to have both) while Dominate Monster is the logical outgrowth of Dominate Person and completely thematic.
Another problem with fey warlocks right now is how many classes now have access to paralysis immunity/freedom/crowd control effect clearance, etc. They went from a top tier (especially in PvP) class to now being almost extinct.
Plus Abyssal/Infernal Warlocks blasts now have secondary effects while the fey-pacted do not.
Plus they are just button pushing hell (but maybe that's my own problem).
Another problem with fey warlocks right now is how many classes now have access to paralysis immunity/freedom/crowd control effect clearance, etc. They went from a top tier (especially in PvP) class to now being almost extinct.
Plus Abyssal/Infernal Warlocks blasts now have secondary effects while the fey-pacted do not.
Plus they are just button pushing hell (but maybe that's my own problem).
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Re: Feylock QoL
They're tedious to play, and it feels like their spell list is a little out of order- they really, really don't start to shine until you've got the mind fog-dominate-confusion combo, and even that only works in specific places. As well, they still feel like an 'incomplete' class until you're rocking a summon scroll of some sort. A couple changes would help make them a bit more fun to play, and only slightly alter their balance at the top level, barring one change at 28.
1. Abandon feylock/fiendlock spell-number mirroring. Fiendlocks have the better set of spells and abilities, no argument, so having feylocks stuck with 'must get only 1 spell when fiendlocks get 1 spell' isn't fooling anyway.
2. Corollary of 1: Add improved invisibility (KEEPING displacement so that argument doesn't derail the entire thread this time) around mid-levels.
Drop mind fog down to 11, replacing cloud of bewilderment, a spell that I think I used only on enemies that were half my level and thus fog-bait anyway, and even then, maybe twice ever. Yes, I know it's a rare non-will save. It's also a short ranged level 2 spell on a class that can't get epic spell focus, and wouldn't be taking it in Evo of all things even if it could.
Drop confusion down to 13, replacing mind fog, because it's completely wild to get your real bread and butter spell at 20 when fiendlocks have been busting it down with their summons since level 3. The big one: trade shadow shield (who honestly cares about this at 28, for real) for their Original capstone of dominate monster at 28. What you put at 20 is your own business, it doesn't matter.
Also, sound burst bad when you're running in a group/with summons/dominates. Make it respect friendlies.
3. Summon Shadow reworked entirely. Keep it as a dual-summon if you like, but: longer duration, boosted power, shortened cooldown? Shift this somewhere between the real, non-broken summon shadow spell, and the SD summon (combined, mind you! Both of them combined at somewhere just below SD shadow). This'll ease higher level play somewhat, especially when you inevitably hit stuff that either is outright immune to your tricks, or whose will saves laugh at your wildly-tired-by-now trick of mind fog + mind spell spam, and there's a lot of both. Mostly, these should be tanky to save the warlock on summon 9 scrolls when not partied up, a discovery so simple that it's what made feylock click for me. 'Hey, this kind of tedious mind spell kiter is more fun if you're behind something.'
At level 30 you're looking at roughly the same power level with the addition of being able to mind spell giants.
So, on to the buffs:
Bring back feylock blast debuffs OR blast shapes if we really want to keep that real hard fey/fiend style split.
So option one: After a certain amount of levels, you gain extra riders on your blasts, when cast with Flare only: acid is a DoT, electricity a stun, positive heals a nearby ally or does more damage to undead (would help with having nothing to use against those).
Option two: blast shapes on Flare only: oldlocks got chain and sphere blast at 11 and 26. Easy peasy.
Ignoring all that, another thought I had: Nuke the fey/fiend split entirely, assign elements based on hunting down the stream, allow all warlocks to choose their spells, with summons having a fey/fiend/whatever skin applied, disables and cooldown spells apply as they do now, Mass Haste (and whatever else) disabled. It'd make adding more warlock types easier in the future, since you don't have to go 'okay, what do neither of these classes get.'
1. Abandon feylock/fiendlock spell-number mirroring. Fiendlocks have the better set of spells and abilities, no argument, so having feylocks stuck with 'must get only 1 spell when fiendlocks get 1 spell' isn't fooling anyway.
2. Corollary of 1: Add improved invisibility (KEEPING displacement so that argument doesn't derail the entire thread this time) around mid-levels.
Drop mind fog down to 11, replacing cloud of bewilderment, a spell that I think I used only on enemies that were half my level and thus fog-bait anyway, and even then, maybe twice ever. Yes, I know it's a rare non-will save. It's also a short ranged level 2 spell on a class that can't get epic spell focus, and wouldn't be taking it in Evo of all things even if it could.
Drop confusion down to 13, replacing mind fog, because it's completely wild to get your real bread and butter spell at 20 when fiendlocks have been busting it down with their summons since level 3. The big one: trade shadow shield (who honestly cares about this at 28, for real) for their Original capstone of dominate monster at 28. What you put at 20 is your own business, it doesn't matter.
Also, sound burst bad when you're running in a group/with summons/dominates. Make it respect friendlies.
3. Summon Shadow reworked entirely. Keep it as a dual-summon if you like, but: longer duration, boosted power, shortened cooldown? Shift this somewhere between the real, non-broken summon shadow spell, and the SD summon (combined, mind you! Both of them combined at somewhere just below SD shadow). This'll ease higher level play somewhat, especially when you inevitably hit stuff that either is outright immune to your tricks, or whose will saves laugh at your wildly-tired-by-now trick of mind fog + mind spell spam, and there's a lot of both. Mostly, these should be tanky to save the warlock on summon 9 scrolls when not partied up, a discovery so simple that it's what made feylock click for me. 'Hey, this kind of tedious mind spell kiter is more fun if you're behind something.'
At level 30 you're looking at roughly the same power level with the addition of being able to mind spell giants.
So, on to the buffs:
Bring back feylock blast debuffs OR blast shapes if we really want to keep that real hard fey/fiend style split.
So option one: After a certain amount of levels, you gain extra riders on your blasts, when cast with Flare only: acid is a DoT, electricity a stun, positive heals a nearby ally or does more damage to undead (would help with having nothing to use against those).
Option two: blast shapes on Flare only: oldlocks got chain and sphere blast at 11 and 26. Easy peasy.
Ignoring all that, another thought I had: Nuke the fey/fiend split entirely, assign elements based on hunting down the stream, allow all warlocks to choose their spells, with summons having a fey/fiend/whatever skin applied, disables and cooldown spells apply as they do now, Mass Haste (and whatever else) disabled. It'd make adding more warlock types easier in the future, since you don't have to go 'okay, what do neither of these classes get.'