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Ghostcrawler
Blizzard Poster
  • 0. Upcoming Death Knight Changes   12/10/2008 09:50:59 AM PST
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We have talked about making some of these changes and wanted to provide more details. You should be able to try these out yourselves on the PTR before they go live.

Our reason for most of these changes should be obvious, but some common themes are:
-- Making tanking still rely on cooldowns, but rely on them a little less.
-- Make Blood a more attractive spec, and particularly for tanking.
-- Chill out some of the defensive capabilities all DKs have in PvP.
-- Avoid having to use Death and Decay as an out-of-combat runic power generator.

1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.
2) All multi-rune abilities generate 15 runic power.
3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.
4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.
5) Bone Shield -- mitigation reduced from 40% to 20%.
6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.
9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don’t want to break CC.
10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly.
14) Pestilence -- no longer has a 10 sec cooldown.
15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).
16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds.
18) Unholy Blight, Dancing Rune Weapon and Hungering Cold – cost reduced from 60 to 40 runic power.
19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily.
20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
21) Many death knight glyphs have been changed. In many cases the negative consequences were removed.
22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.
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  • Aerie Peak
  • 2. Re: Upcoming Death Knight Changes   12/10/2008 09:51:54 AM PST
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2nd again.

Maybe rogues will be next....

[ Post edited by Spuds ]

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  • Arena Tournament 1
  • 4. Re: Upcoming Death Knight Changes   12/10/2008 09:54:26 AM PST
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Icebound Fortitude and Bone Shield changes are great, it was really frustrating to fight against not because of survivability, but because of the DPM loss that casters face when playing against DKs or DK teams. Casters will still be annoyed by DK teams, but it won't be quite as bad.

Anti Magic Shell change is a bit troubling. AMS -> AMZ -> AMS is annoying.

[ Post edited by Affix ]


Affix of Tichondrius, <Quality Control>
http://www.wowarmory.com/character-sheet.xml?r=Tichondrius&n=Affix
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  • Greymane
  • 5. Re: Upcoming Death Knight Changes   12/10/2008 09:54:43 AM PST
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first page omg,,



maybe we will see more dk tank then dk dps now
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  • Thunderlord
  • 6. Re: Upcoming Death Knight Changes   12/10/2008 09:55:54 AM PST
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Q u o t e:
1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.


A fair change -- I still feel like it might be a little overpowered for PvP, but that will help keep the focus off the DK I suppose.


Q u o t e:
2) All multi-rune abilities generate 15 runic power.


Not really sure if this one was needed, but whatever.


Q u o t e:
3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.


I know this was made to help tanking, but you're going to make this spell overpowered for PvP. Does a plate class really need to have cloak of shadows? I guess time (and season 5) will tell.


Q u o t e:
4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.


A very good change -- blood aura was a waste of two talent points, and death pact, while very handy in tight situations, did feel a little weak.


Q u o t e:
5) Bone Shield -- mitigation reduced from 40% to 20%.


Big blow, but it was needed. At least now tanks will be able to look at trees other then unholy.


Q u o t e:
6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.


A very good change. 50% shield wall on a 1 minute cooldown was absolutely stupid for both PvE and PvP, I'm surprised it made it out of beta. This will still be a very strong spell and a staple deathknight ability, but without being as overpowered.


Q u o t e:
7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.


Very nice -- although DPS specced for raids, I have tanked several heroics and I always feel like apologizing to the healer at the end. My tanking gear is off-set 10/25 man purples, but I still get hit like a truck at times. This will definitely help.


Q u o t e:
8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.


It'll be interesting to see just how much damage it does now. If it's significant enough, this could buff unholy's AoE damage in raids quite a bit.


Q u o t e:
9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don’t want to break CC.


Holy *%%*, this is huge. Blood AoE damage will be off the charts, are you insane? There's a reason cleave takes 20 rage and is on next attack -- I just can't see this working out. An instant, nearly spammable cleave is not what blood needs. We need to give it a little nudge, not give it a V8 engine. Absolutely overpowered for both PvE and PvP. If this one goes live, don't come back to me when there's 100 threads in the general forums whining.


Q u o t e:
10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.


Very nice, do you have any data on what the glyph will do? I'm hoping it increases the runic power generated by an additional 10, but that's just my wishes~


Q u o t e:
11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.


VERY VERY VERY needed. Ghouls absolutely cannot stay alive if anything even so much as looks at them funny. Very damaging to unholy's damage (although, unholy doesn't NEED the ghoul to do insane damage...)


Q u o t e:
12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.


Nice, might make it more worth picking up.


Q u o t e:
13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly.


Another good change to blood.


Q u o t e:
14) Pestilence -- no longer has a 10 sec cooldown.


Have my babies? It's so annoying to be sitting at the end of a rotation waiting for pestilence's last 1-2 seconds ...

Continued in post #33

[ Post edited by Froze ]


-Colro
http://www.realmhistory.net/thunderlord/227/guild/inquisition/6111.html
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  • 7. Re: Upcoming Death Knight Changes   12/10/2008 09:57:02 AM PST
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Q u o t e:
Icebound Fortitude and Bone Shield changes are great, it was really frustrating to fight against not because of survivability, but because of the DPM loss that casters face when playing against DKs or DK teams. Casters will still be annoyed by DK teams, but it won't be quite as bad.

Anti Magic Shell change is a bit troubling. AMS -> AMZ -> AMS is annoying.


mages will still eat DKs alive.

even more so now
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  • Shadow Council
  • 8. Re: Upcoming Death Knight Changes   12/10/2008 10:00:13 AM PST
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As long as my pet unholy DK tank can still tank I don't mind.
DKs have died easy enough in PvP so far, but I haven't seen the 80 game. 1 more level...
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  • Lightning's Blade
  • 9. Re: Upcoming Death Knight Changes   12/10/2008 10:00:38 AM PST
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At first glance, this looked like a huge nerf. However, there are probably only a handful of items here that I would consider significant: -- I'm talking only about PvP here


Q u o t e:
1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.


This is a fairly substantial nerf to PvP when fighting melee characters. I don't understand why this was done. Blizzard said they didn't want DKs to be "rune strike wielding" killers, but I don't think this solves the problem. DKs are still going to use it whenever it is up. So in the end, we will still be rune strike wielding maniacs, but we'll be doing slightly less damage. If Blizzard intends this as a tanking tool, why not make a more tanking specific change (besides threat). For example, it could apply a short debuff, it could do only threat instead of extra damage, it could buff the DK, etc... Point is, the change doesn't really seem in line with Blizzard's previously stated goal.


Q u o t e:
5) Bone Shield -- mitigation reduced from 40% to 20%.



Q u o t e:
6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.


These are pretty large nerfs. I can see how Blizzard wants to reduce the ability of DKs to string these cooldowns together until a fight is over, so that we're essentially always taking reduced damage, which is reasonable. However, I don't think DKs are OP in pvp now, and I think too many of these nerfs at once will knock us off balance.

The rest either aren't nerfs or aren't nerfs in connection with PvP. I like the horn of winter change.

[ Post edited by Herdan ]

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  • 10. Re: Upcoming Death Knight Changes   12/10/2008 10:01:20 AM PST
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icebound fortitude and bone armor were too powerful given their short cooldown. I don't think you should have nerfed rune strike though. But I enjoy tanking on my DK and it looks like a decent net gain overall.

http://us.wowarmory.com/character-sheet.xml?r=Kil%27jaeden&n=Broes
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  • 12. Re: Upcoming Death Knight Changes   12/10/2008 10:02:36 AM PST
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Q u o t e:


mages will still eat DKs alive.

even more so now
Yeah, but only mages. Not all casters have as many ways to escape.
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  • 13. Re: Upcoming Death Knight Changes   12/10/2008 10:02:48 AM PST
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Hmmmm... Upcoming Hunter Changes post, upcoming DK changes post... *crosses fingers for upcoming Warlock changes post*

ITS A WARLOCK!! KILL IT!!!!
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  • Shadowmoon
  • 14. Re: Upcoming Death Knight Changes   12/10/2008 10:03:40 AM PST
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3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.


...what

[√ ] Magic Seeker
[√ ] Horde First 80
[√ ] Gladiator
[√ ] No Life
http://www.wowcc.us
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  • Sargeras
  • 15. Re: Upcoming Death Knight Changes   12/10/2008 10:04:49 AM PST
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Q u o t e:
Anti Magic Shell change is a bit troubling. AMS -> AMZ -> AMS is annoying.

Don't worry. They probably rendered the glyph useless to compensate. They wouldn't put a 10sec magic immunity on such a short cooldown.
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  • Spinebreaker
  • 17. Re: Upcoming Death Knight Changes   12/10/2008 10:07:53 AM PST
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fail
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  • Bonechewer
  • 19. Re: Upcoming Death Knight Changes   12/10/2008 10:09:02 AM PST
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The Heart Strike change is a bit ugh. It literally replaced Blood Strike on my hotbar and now that it can be kind of dangerous to use it in PvP or raiding I'll have to find some obscure button for Blood Strike just in case. Would it be better to have the talent make Heart/Blood strikes proc free Blood Boils? Or something to do with BB in general? I know right now I don't use Blood Boil much. Its better to use the first 6 runes on DnD, IT, PS and Pestilence. Only if I Blood Tap or wait for the second round of runes will I have an opportunity to Blood Boil.

I'm still not fond of Will of the Necropolis in a 25-man tanking build. If you're that low on health and take another hit, chances are it'll kill you anyway. Wouldn't increased avoidance (parry/dodge) be more useful here?

But, excellent changes for the most part. Let's hope that 20% more armour smooths things out a bit and tanking isn't quite so roller coastery.

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