Other calls to make Warlocks more like cultists and practitioners of dark magic include making our rituals (Summoning, Souls and Doom) more dramatic, and giving us more reasons to cast Ritual of Doom, which we had to quest for, by the way.
It is difficult to replenish soul shards in PvP, and there is virtually no way to regain shards in many raid boss encounters, short of exiting the instance (which is also not an option for instances in lowbie zones, such as Zul'Aman). This means warlocks need to come loaded with soul shards, sacrificing bag space and devoting time beforehand to banal farming.
Plenty of Warlocks are calling for an easier, quicker way to get soul shards, and for shards to be stackable (fives maybe?) to alleviate the secondary problem of bag space.
Still there're concerns in the community that Warlocks do not have enough escape options when cornered in a melee situation. When Warlocks compare themselves to Mages, this lack becomes more pronounced. One suggestion for an escape mechanism is a self-banish that renders the Warlock immobile and invulnerable for a short time, effectively removing the lock from combat and harm's way like what Ice Block does for mages. On the flip-side of this argument is that Warlocks are innately more durable than other clothies, and as such, they shouldn't need additional escape options.
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.
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