Lightning
Nerf range by 15%.
I do not agree to this one because I don't believe that the potential of the spell lies within its range.
(Nor in its damage or the fact that it's instant)
Just like how you were to avoid an 'R-Spell Scourge'
To avoid a Lightning in time, you really just need to predict when it's about to come. After that, walk in a concentrated zic zac movement.
This encourages the 'Mind Game' in Warlock which I support a lot.
What I'm saying is, the issue with Lightning is most likely not to get fixed out of nerfing Range because players could easily adapt and get around the nerf in no time.
Lightning alone is really not 'the big deal' to the experienced Warlock player.
Instead, I believe that the potential and attraction to the spell lies within its many different combinations, few are implemented, others are 'self-made' knockback combos.
Examples of implemented:
Fireball + Lightning = AoE potential
Magma + Lightning = If you are going to play Magma, you might aswell play Lightning so can open up this possibility
Burst + Lightning = If you are going to play Burst, you might aswell play Lightning so can open up this possibility
Examples of 'Self-Made':
Hitting Lightning right after having hit a Fireball => Do huge knockback to the opponent.
This could get harder to do with the Range nerf, but like I said, people will adapt and the problem is most likely to remain in close-range instead where it is actually most comonly used already because it is easiest to perform this combo when the opponent is about to Scourge ( Standing still near you )
Hitting Lightning right after having hit Firespray => Similar to the one described above, this one is easier to do, but doesn't do as much knockback. I'm just saying that the possibility is there and it's powerful.
Hitting Lightning right after Thrust => This is probably one of the reasons why I have been agains't Thrust for so long, It is extremely easy to hit that Lightning right after Thrust because the player is briefly 'trapped' in the knockback state. Consider it a free-hit 9/10 times with an experienced Thrust player.
But I don't wana discuss other spells now,
I just wanted to again, point out: If you are gona play THAT spell, you might aswell pick Lightning to increase its potential.
So, what I think needs to be done before going down the road of nerfing stats on the spell itself: Come up with new ideas to combinations for the other D spells that will increase their potential and with time the attraction.
Perhaps starting off with the 'Fireball + D spell ' combinations.
I can list some ideas I have later when replying to the other spells and the ideas you proposed already revolving this.
If you're going to respond, respond to all of those. Even if you agree with previous comment. Possibly with arguments or counterarguments.
Forgive me father for I have sinned.
(Wait for it)