Cataclysm: Blood will be the only Death Knight tanking tree

The complete text is after the break.
We're doing our Cataclysm preview on the death knight changes later this week, but we knew one change risked overshadowing all the others, so we figured we'd go ahead and drop the proverbial Blood bomb today.
In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.
We'll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.
Why the about face? We actually thought the "tri tank" experiment worked out okay. We suspected there would always be a "best" tanking tree, because that's the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.
A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it's safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).
It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn't focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, "I look at the Protection tree and I'm jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents." Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.
In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.
This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.
More exciting death knight news coming up soon in the preview.
In Cataclysm, death knights will have a dedicated tanking tree, much like the other three tank classes. That tree will be Blood.
We'll go into more detail in the upcoming preview, but we wanted to take the opportunity to explain the reasoning for such a big change.
Why the about face? We actually thought the "tri tank" experiment worked out okay. We suspected there would always be a "best" tanking tree, because that's the way these things shake out, but we hoped it would be close enough that many players could tank with their favorite tree. When we tried out this design for Wrath of the Lich King, we were using it as a test case to see if we wanted to do similar things with the warrior and paladin talent trees.
A lot has happened since that time. We introduced the dual-spec feature, allowing players to have a tanking spec and dps spec that they could switch between. We introduced Dungeon Finder, which makes it easier to find players who want to tank, and even let players level up using a dedicated tank spec. In Cataclysm, we are introducing the concept of passive talent tree bonuses and we think that feature is a lot stronger when the talent tree has a particular focus (such as damage, tanking or healing). For example, it's safer to give more passive damage to a tanking tree than we can a dps tree. Above all, we were just spending a lot of effort trying to balance three trees (though it was really six trees, since each tree was trying to do two things).
It started to feel unfair to the other tank classes that we had to spend so much effort tweaking three types of DK tanks, and it even started to feel unfair to the DK that we couldn't focus their tanking experience. One bit of feedback that really struck home was the DK players who said, essentially, "I look at the Protection tree and I'm jealous of all of the cool tools they have to help their tanking. As a DK, I have to pick and choose tanking talents from within a sea of dps talents." Rather than have a strong focus, the trees felt a little watered down because they were trying to do so much. With Frost as a dual-wield, spell and runic power focused tree, Unholy as a disease and minion focused tree, and Blood as a self-healing, defensive cooldown, tanking tree, we think the focus of each tree is a lot clearer and cooler.
In Cataclysm, Blood will be the death knight version of a Protection tree. It will have passive talent tree bonuses that reflect tanking. It will have tools, such as a Demo Shout equivalent, necessary for tanking. Several of the more fun tanking talents from Frost and Unholy will be moved into Blood. We will be able to revise (or even remove) clunky mechanics like Rune Strike and focus on letting DKs generate threat with their normal Blood tanking rotation.
This is major change, and we understand it will be met with some disappointment from players who really liked the flexibility, those who appreciated the unorthodox talent tree design, or those few of you who really liked Blood dps. Nevertheless, we are convinced that this is the right change for the game.
More exciting death knight news coming up soon in the preview.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.Filed under: News items, Death Knight, Cataclysm






Reader Comments (Page 1 of 10)
pere Apr 6th 2010 6:05PM
there will be blood... tanking...
(cutaia) Apr 6th 2010 6:17PM
Sounds like you're gonna drink Deathwing's milkshake.
EK Apr 6th 2010 6:17PM
I'm cool with it, as long as I can keep Howling Blast and Icebound Fortitude.
Of course, we can call em something else. Blood Bath and Blood Shield?
Drakkenfyre Apr 6th 2010 6:25PM
EK, you didn't see where they are removing tanking abilities to Blood, did you? That's one reason why I am pissed. They are removing some of the abilities.
Drakkenfyre Apr 6th 2010 6:47PM
Downranked for telling something some people missed.
They are moving the tanking abilities to Blood. Meaning what he said he hoped he didn't lose? He loses.
Rielee Apr 6th 2010 6:57PM
I am happy and sad.
Happy because some of the cool talents will move from Blood to one of the other specs... Cleave affect on Scourge Strike?
Sad because some of the cool things will leave the other two... Bone shield going to blood?
One thing I can understand about this is, with ArPen going away as a stat but not as talents, Blood's physical based dps will drop sharply. This means their overall dps would be way too low to compare them to the dps of Frost and Unholy without the ArPen.
What I want to know is, what happens to all the cool things that every spec has? Icebound Fort only going to be Blood? What about an "OS" moment? All paladins have a bubble for those moments... does that mean they will keep IF the way it is, where all specs have it? And will Blood buff Frost Pres? Wacky to have Frost Pres buffed in Blood Spec.
(Then again, they may switch Blood and Frost Presences so Blood is the threat Presence and Frost increases your chance to hit with 1-handed weapons. Sooo many questions, sooo much info...)
Continuum6 Apr 6th 2010 7:32PM
FINALLY.
Amen to having the tanking talents and spells in one tree! I understand their experiment, but I think it was self-indulgent (in hindsight) for the devs to continue it through the entirety of the expansion. One-tree tanking has many obvious benefits (such as clarity) and the overwhelming consensus from people I've talked to in-game is that a warrior-paladin-esque approach to tanking talents would have been preferred.
Paul Apr 7th 2010 2:19AM
Drakken, you assume that Howling Blast will move. I will do the opposite and assume it wont since within the Frost tree, HB is a wonderful AOE DPS ability since it is currently set up to be a free ability with high damage and an efficient way to apply frost fever.
Icebound Fortitude is as likely to remain as a baseline ability instead of becoming a Frost talent.
EK's post was merely about the existing Unholy and Frost tank talents (i.e mitigation and resistance) becoming Blood talents, but needing to be renamed/redesigned visually in order to fit the theme of 'Blood'.
By attempting to say EK is wrong by repeating exactly what he said (you both said that tanking talents are moving from Frost and Unholy to Blood), indicates that you didn't really understand what he said, but instead of trying to understand, you reacted, assumed and then made a judgemental post, indicating that someone else's opinion is wrong when at this stage, that cannot truely be done without causing his, or anyone elses ire.
That is why you were downranked (which is also an over-reaction IMO). Either that or someone has a vendeta against you.
Stormscape Apr 7th 2010 6:33AM
There goes another main down the tubes.
I play a DK as my main because I can effectively play a Frost Tank. If that's going away, my DK is gonna join my abandoned paladin and abandoned warrior.
This is the first time in a long time that I've been genuinely pissed off at something blizz has decided to do.
Derrek Apr 7th 2010 3:54PM
Farewell, Blood dps. You have served me well, and I will sorely miss you. *reaches for a handkerchief*
On the other hand, this will mean even more survivability in pvp ( one of the reasons I stuck with Blood for so long ).
epic Apr 7th 2010 6:50PM
theres no reason blood dps and blood tanking can't coexist a la druid feral kitty and feral bear co existing quite nicely together but only time will tell...btw Kittehs are for Fite!!! pew pew
Drakkenfyre Apr 6th 2010 6:05PM
I am getting more and more pissed at the changes. Why can't they keep Frost the tanking tree?
(cutaia) Apr 6th 2010 6:11PM
No need to get pissed. We've known for a long time that Cataclysm was going to shake up more than just the landscape.
Honestly, it does make a lot of sense to have one dedicated tree for tanking instead of the way they've had it. I would have thought Frost made more sense too, but since the talents will get moved around to make blood the tank, in the long run its just a matter of a rose by any other name.
Docrev Apr 6th 2010 6:11PM
It hasn't been the primary tanking tree for a while, especially with the DW changes.
Jamie Apr 6th 2010 6:11PM
Let's just say that Frost + Cataclysm = water.
Viva la f/blood!
Falcon6 Apr 6th 2010 6:12PM
It'd probably be the fact that Blood's big appeal is the ability to heal yourself through different methods...not exactly a thing you think of when you think damage-dealer.
Kolenka Apr 6th 2010 6:14PM
Frost was never /the/ tanking tree. It is the tanking presence, but it isn't the tanking tree.
DW tanking is fun as hell though, and I'll be sad to see it go.
Paul Apr 6th 2010 6:14PM
You mean make Frost the sole tanking tree.
Yeah, I agree that the concept that Blood is harder than Frost is odd from a mitigation perspective, along with the fact that "currently" Frost presence is the tanking presense, but it's less to do with concept and more to do with playstyle.
Frost will likely be even more focused on CC/DPS (which sadly means more practical for PVP with the health and healing changes) and Unholy as the prime PVE DPS tree.
This is, admittedly, speculation on part, but it does seem like they're going back to clearly defined trees, which saddens me, but reducing the issues of class/spec balance is a bit more important that choosing your flavour.
I expect I am wrong regarding the PVP comment though. That would be too many steps backwards. This one is just a smart step back to get a better view.
gamerforlifenator Apr 6th 2010 6:35PM
I agree with Paul, and I'm happy that Ghostcrawler publicly stated the troubles the dev team was having with balancing "6 trees." in terms of balanicng, fine-tuning and ultimately making a better playing experience for DKs, this is awesome.
...i will miss the blood-sucking dps though T_T
kabshiel Apr 6th 2010 6:37PM
This is great news for everybody. DKs have been way too hard to balance in PVP and PVE because it's really easy for them to create either a DPS class that's too survivable or a tank that does too much DPS. Now maybe they can stop the insane nerf/buff cycle for both roles.