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World of Death Knights... =/
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What everyone seems to be missing is a Deathknight is a cross between a warlock and a warrior. Just like a pally is a cross between a priest and a warrior. You can bubble, heal, BoF, do amazing burst damage, and you wear plate.
I can dot, self heal a little as I do damage, have a pet that doesn;t hit that hard, wear plate, ans slow people.
-Yeah it might be a "cross", but think about this: what if DKs were made different cross between lock/pally? that u actually had warlocks cloth and holydins damage, warlocks imp and paladins lack of immunity when out of bubble/HoF........... don't need 2 continue this.
I can understand clearly the idea of Death Knights. They are one of the best solo-classes. They excel at magic damage mitigation. Blizzard's failure with this point is on the concept. A caster boss tank is something we never had before, excluding the weak possibility of Spell Reflection.
Now, PvE has been enriched. The idea of Death Knights able to withstand a lot of magical damage, however, is absurd on pvp. 3 classes on the game have -no- other option than to atack with magic - Cloth wearers. 3 other classes can opt to atack with magic - Druids, Shamans and Paladins. Being anti-magic, the Death Knight is able to nullify three classes (no death knight between his cooldown controls, silences and massive melee based damage in his right mind should lose a 1v1 duel against any clothie), and render some specs of the game rather weaker. This trully is what makes them that powerful - they do not counter a class, they counter two ENTIRE roles - Casters, Ofensive and Defensive.
They DO deserve a nerf, indeed. Blizzard, make a simple change, make this super-powerful anti magic techs deep in a tanking tree, and leave the other trees for dpsing. Warriors have an entire tree for tanking and do not complain. This way, they could keep their magical mitigation, but have a much lower damaging capacity if they choose to withstand magical damage.
I completely Agree with you. in my opinion, DKs should be nerfed by
1: range magic to melee range only,
2: more global CDs on CDs
3: lack theyr immunities completely or smthing... they're like rogues with plate and evasion/cloak of hax made 100%. (icebound fortitube/antimagic shell/zone)
-got 2 be glad they're not (yet) immune to bleeds, but dwarfs are both bleeds AND diseases with stoneform... gg with druidz. if healer in 2v2 gets CCed at DK in low hp, he just uses 1 CD each time, and he survives. as dwarf they get 1 more -.-
See how it plays out with the number 1 dk pvp spec nerfed. The big reason dks were dominating so badly was you couldn't kite them because icy touch crit for 3k and had a 30 yard range. But blizz greatly reduced the icy touch talents (imp icy touch 15% instead of 30%, the frost dmg talent now 10% instead of 30%, the ap to spells talent contributing 20% more ap instead of 25%, sigil of frost reduced from 200ish icy touch dmg to 100ish) and I heard they lowered the base ap boost to icy touch as well though I can't confirm and couldn't find it in the patch notes.
Before a hunter, healer, mage whatever could kite a dk perfectly, never get touched, but still take insane dmg from icy touch. That won't happen now, plus gargoyle is 51 points now. I think we're seeing the end of shadow frost builds.
However, dks do hit a lot harder as blood and scourge strike seems to hit harder. So they're more like warriors imo.
We'll see if it makes them easier to deal with or not.
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