Actually warlocks have two modes and one is extremely defensive with 80% dmg reduction for 5 seconds that can be used twice for 10s total. Or a 35% group dmg reduction. We can even combat rez in that mode. On top of defense net and shield of other world with low cooldowns and serenstum.
Locked Heart - Reduces the caster's Received Physical Damage and Received Magical Damage by 80.0% for 5.0 seconds. Also increases Movement Speed by 30.0%, but no other skills can be used while in effect. - this still leaves you open for stun/silence/root and you can't use any other skills
Defense net - Reduces target's Received Magical Damage by 50.0..100.0% for 5.0 seconds. Also provides immunity to the effects of Helpless, Stun, Root and Slow. - works well against magical, but leaves you open to physical
Shield of the otherworld - Upon receiving Shield of the Otherworld, damage is reduced by 95.0% for 3.0 seconds. When the effect ends, it is activated for another 3.0 seconds, so the effect is maintained for double the effect duration in total. - this still leaves you open for stun/silence/root and the 3 seconds gap between the next one leaves you vulnerable
Serenstum - this is not unique to warlocks, everyone has access to it
If playing as a tank is the playstyle you enjoy, I'd recommend picking a combo that is designed for tanking since Warlock/champ isn't built for that role and might not perform well in it.
It could be as simple not letting the 30% and 60% ISS stack. Just because they are different skills doesn't mean they can't be considered the same kind or type of buff.
You're saying that Traces of the Void (lvl 99 ISS) and Path of Anguish (lvl 90 ISS) shouldn't be stacked due to both providing a speed buff. However, let's consider the Knight's lvl 100 ISS "Heroic Spirit Guard," which stacks with SOD and Enhanced Magic Barrier. These are entirely different skills that provide buffs which reduce a percentage of incoming magical damage, essentially granting them immunity against magic for 30 seconds, even though it doesn't add up to 100%. Hence, the logic in your argument seems inconsistent.
As I mentioned before, I'm completely open to the idea of introducing a speed cap in siege war. However, it's essential that the speed cap is set at a limit that won't cripple the class or drastically alter its intended playstyle. In my opinion, Domalash's proposal to remove or alter the speed ISS seems impractical. While it may address HIS issue in Siege Wars (PVP), it disregards the potential negative impact on those who enjoy playing warlock/champ in PVE scenarios.
And saying all my guild members seem fine with it is beyond absurd. We have made efforts to be more calm in discord during siege lately so that may explain that.
But again if the people in charge want a compiled video of raging please let me know. If that's all it takes it's no problem. I'll make it private and give you the link so nobody is singled out. But I promise you it's dozens of people in over a hundred sieges. No joke. And that's just the two guilds I watch.
Honestly, I think it's time to let go of the claim that you have proof that everyone in your guild shares the same issue as you, because if you did, you would've presented it long ago. Since you're unwilling to provide any evidence, I reached out to one of your guild members, and they mentioned that you've stopped sieging and have been blowing up the guild’s discord with your warlock speed complaints. According to them, you even tried to get the top two guilds on the US server to ban the speed ISS in siege, but it seems you weren't successful as no one else sees it as an issue except yourself.
It is not just me.
Listen to the audio and you'll hear it's not just me.
To me it's not a debate and you're grasping at straws.
You know, it seems like you're the one grasping at straws here, trying hard to prove that warlock speed is a major issue and that your guild members share the same sentiment, even though you haven't offered any concrete evidence to support it.