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Risk vs Reward

The term "Risk vs Reward" was coined by Blizzard to describe their idea behind warlocks. The class was intended to have very powerful spells and abilities that were countered by time consuming reagents and difficult play. An example of this is the doomguard. To summon a doomguard required either an enormous amount of time killing mobs with Curse of Doom, or 5 people, a 1 gold reagent, a one hour cooldown, and the chance to die (the ritual killed one group member randomly, including the warlock).

After the doomguard was summoned, it needed to be enslaved. Each enslave cost a soul shard. Enslave had an extremely high chance of breaking (even with Curse of Shadows). Every time enslave broke, the warlock was forced to enslave it again, using another shard. The doomguard was as likely to kill the warlock as his opponent, if he could even get one and keep it long enough to find an opponent. If a doomguard was taken any distance away from its summoning point, there was a very high chance it would unsummon. This meant that warlocks were forced to farm for a doomguard in the area they desired to pvp and risk being attacked, or find 5 people to help them summon who didn't mind running back to their corpse.

For a short period of time, Blizzard allowed warlocks to have a useable Doomguard. They improved Enslave Demon to the point where it would stay active with Curse of Shadows. Warlocks rejoiced, and happily went through the effort to summon them. Shortly after fixing enslave demon, Blizzard decided to take it away again. It remains useless to this day. Nearly three years after release, the Doomguard is one of the least used abilities in the Warlock spell book.

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    Risk vs Reward