Wrath Retrospective: What we learned from death knights, page 2

Death knight DPS
Tanking is not the only aspect of PvE that death knights have held a significant impact on shaping: there is also the wide changes that death knights have brought on the DPS scene. WotLK has been an amazing change of philosophy for WoW with the bring the player not the class (BtPntC) design, yet it has also caused many of the issues that we have seen today. BtPntC hinges upon two distinct principles of equality: damage equality and utility equality.
To many players, damage equality is of the utmost importance. I think we can all agree that damage is one of the key driving forces of virtually every combat based game out there; healing is nice, soaking damage is all well and good, but it is the raw power of a character, it is their ability to blast things to bits, that is really exciting. Death knights have shown us many a problems that can exist within damage equality, particularly in regards with melee attacks.
Unholy has been one of the prime DPS specs of choice throughout much of the death knight community. Blood and frost are to be respected, and they've demonstrated many things in their own right (in fact, frost is my personal favorite); however, it's been unholy that has demonstrated a key facet of damage the most. I am, of course, referring to mixed damage attacks -- those attacks which are based both physical and magical. Scourge Strike more than anything else has been the best indication of how difficult it is to properly balance out these effects. Magical damage is based around the principle of how it ignores armor; which is an excessively powerful mechanic that often goes ignored by many players. Allowing a melee class to wield magical abilities isn't a strange or new concept, but it is a difficult concept to balance effectively.
At its most basic premise, original RPGs operated in a sort of rock-paper-scissors method; magi beat warriors, warriors beat rogues, rogues beat magi. In the beginning of WoW, that was actually the basic premise of how PvP operated - more on this later - however WoW has evolved beyond such a basic form since then; melee classes overall are rarely restricted to physical attacks. Aside from warriors, nearly every melee class in the game deals some form of magical damage. Death knights moved further beyond what any other melee class has before; they are the perfect combination of physical and magical. Only blood differed from this in any way, which is why it isn't surprising that blood is becoming a tanking tree in the next expansion. By focusing solely on the duality of the death knight class, Blizzard has shown they can make this duality work, but it takes time, it takes work. This is often frustrating for players, understandably so, but in this case we must have patience.
Beyond damage equality, there is also balancing the utility that classes bring. This is the second principle of BtPntC; spreading out utility, homogenizing utility, in an effort to allow for leeway in class choice when it comes to filling out a raid group. That being said, we have quickly learned that not all utility is created equal. It isn't merely enough that various classes are able to provide a specific buff within whatever capacity it is that they can; the method in which that utility is brought must also be done equally in order for the philosophy to be successful. Although death knights might not be the perfect example of this, elemental shaman with Totem of Wrath and demonology warlocks with Demonic Pact might be better, the lack of power in the death knight's unbalanced utility is predominately caused by the lack of encounter design to support it. Ebon Plague is, at the core, perfectly balanced in respects to Earth and Moon, although both are far superior to Curse of the Elements, but Ebon Plague has one mechanic which neither of the others do -- the capacity to be spread to multiple targets with only a single press of a button.
Pestilence and the way it interacts with Ebon Plague is a huge breach in the equality of class utility. If there had been any examples of boss encounters with a significant number of clustered adds where this imbalance had made a difference. I do not feel that I can stress the capacity for this mechanic to have been such a stringent requirement enough; had a more creative workaround not been developed, unholy death knights would have certainly been required for dealing with Vile Spirits on heroic Lich King. Even though it never really became a major issue, Blizzard learned quickly of this issue, sadly, though, they haven't addressed the core of it. They are, slowly, with Cataclysm, and that is a good change.

As much as I postulate on the PvE aspect of the game, that is but a fraction of everything that encompasses WoW. Although I am not a PvP expert in the sense that I don't carry around a gladiator rank, nor do I have a top rated team, I do follow the balancing mechanics of PvP very closely. The most interesting thing about PvP balance is how everything hinges upon such a thin thread; even minor little changes to a certain class can have a widespread impact on what teams, classes, and specs are considered to be viable. For everything that the death knight class has taught us about PvE balance, we have learned so much more about PvP balance from them.
Death knights were created virtually as a direct counter class. During the last days of TBC PvP, restoration druids were the king of kings when it came to healing. Their strength now is debatable, but back then no one could deny the awesome power that druids held. Blizzard made a very big slip when they originally developed death knights -- they were clearly made to overthrow the druid overlords of the time.
The flaw of counter classes
Designing a class to directly counter another class is a terrible design plan. This may not seem obvious, or perhaps it does to you, but within a PvP system as complex as WoW's counter classes simply cannot exist. To some extent, it may seem sensible; however, it could quickly turn into an arms race of how many classes a specific spec can counter, and then there's the class representation imbalance as well. There's a very good reason why PvP cannot be balanced around the high end. Beyond the basic flaws such as skill or other human reasons, there is the most basic human reason of all; that certain players of certain classes are simply more likely to engage in PvP than others. Just to throw out an example, say rogues are more likely to play in PvP; this would mean that any class or spec specifically designed to counter rogues would be at an advantage in terms of creating a stronger team, which would lead to a population imbalance against rogues and their direct counter classes. Eventually this would lead to a higher number of players switching to the class that counters the class which counters rogues, and so on and so on would the cycle repeat itself.
Each class needs to be designed to have certain flaws, certain weakness, and also certain strengths that they can capitalize upon. These weaknesses and these strengths can make them better suited at handling certain classes but never should it allow them to so dominate another class that they will always win no matter the variable of skill. Death knights have taught us this excessively. They were designed to counter restoration druids, and it showed. The representation of restoration druids didn't just drop significantly, it cratered, they completely fell off the face of the earth, or Azeroth if you like. This is why death knights were changed, for better or worse: because Blizzard realized that designing classes to specifically counter others is not a wise choice.
The dispel problem
Dispels are a huge PvP issue; they have been for a very long time. Ever since the on set of arenas, dispels have been under attack for the power that they hold. Blizzard realized this at the time; they thought about change, yet nothing was really implemented for WotLK. Perhaps, at the time, they figured that merely increasing the number of armaments within the race would actually lead to an equalizing effect; sadly it did not. Death knights were actually rather integral in showing this as they were perhaps the weakest class when it came to being vulnerable to dispels.
Thankfully this is finally being fixed, to what degree we cannot yet be certain, yet we can be certain that Blizzard has learned from the flaws that death knights have highlighted.
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Reader Comments (Page 3 of 4)
Pyromelter Jun 23rd 2010 12:45PM
Pretty much all of ToC has significant use for ebon plague, except maybe twins. The adds on gormok, the adds on jaraxxus, FC as you mentioned, and the adds on Anub, a quick way to get that 13% damage debufff.
fearthefireblade Jun 23rd 2010 10:17AM
Deathknights were designed using 3 years of design knowledge that the other classes weren't, and it showed.
I remember sitting at the AB Stables pre-3.0.8, in my 213 gear and axe from KT, landing 8k Froststrikes on people with 14k health. Ended that game like 50-2.
That's what I remember from early DK's.
Heilig Jun 23rd 2010 10:44AM
Don't forget popping Army, Gargoyle, AMZ, and IBF all at the same time and holding the stables against 5 players trying to kill you, then popping Death Pact when you got low and immediately resummoning your ghoul.
Death Knights weren't OP in PvP just because of magic damage. It was the cooldowns. Their tanking utility was baked into the class, like was mentioned. That made them able to withstand unbelievable amounts of damage by popping those CD's.
If you recall, in the great DK nerf of season 6, every major cooldown DK's had was nerfed. Army damage was cut in half, IBF was tied to defense rating, AMZ was given an absorption cap, gargoyle damage was nerfed and he flew on the ground now, and DK dominance in arenas came to an end. They are still well represented, but no more than any other class now.
Kemikalkadet Jun 23rd 2010 12:05PM
And lets not forget glyphed Death and Decay aoe fearing everyone.
ChaosBolt Jun 23rd 2010 10:33AM
Good article.
Would have liked to have seen a paragraph talking about player beliefs that are held over time (ie the belief that DKs were OP in pvp after they ceased to be, the belief that only Frost DKs could tank...that kind of thing. Things like that definitely hurt the player base).
You touched on PvE, seperating tanking and dps. An then talked about PvP seperately. Whereas the REAL struggle of the death knight wasn't fitting tanking and dps into the same tree, it was fitting PvP in there as well (or trying to. Blood PvP lololol). Seeing nerfs every single patch, some necessary some not, until 3.3 was so demoralizing - Blizzard have said they realise now doing adjustments all at once has a better effect on the playerbase. Ah well. It was good fun playing a DK through it all (except launch and Season 5. Sadly I missed the heyday for which DKs everywhere will be known as OP 12 year olds).
I'm more sad that Blizzard are giving up on the current DK model. Cata - the biggest patch since DKs, so it follows that they get the biggest changes. When a patch drops and I don't have to
change my spec and playstyle, I feel like something is wrong with the universe. Good to see there'll be a completely different mechanic to learn in the fall!
:D
Nighthavk Jun 23rd 2010 11:12AM
Very nice points. I hated the rollercoster experience DKs had because they were really, OP. It was a poor move on Blizzard, whether intentionally or not. I won't deny the strength DKs have/had, but want to comment on the Blizz for shipping a class so obviously unbalanced.
And that's sadly only half the story. The new DK class changes in Cataclysm terrify me as a DK - check these buffs for a Blood Tank, please:
ebound Fortitude [2M]: %50-70 Damage Reduction for 12 seconds. The talent that boosts it boosts it by %30, and with the current glyph it can go up from 20% to %40.
Bone Shield [1M]: %20 Damage Reduction, 3.4 charges. Interesting this with this ability is, it's not removed with things like Mimiron's Blast, AoE or Dots.
Vampiric Embrace [1M]: 15% Health, %35 Increased Healing taken for 10/15 seconds.
Dancing Rune Weapon [1.5M]: %20 Parry for 12/17 seconds
Rune Tap [60/30S]: %20 Self-heal.
Death Strike: %17.5 health gain per strike and creates a shields that absorbs the same amount.
Will of the Necropolis [15S]: Below 30%, Blood Rune/Rune Tap is refreshed and DK takes %8 less damage for 8 seconds.
More on these and their implications on my blogpost: http://dpsmeter.blogspot.com/2010/06/return-of-dk-tank-in-cataclysm.html but long story short, I greatly fear DKs will be OP (As tanks) in Cata launch, only to have a rollercoaster experience once again.
Pyromelter Jun 23rd 2010 1:09PM
Unbreakable armor is as much a dps cooldown as a tanking cooldown; not to mention it's usage in pvp. Same with bone shield. Anti-magic zone is more of a pvp talent than a pve talent. I could easily see them staying in their current trees for the dps and pvp implications. I know blizz said they wanted all the tanking abilities in the blood tree, but it's hard to see where they will fit all of them in.
I'm just holding out hope that they will allow blood dps to be viable in cataclysm. I doubt it, but one can hope.
Valeria Jun 23rd 2010 11:43AM
The over all concept of the hero class is a good. The overall rap dks got was not the best. However for an experiment it went well. I hope blizzard does another hero class.
Bobson Jun 23rd 2010 12:13PM
I was really expecting more discussion of starting DKs at level 55 (or 58, really) after an introduction talking about grand experiments.
Vodkamartini Jun 23rd 2010 12:14PM
I will miss blood-spec dps. It just went so well with Darkmoon Card: Greatness.
Grovinofdarkhour Jun 23rd 2010 12:17PM
Maybe I'm coming out of left field here, but I thought that from the beginning, the whole point of calling them a "hero class" was that they were *SUPPOSED* to be OP. And this would have made perfect sense if the "barrier to entry" was, well, an actual barrier to entry. ("Must have at least one toon level 55 or higher?" Puh-leeze.) Rolling a DK should have been a privilege, not a right, and something you actually had to earn. Consequently, I never had a problem with the mere existence of an OP class; I only had a problem with the fact that they let every moron and his jackass brother Charlie have one. The percentage of the population with a DK should have been 5%, not 90%.
What blows my mind is how Blizzard totally failed to anticipate just how many people would simply not grasp the concept of "hero class" and remain offended at the idea that any class might not just be stronger than theirs, but be allowed to remain so - or how many people would jump to the new class simply for that reason.
I also seem to remember that in the original plan for hero classes, we speculated that we might have to give up our existing toon so that they could "metamorphize" into the new class - warriors or pallies be able to become DKs, for example. This would have furthered the commitment required, increasing the barrier to entry, and causing there to be fewer tag-along DKs overall.
Kenneth Jun 23rd 2010 1:14PM
lol I have no Idea what they are talking about...when dks first came out, THEY WERE OP. I remember having Howling blast within the first..what 2 tiers? combined with blood's heart strike haha. oh, and that thing where deathknights would turn to a ghoul after they were already dead was super op...
OH and you have NO idea about how when DKs first came out, EVERYONE THOUGHT THEY WERE AN EXPERT ON THE TANKING THING. I said, hey I want to be a blood tank...first thing i got was, and this is a quote "you are a noob you idiot. FROST IS THE TANK SPEC!" Then I would be like, but frost to me is beastly for dps and get yelled at more. honestly, i wish i could do the beginning of this xpac again. the wait for it was just incredible. I guarantee Caty wont get that much hype since there are no new class introduction..and as a horde, little green orcs called goblins dont really attract me.
Glenn Jun 23rd 2010 1:39PM
"little green orcs called goblins dont really attract me"
OOOhhhh they soo do me though... Wait that didn't sound right... Meh
They are the thing that I am gonna spend on (race changes).
I have my DK/Shammy/Warrior to decide between. Don't remember if they can be priests, but if so, I might knock one out a month and see how I feel about it. The little car alone will be l33t :D
I know they are like gnomes in that they are smaaaal, but they are green!
nekorion Jun 23rd 2010 1:15PM
"Death knights moved further beyond what any other melee class has before; they are the perfect combination of physical and magical"
Enhancement shaman hate you guys.
gamerunknown Jun 24th 2010 12:03AM
Scourge strike has a physical component that makes ArP just about a viable stat to stack for unholy as I've been told many times by my DK dps friend :P
Grovinofdarkhour Jun 23rd 2010 2:40PM
Yes, there should be hero classes. Lots of them. Yes, they should be awesome (maybe even "OP", oh noes!). Yes, there should be major barriers to entry. Yes, you should have to earn them. No, it should not be easy.
Yes, a wide variety of very-hard-to-unlock hero classes would expand the intricacy and detail and awesomeness of this game exponentially.
Yes, there will always be whiners.
No, you should not let them stop you from growing this awesome, complex game. Ever.
Sajt Jun 23rd 2010 3:21PM
There are 2 things I disagree with in this matter.
Firstly, an OP class is not a good idea to have in a popular MMO. It's just wrong, no matter how big the barrier to entry is. It can ruin the fun for that 95% of players not playing the OP class, and good players that actually manage to break that barrier would all play that class turning the others into "doormats" in PvP or whatever context. It would actually take complexity out of the game, as playing the OP class would mean an automatic advantage and would introduce a new scale of endgame power which is actually binary: one class against other classes contrary to the more sophisticated system of character power being based on the more variable level of experience and gear.
Secondly, they put a lot of work into the Death Knight starting zone and creating the truly unique game experience of playing a Death Knight, this is just like the raid dungeon thing; they just wouldn't like a big portion of the players missing out on it. I think the raid dungeon accessibility change was the greatest thing in the game so far, people need to see the raid dungeons because they are epic and they are a huge part of the game's atmosphere. Blizzard still does care about hardcore players though, there is still a difference between a seasoned raider and a pugger or a casual raider, it's just a lot more subtle.
Big glowing stars above heads to indicate epicness has no place in a game that is made for such broad audience anyway, that's something to learn to deal with now.
cielago Jun 23rd 2010 3:13PM
my conclutions on the DK experiment:
on naming DK "hero class" = bad (either it's true they are a "hero class" and it sucks for every other previous class or they are not "heroic" and it's false advertisment =P )
starting questline = great (the DK starting questline was much better than the Belfs and dreanei staring areas, this was liked so much that it will be repeated in cata for goblins and puppies)
starting at lvl 55 = bad? (being subjective I liked that I didnt have to grind 55 lvls on a new char) (blizz conclutions apear to contradict mine since they are redoing the old world instead of making a way to skip it for other classes)
3 talent trees with 2 functions (tank/dps) = bad ( it's more trouble than is worth, feral tree for druids is an exeption)
blizz experimented a lot on this last expantion (vehicles, raid dessign, DK, phasing, etc) most likely they will use what they've learned in cata so it should be an interesting expantion =)
zubbiefish Jun 23rd 2010 3:40PM
I realy have to take ashot at the validity of the idea that DKs, or DK players, are somehow flawed because the class begins at lvl 55. I liken it to the idea of learning a new roll. If you leveled your Ret Pally to 80 and then decided to tank are you going to be any good? How about your averge Shadow Priest leveling up and then tossing themselves into healing?
I don't think so, and they have just as small amount of time to learn, or less realy, as the brand spankin' new Death Knight.
You can't learn to heal by DPSing for 55+ levels why should a Death Knight's starting level affect the learning curve for thier roll? I don't think it does. There are many reasons that Death Knights have the reputation that they do but starting at level 55 isn't one of them.
Valeria Jun 23rd 2010 4:27PM
I don't think that the starting at lvl 55 has any thing to do with how a dk is played. The starting area gives you enough time to learn the toon and get a basic rotation. Dks have a bad rap because of those who rolled a dk and don't understand all the abilities.