Lichborne: One more round of Death Knight changes in 3.0.8

We've covered 3.0.8 pretty extensively, between Mike Sacco's coverage of the initial round of changes and our week before last discussion, but the devs weren't done yet. With 3.0.8 likely to make it to live servers in the next week or two, this is probably a good time to discuss the Death Knight tweaks that have gone in the last few PTR updates.
Killing Machine
So I said that when Howling Blast's cooldown went away we'd probably have to see some other adjustments to prevent dual wield 32/39 style builds from dominating in Death Knight DPS meters, and we have seen one. Killing Machine has been nerfed to a simple proc-per-minute talent instead of proccing off critical auto attacks.
In theory, this should have bought down the damage of dual wielding by making the number of procs of killing machine roughly equal between 2-handers and dual wielders. Unfortunately, some testers are reporting that this is not the cases. Right now, it's estimated that the new Killing Machine maxes out at about 5 procs per minute -- but because Killing Machine applies to each weapon individually, dual wielders are getting 10 procs per minute to a 2hand wielder's 5.
To add to this, Necrosis, one of the premiere dual wielding talents, is also getting a buff up to 20% of auto attack damage done as shadow. Once again, since dual wielders do more white damage than 2-handed weapon wielders, this is a clear dual wield build buff that easily makes up for any loss from Killing Machine. Some also argue that dual wielders were often forced to let Killing Machine procs go to waste anyway for lack of runes or runic power, so a few fewer procs won't be as much of a nerf as it first appears.
Ghostcrawler has said they'll take another look at Killing Machine to make sure it's not favoring dual wielding too much again, but the 2-handed versus dual wielding debate continues, and more and more, dual wielding seems like the victor, at least in the PvE DPS arena. More and more, there's a growing fear that this may be inevitable. Dual Wielding just plain scales better.
When Enhancement Shamans first gained the ability to dual wield, there were still quite a few 2-hander die hards who were afraid that their playstyle would fall to the wayside. This has pretty much turned out to be true. 2-handed damage just can't keep up in any way with dual wielding for Enhancement, and Blizzard's made no real move to support 2-handers for enhancement. Now, for Death Knights, Blizzard has said they want to keep 2-handers viable. But dual wielding's excellent scaling may just be too inexorable in the end.
I imagine this nerf will hardly be the last word in the attempt to balance the two, though. Even now the debate rages, with many Dual Wield disciples saying that 2-handed Death Knights should be happy that they can tank with 2-handers, and many 2-handed Death Knights saying that the developers promised that 2handers would always be competitive as a DPS method. Either way, I'm expecting another round of balancing come 3.1.
Gargoyle
Yeah, Gargoyle got nerfed. I think everyone knew it was coming at some level. It was an amazing source of DPS, so much so that Blood Death Knights found their DPS was better if they dropped Dancing Rune Weapon and picked up Gargoyle instead.
Those days are probably over. Not only was the Gargoyle given a slight nerf to its base damage on the PTR, but its duration was sliced in half, to 30 seconds. I've yet to see enough parses to give a final verdict as to whether it's underpowered now, but it's a harsh nerf, regardless.
It may also end up being another facet of the 2hand versus dual wield debate, despite being unrelated to weaponry. Unholy is considered the only spec where a 2-handed Death Knight has a chance to keep up against Dual Wielding, and that was in large part because of the Gargoyle. Overall, there's some concern that nerfing the Gargoyle may have knocked one more 2-handed spec further down the ladder, widening dual wield's lead in the DPS meters.
Still, if the Gargoyle -- one talent -- was what we 2-handed disciples needed to pull even to dual wielding, that certain wasn't the optimal situation either. There's other adjustments that should be made to bring 2-handers in line with dual wielding, and those adjustments should certainly apply to at least Blood 2-handing as well.
Death and Decay Rune Nerfed Again
Finally, and perhaps inevitably, the Death and Decay glyph was nerfed to completely remove the cower in fear portion. Now it simply increases Death and Decay damage by 20%.
The fear portion of Death and Decay has actually been steadily weakened ever since it came out. It used to be on the spell itself, then was moved to a glyph and made weaker, and finally has been removed altogether. After a fashion, it's simple enough to see why Blizzard did it. Being crowd controlled has always been one of the major complaints from PvPers, and in glyphed Death and Decay, you had a set it and forget it Crowd Control method that made a small area around the Death Knight a no-man's land. Sure, you can argue that it's possible just to run right out of it, but Death Knights had ways of preventing that too, from Desecration and Death Grip to Chains of Ice.
In PvE, this may also be a bit of a blow as well. A Lot of tanks actually used the glyph for AE tanking, since having that fear effect both contributed more threat and more damage avoidance (mobs can't hit you if they're cowering in fear, after all). However, that extra 20% damage may end up being good enough anyway. That's a lot of extra threat, probably even more than the fear effect itself provided.
If I do have a criticism for Blizzard on this, it's that they should have seen this coming in Beta and just shut off the fear effect for good before the Death Knight class ever made it to live servers. If this fear effect was going to be overpowered in PvP no matter what, it probably shouldn't have made it live, allowing plenty of Death Knights to become used to and enamored of it before it was completely snatched away. I get the feeling that they somehow sensed it might become problematic, which is why they removed it from the base spell and sent it to the glyph.
Perhaps, though, they didn't think that everyone (or at least almost anyone seriously competing in PvP) would take the rune, making the fear portion ubiquitous anyway. It's one of those things where one isn't sure why Blizzard didn't see it coming. Maybe they were just overly optimistic?
The Removal of 2-handed tanking weapons
The removal of these weapons really shouldn't surprise anyone who's been following Blizzard's design philosophies and decisions since Wrath. 3.0.8, remember, is also the patch where they removed Feral weapons as a unique itemization type, so suddenly adding tanking 2-handers in this era of loot consolidation seems a little off. I myself predicted a while back that this was probably just a stopgap measure while implemented more loot to fix Death Knight defense itemization issues in later patches. It seems they decided that they didn't want Death Knights to get too attached to defense weaponry, which is understandable, and taking defense weapons out now instead of getting angry Death Knights demanding to know why there are no tanking 2-handers in Ulduar later is for the best in the long run.
I don't think this should affect Death Knights negatively in the long run, certainly not with the Rune of the Stoneskin Gargoyle, which provides 25 defense skill and +2% stamina, going in. It gives us the opportunity to go for high DPS 2-handers with high strength and high agility, giving us a lot of extra avoidance and threat. In the end, as long as we get enough defense on our other gear, I think not being limited to a couple smithed defensive weapons will be nothing but a blessing. In the meantime, you can use the mats you've been saving on a Titansteel Destroyer.
Closing Thoughts
As you can see from these changes alone, and from the ones we've discussed before, Death Knights in 3.0.8 are going to have a bit of adjusting to do as they work through these changes, and likely more to do when Blizzard gets some more balancing in in 3.1 and 3.2. To some extent, as the new class on the block, this is expected. We'll probably still need a bit more help before we really find a place in game where both we and Blizzard are happy with our performance. Hopefully, we'll be able to do that with a minimum of growing pains, but either way, Lichborne looks forward to cataloguing it.
Filed under: Death Knight, (Death Knight) Lichborne, Patches, Items, Analysis / Opinion, News items, Instances, Bosses, Inscription






Reader Comments (Page 1 of 2)
Huey2k2 Jan 11th 2009 2:53PM
I have faith that Blizzard will pull something out that will help 2hnd specs come up even with DW specs for DPS as a DK.
I prefer running around with a 2hnder personally, I think it feels more epic and powerful, also I don't really want to have to gear for the extra hit required for DWing.
Also 2hnd Blood/Unholy is a perfectly viable DPS spec, I don't get why people seem to think that a mostly unholy build is the be all and end all of 2hnd DPS specs. My DPS is most definitely higher on my blood spec than it is on my unholy spec. My trash DPS may not be quite as high as blood than it is as unholy, but my boss DPS is definitely much much higher... and any good raiding guild will tell you boss DPS is where it really matters, trash is just that, trash.
Licister Jan 11th 2009 3:10PM
Can someone tell me why do the posters are writing they have space cancer/plague?
Thank you.
T Jan 11th 2009 3:16PM
Can you rewrite that? I have no idea what you just asked.
Licister Jan 11th 2009 3:46PM
Daniel Whitcomb said “Your host is inflicted with the space plague this week”.
Alex Ziebart said “A bad case of space cancer put me out of commission for the last few days”.
Why are they talking about space plague/cancer?
Maybe I don't understand because I'm from another country.
Daniel Whitcomb Jan 11th 2009 4:46PM
it's a "cute" way of saying that we both have bad colds.
Ian R. Jan 11th 2009 4:54PM
It's flu season and I know lots of people who are getting sick.
Licister Jan 11th 2009 5:00PM
Oh, thanks :)
I wasn't understanding because of the "space" thing lol
Reinette Jan 11th 2009 3:13PM
0/32/39 used Gargoyle as well, so the nerf to that really hits all DKs except for those who were using Dancing Rune Weapon, but they didn't need a nerf.
It seems to me that Blizzard doesn't want to nerf dual wielding very much at all. The prominence of 32/39 hasn't escaped them. Rather, it seems like they want to nip the spec in the bud before Ulduar-level weaponry makes it scale out of control. With the current crit-based Killing Machine proc, tier 8 gear and a no-cooldown Howling Blast could have serious balance implications.
I still expect 32/39 to be right at the top of dps specs for DKs in the world of 3.08 live. Blizzard wants to somehow balance multiple dps specs to be viable. They've done a pretty good job so far with Death Knights (at least compared to other classes - hunters come to mind) so far. Nerfing a popular dps spec below the threshold of other current specs would just make the class more static, and that's not their intention.
Coldbear Jan 11th 2009 3:17PM
Here's to hoping that the days of BGs and arenas being dominated by nothing but DKs and Pallys are behind us. At least things are moving in the right direction.
And if you want to blame Blizzard for not seeing things coming out of the beta, then you're also gonna have to either:
A. show us where you said during the beta that this was going to happen
or
B. fess up that you didn't see it coming either.
I certainly didn't see it coming.
Amaxe Jan 11th 2009 3:28PM
Well, i think there are many times Blizzard doesn't see something coming, and it is the enterprising player who makes the connection between some things and realizes how it can be exploited. (Pally Bomb, Soloing Naxx with Spellsteal, Shaman windfuries proccing off themselves for example).
There are other things where it seems like someone should have realized something (like a chance to cause cower essentially a stun) works great for a DK, not so much for the person on the receiving end.
Of course I am sure there were posts made against some of these things.
I am also sure the response was L2P or QQ moar (which is usually what happens when someone says something is useless or OP)
omenscourge Jan 11th 2009 3:24PM
I've seen a lot of QQ on the official forums that DK's are getting nerfed to the ground and that Unholy won't be able to DPS or Tank any more.
It's just not true.
We will be viable in 3.08.
http://omenscourge.blogspot.com/2009/01/sky-is-not-falling-patch-308.html
juhani Jan 11th 2009 3:30PM
DW for Enhancement Shamans only outpaced 2 handers because of DW only talents being introduced and this is not the case for the DK so dont compare the two different situations.
Gitane Jan 11th 2009 3:36PM
I can live with all the adjustments... but I'm really REALLY irritated about the glyph nerf. Instead of removing the fear portion all together, why not tweak it to just not work on other players if that's the problem? I am so immeasurably TIRED of Bliz nerfing good PVE stuff just because a minority of players (PvP) whine. Seriously. It's a great PvE mechanic for tanking... and now that's gone, too.... 2H nerfs, cc nerf... what's next? Buffing Ret again so we have even fewer healers to go around?
Angelofwar Jan 11th 2009 5:28PM
Since when did PvP players become the "minority"?
And it's not "whining". You think PvP players are happy when a move is nerfed because of someone's PvE damage being out of control. Even if you don't like PvP, the least you can do is accept the fact that it's one hell of a lot harder to balance than simply lowering some numbers which is usually sufficient for PvE.
blkmasta55555 Jan 12th 2009 2:06AM
Since blizz built the endgame around heroics and raids. Pvp is a metagame at best ATM.
jerzz80 Jan 12th 2009 9:40AM
they should just change how spells work against a MOB vs. player controlled toon. But they wont. So u gotta get nerfed.
sorry, but you guys are way too OP in PVP its ruining the BGS and Arena.
Ret pallys better be getting it too. I have had it with Plate wearing, healing, shielding/bubbleing, burst DPS in PVP. Pick a specialty, you cant do everything.
Arkeband Jan 11th 2009 4:57PM
Don't forget the post-death ghoul ability is being nerfed so that it can only proc once every 15 minutes, making it unusable in arenas. Which is really nice, since it wasn't really useful to them, and it was just obnoxious to the other team. I'm all for interesting mechanics with new classes, but death should be death. :P
Also makes them much more manageable in BG's. As a rogue, I'd much rather not bother with a class that was going to get back up after I'd kill them. I'm a lil' squishy, so that time I'm sitting on the field killing their ghoul form, unstealthed, is time I'm getting attention from a myriad of alliance players, ready to crush my face in.
Alchemistmerlin Jan 11th 2009 5:29PM
When are they adding the patch that makes it so the Death Knight storyline actually makes sense?
"What? A letter?! YOU ARE NOW FRIENDLY WITH THE ALLIANCE, EVERYONE LOVES YOU!"
Amaxe Jan 11th 2009 6:26PM
Or for that matter: You slaughtered a lot of humans in Lordaeron. Everyone in Ogrimmar thinks you're scum. Now lets go to Tarren Mill and kill those humans in the mines and on the farm.
Might have made sense if the Horde version showed atrocities committed against the Horde
Kalabus Jan 11th 2009 6:00PM
Its just rediculous to think that everyone thinks DW is way more powerfull than two hand wielding, I DW myself and enjoy the extra chance to proc with two weapons hiting.
Twohanders get higher weapon dmg, therefore the majority of DK abilities are based on Weapon damage as the dmg modifier.... so DW speced DK miss out on overall damage.
Death strikes just heal for more with a two hander and DW get the shaft, and vice versa DW just gets more procs to make up for it.... , Its all preference as twohanded weapons cary more str modifiers than single handers, so that equals more attack power. Ill let you all do the math but I cary four singlehanded weapons with my DK for various runes and one nice Two hander for solo questing and higher heals.