intro This thread will list a few ideas to buff the warlock kit as the kit is currently in a poor state, these ideas aren't meant to all be applied and are mainly ideas which can be combined or put on on their own to make the kit more satisfying to play and live up to its concept of "mighty dark arts user". note: channeling - This is the period after right clicking a weapon, you will gain an aura for several seconds which indicates your next attack will deal high knockback. activate - to hit someone with a weapon while channeling, ending the ability with high knockback to the target run out - Not hitting someone during the full channel, making the ability run out without effect. How the kit currently works Right click weapon: channel repel Channeling repel will last a few seconds, during this channel, hitting an enemy with a melee weapon will activate repel, knocking back enemies a far distance, then regenerating a small burst of HP. (To activate repel, right click weapon, then hit an enemy) When the repel channel ends with or without activating repel, it goes on a ±30 second cooldown. why? The achievement kit of SG, warlock, is to be blunt... quite bad in comparison to other kits: Kit kb is inconsistent and buggy Brawler's ability has much better knockback and damage tied to it in response + much lower cooldown Brawler's passive has much more effect than warlock's regeneration after-effect Ability is channeled, giving it the chance to run out, which can happen easily as you need to block to channel it and land a melee hit to activate the effect, which is very punishing due to its long cooldown Landing repel feels poor as something feels like it reduces your melee range once channeled (not even joking, i've been fully winning duels, but once channeling the ability i suddenly could no longer land 1 hit) These issues call for an overal buff to the kit. Potential buffs Wind's guard While channeling the ability, all projectiles will be deflected and incinerated, all incoming damage will also be reduced by 80%, channel duration is also significantly longer. Raycast When you activate the ability, a ray is send out of 8 blocks, knocking back all enemies caught in it, multiple hits apply. This removes the requirement to hit an enemy to activate the ability. Airborn While Channeling, you take no fall damage nor any knockback. Gapcloser +1 range on the next attack when channeling, gain speed 1 for 5 seconds when the effect activates or runs out. Tempest While channeling, all enemies entering your aura will be heavily knocked away, you and your allies also gain a speed 2 effect while in the aura, increased aura size. Empowered attack doesn't deal additional knockback, but when activated, you gain regeneration 2 based upon the total amount of time there was left on channel. No regeneration at all when effect runs out. Basically fully replaces initial kit effects, keeps the idea of beign a channeled ability though. Summary Wording might be quick, but if you look at all these buff concepts, they all basically have as goal to get value out of the ability: Getting the hit off more easily, or buffing the channel itself to not require a hit. General buffs such as knockback increase or cooldown reductino wouldnt need to be considered with these buffs, tweaking kb to be consistent would help a ton though. It'd be nice if this kit was kept instead of fully replaced, ofc feel free to leave smth on this, i'll try to reply within a reasonable amount of time.