Ghostcrawler's thoughts on Death Knights

He mentions a number of problems that have cropped up with Death Knights since launch (or before in some cases) and some potential ideas on how they can be fixed in upcoming patches. No official change announcements, just thoughts and discussion. If you want to see the full list, head on over to the forum thread. I'm just going to touch on a few that I've experienced firsthand.
Ghostcrawler mentions that Death Knights tank well when their cooldowns are available, but take too much damage when they're not. The potential fix being lowering the effectiveness of things like Icebound Fortitude, but boosting their baseline mitigation. A simple fix, and a good one. This is probably the single biggest annoyance when working with a Death Knight tank. They quickly go from having higher mitigation than any other tank to taking massive spikes of damage that you can't do much about except spam your heals harder. It's less than ideal, to say the least. I'm really glad that this is a recognized issue and something will be done about it. Right now, they're really not in line with the other tanks.
The ability Rune Strike came up: "Rune Strike was intended to be a reactive tanking tool, not a rogue killer. We will probably chill its weapon damage and increase its threat." Yeah, this is a good move. I think this is one of those things everyone saw a mile away. Rune Strike is basically Overpower combined with Revenge and injected with steroids. That's pretty wild and not what I'd call balanced at the moment. Toning down its damage is a good move.
It looks like there will be a whole bunch of changes to the Ghoul for ease of use, which I'm happy to see. Unholy ghouls need better raid survival than they have right now (considering they've become kind of important), and non-Unholy ghouls are just clunky and frustrating.
Ghostcrawler also mentions splitting the Raise Dead spell in half, one to raise players and one to summon your own ghoul. While this is a change mostly aimed at the 'fun factor' of raising your buds as a ghoul while keeping your ability to keep your pet ghoul, I think it will just plain help the spell's functionality.
I can't count how many times my raid's Unholy Death Knight tried to resummon his ghoul after a death and ended up raising another member of our raid that had died. It didn't do anything useful, just wasted a cooldown since its priority is to raise a player before creating a new ghoul. The easy fix is to wait until everyone is rezzed to use the spell, but making two different spells is a much more convenient fix. And yeah, way more fun.
There are more sigils on the way, and their absence is something my guildmates love to complain about, so I definitely can't wait to see them. They're aware of how hard it is for Death Knights to get their hand on Defense gear, and while they don't want to make tanking 2Handers, it is an option. My personal hope is they don't do to Death Knights what Protection Paladins had to go through for awhile. There were really only a couple 'Paladin weapons' that had real tank stats alongside their spelldamage. Beyond that, you just stole whatever caster weapon had the most Stamina. Kind of a pain. I'd much rather see a more graceful fix, like converting weapon DPS into some sort of defensive stat or ability.
Overall, I think these are good changes. As awesome as the class is in certain aspects of the game, it's bogged down with quite a few problems of its own. I hope to see everything get into working order sometime soon.
Filed under: Analysis / Opinion, Death Knight, Wrath of the Lich King, Forums






Reader Comments (Page 1 of 4)
Amaxe Dec 2nd 2008 7:11PM
The nerf bat, coming to the DKs
Naix Dec 3rd 2008 9:48AM
Why would they want to nurf the most balanced class in the game?
Alex P Dec 2nd 2008 7:14PM
I'll tell you the problem with DKs... they stole water walking off us hard workin' Shamans dammit! :)
epsilon343 Dec 2nd 2008 7:46PM
I know! It was one of those cool things about our class that was a nice separation from the others and highlighted the whole "one with nature" thing and then these Undead jerks come in and freeze it all. Lame...
AutumnBringer Dec 2nd 2008 8:26PM
Priests can walk on water too, you know :P But mounted water walking? That's just messed up.
skreeran Dec 2nd 2008 10:34PM
In my opinion, Path of Frost should have been given to mages. It suits them so much better.
Yeng Dec 3rd 2008 1:41PM
Never fished before? From doing the fishing daily, I have so many water walking potions my Warlock is a permanent water-walker. It's not just an exclusive club for Shamans and Jesus anymore.
Sagretti Dec 2nd 2008 7:15PM
Except these changes are all meant to help DKs tank better. There may be nerfs eventually, but I don't see how these changes can be construed as anything but helpful to the class.
onetrueping Dec 3rd 2008 7:45AM
While the changes are largely helpful to DK tanks, it's quite easy to see the changes as being less useful for those DKs who prefer to PVP, particularly with the Rune Strike change. While bursty mitigation and damage dealing are excellent for PvP (ask any Rogue, honestly, or those Ret Paladins that really got to enjoy PvP before they were "rebalanced"), it's far less useful in PvE situations where extended, steady control is more desirable. So, like with the overall class changes that have been occurring, it's not a nerf, or a buff, but just a rebalancing, trying to find that happy medium that makes a class as close to perfect as possible.
And by that, I mean "as close to getting equal amounts of complaints from all sides as possible." I swear, some people.
Shkam Dec 2nd 2008 7:17PM
Nice to see that they're paying attention to the concerns of all the tanks that aren't quite viable at the moment (like druids) and not just focusing on the FOTM that all the rogues and warlock pvp'ers decided to re-roll.
Oh wait...
Stagnant Apr 26th 2009 8:38PM
Shkam, post 7. Warlocks havent been OP for years. Sure, you got your ass kicked for a grand total of about 6 months 3 years ago by them. Build a bridge and get over it.
Deathgodryuk Dec 3rd 2008 11:03PM
If you're having a problem tanking as a druid you're doing it wrong.
SINisterWyvern Dec 4th 2008 7:40AM
Except that the changes will make it harder on pvpers so where does what you said make sense?
Why don't you tell us what's wrong with druid tanking if it's not viable instead of looking like a whining bitch?
Emma Dec 2nd 2008 7:37PM
Druid tanking is pretty schweet at the moment ;D
Now I'm a terrible PvPer, but I've noticed that my 32k health, 24k armour, 30% dodge druid in bearform takes about 5 seconds to die to a DK in Wintergrasp. I won't yell OP but is their anything wrong with DK damage at the moment?
Bromnir Dec 2nd 2008 7:48PM
Not 100% certain, but that 30% dodge probably plays into Runestrike pretty badly, which is exactly why they're changing it to be less useful in PvP, more useful for tanking.
g Dec 2nd 2008 8:24PM
also all that armor wouldnt help much with all the magic and shadow damage DK's throw about. It will mitigate the physical, but DK's (especially unholy) also throw around alot of magic.
Now that I think about it, you're like a big punching bag with 30k health...spec for pvp.
Kongo Dec 2nd 2008 8:25PM
Rune Strike is usable after the death knight dodges or parries, not his target.
Emma Dec 2nd 2008 8:30PM
Hehehe, feral spec for PvP... that's a funny joke :p I take 4 different talents but they just increase the amount I get healed by and the damage I do. I mitigate more magical damage with a PvE tank spec.
Thanks for those insights everyone, I forgot about all the magical damage they put out.
Zan Dec 2nd 2008 7:56PM
The only nerfs I read in the post were to Rune Strike and Bone Shield, otherwise it sounded like DK love to me. Hopefully it will be good changes overall... I'm having fun with the DK (solo leveling anyway).
Daniel Whitcomb Dec 2nd 2008 8:05PM
I'll take a Bone Shield nerf if it comes in exchange for more base mitigation, myself. Like Alex said, Death Knights are very much a cooldown-oriented tanking class, which means that if your timing isn't perfect, both you and your healers are in a world of hurt.
I'm pretty happy with these changes, as long as they aren't overdone.