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What do you hope Blizzard does with Death Knights in Cataclysm? (Discussion thread)
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Post by
162742
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Post by
119500
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Post by
Bllets
Improved Frost Presence: This talent has switched places with Runic Power Mastery in the Frost tree and has been redesigned. No longer gives additional damage reduction, but instead reduces the Death Knight's chance to be critically hit by 6% while in Frost Presence.
Doesnt plate DPS gear have enough competition already?
This will be OP in my opinion. DKs will just get plate DPS gear and with a simple presence and spec change (with Dual Spec) will go from a viable tank to a great DPS. No thats is that unfair if you want to fullfill 2 roles you must get your self 2 gear sets. Druids are defence capped from talents simply because there is no leather gear with defence rating
In case you didn't know. Feral DPS and Feral Tank doesn't have the same spec or go directly for the same items.
Why would i as a tank take dps items when there is plate tank items if i were to tank?
However making DK's another druid is just silly in all ways.
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119500
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226143
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311760
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Post by
Eleazer
Yeah, most of these changes are ridiculous. We don't need additional stuns and definitely not a reduction in DnD cooldown. You have it setup where you could simply spam dnd. that would be insanely ridiculous. Please no one respond to this rather ridiculous thread. Let's kill this thing.
Post by
Zzeeuuss
By Eleazer 52 minutes ago (Patch 3.2.2)
Yeah, most of these changes are ridiculous. We don't need additional stuns and definitely not a reduction in DnD cooldown. You have it setup where you could simply spam dnd. that would be insanely ridiculous. Please no one respond to this rather ridiculous thread. Let's kill this thing.
Bit harsh don't you think? as the poster stated at the beginning of the thread it is for discussion. Secondly if you read the heading of the thread....what *I* am hoping........
Emphisis on the word *I*.........it's one persons opinions, which yes are only ever going to happen in a fairytail world but there isn't any point in telling people don't post on this thread it's a forum these things are made for discussions.
I didn't expect that sort of reply from someone as knowledgable of dk's as you eleazer, as alot of people enjoy reading your forums etc ( myself included ) and reply's to people who try to flame you of which you reply with a mild and yet sarcastic sense of humour which i lol out loud at!
I very much enjoy your work on these forums so i am in no way trying to have a go at yourself or *flame* you.
Anyways my opinions.....i feel alot of the changes that you would like to see happen are never ever going to happen however i do like the unholy blight idea, it seems a little more fair than the current unholy blight.
Something i would like to see happen which i know will never happen...is that pvp and pve become two totally seperate things talent tree wise.So you would have a tree with pvp talents etc for the simple task of pvping and a totally differant tree with talents for pveing.( yes i know duel - spec is available but i mean totally seperate trees altogether ^^ )
Some talents over all classes get nerfed due to giving them an unfair advantage in pvp situations ( 1st one that springs to mind is the Frost Strike nerf ) i myself never used frost before it was nerfed but from what i have read it was nerfed due to the huge crits it would do i pvp.This had a huge impact on the pve side of things with some people saying that it killed 2h frost ( again i have never played 2h frost so i don't know )
so to solve that sort of problem would having 2 completely differant trees be viable? i think it would.
Post by
Eleazer
Perhaps I was a bit harsh, zzeusses. I have grown tired of the constant changes to what once was my favorite class and spec. This thread just irritated me for some reason.
Your idea has merit, but it wouldn't solve the problem. The problem lies not in seperate trees, because then you would just have pve specced pvp players, busting out insane damage. It has to do with the mechanics of the game. The harshest hits are to tank specs who get absolutely obliterated sometimes due to pvp nerfs. FS was severely OP in PVP. Hitting someone for 30k in 2 swings was a bit much, and because it was magic damage there wasn't much you could do against it. However it was frost tanking that took the largest hit due to nerfs to just about every cooldown we had. It wasn't our tree that got nerfed it was our cooldowns and frost presence.
In order to make changes there it would have to be a change to the mechanics of the game itself. It's almost impossible to divide pvp/pve completely. Unless the trees were unable to be combined or you couldn't enter into a pvp battle specced as pve, but could you see the possible problems from that. It's a good thought but would be very tough to implement.
Post by
Zzeeuuss
I do completely understand where you are coming from though as i know alot of players in the same position as yourself, and yeah it would be pretty difficult to implement i guess
Shame blizz couldn't just copy and paste /sigh
As you said in your post tanks got hit hard due to pvp nerfs so if blizz can see this is a problem the same as millions of other players can surely with the vast amount of money they have they could put some extra hours in to stop these things from happening?
i wish.........
Post by
450989
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Post by
frmorrison
While your change seem nice, they are a little too good. However, your imp Frost Presence is a good idea to where to place the uncrittable talent for DKs, since imp Rune Mastery isn't great.
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162742
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467448
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138583
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Post by
Prplcheez
"--Death Strike: Redesigned. Deals 75% weapon damage plus a bonus, and creates a barrier that absorbs damage equal to 5% of your maximum health for each of your diseases on the target for 10 seconds. The absorption effect will stack in the same manner that a Discipline Priest's Divine Aegis talent stacks."
Too overpowered. I like the concept, but couldn't a DPS DK just stack an infinite shield and then, say, taunt a boss and hold it off the tank and not need heals?
I love the threat changes on Gargoyle, Ghoul, and DRW. These are much needed to make these talents appealing to tanks.
"---Dark Vindication: New talent. All shadow damage caused by the Death Knight has a chance to reduce the attack power of affected targets by 23/46 (scales with level, 574 reduced AP at level 80). This talent has replaced Vicious Strikes in the Unholy tree."
This is a horrible talent on ret pallies, it's a horrible talent on DKs.
"---Night of the Dead: In addition to its current effects, your pet gains the effects of your Frost Presence whenever you have it active, and your Death Coils and Scourge Strikes have a 5/10% chance to reset the cooldown on your Raise Dead and Corpse Explosion spells and cause your next Corpse Explosion to consume no runic power."
Resetting the CD on Raise Dead is kinda overpowered for a non-unholy DK. As far as I know, most Blood DKs put 2 points here, and this would effectively give them a permanent ghoul without having to spec that far into unholy.
"---Rime: Redesigned. Increases the critical strike chance of your Icy Touch and Obliterate by 5/10/15%, and your Obliterates have a 5/10/15% chance to launch a free Howling Blast at your target."
I can't even describe how much I want this to happen. The only reason I'm not frost spec right now is because I almost never remember to use my Rime procs.
"--Glyph of Mutating Fever: New glyph. Your Frost Fever now also applies Blood Plague to the target, and victims of your Frost Fever take 20% additional damage from Plague Strike."
This would end up being a mandatory glyph. Despite the extra 20% damage, Plague Strike would be completely eliminated from ANY DKs rotation.
"--Glyph of Rune Tap: Redesigned. Reduces the amount healed by Rune Tap by 75% and increases the cooldown by 30 seconds, but your Rune Tap now creates a barrier that absorbs damage equal to the amount healed."
Needs to be redesigned. You're using a major glyph slot to reduce the effectiveness of a spell by 50% ***AND*** increase the cooldown by 30 seconds? What?
"--Glyph of Unholy Blight: Increases the damage done by Unholy Blight by 20%, down from 40%."
Even with the buff you gave it earlier, Unholy Blight is horrible as it is. plz no moar nurfs kthx
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140579
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