Lichborne: 3 things death knights need in patch 4.1

Now, before you get too excited about the title, we still don't know when patch 4.1 is dropping, much less when it's coming to the PTR, so don't think this is any sort of announcement. That said, it's never too early to wish and speculate. I won't deny it, I love death knights and I love balanced classes, but not everything I want for death knights is ironclad. A lot of what I want would probably turn them into horribly overpowered machines of death and destruction, powered by the tears of lesser classes. That said, as I've played my death knight day by day, there are a few things I've noticed time and time again, quality of life issues that could really use some TLC from the dev team -- things that I am relatively sure wouldn't overpower us if fixed up.
This week, I'm going to discuss three death knight issues I've noticed in Cataclysm and how I think Blizzard should fix them with the next major content or class balance patch.
Bring the crowd control, not the class
Now, to be absolutely fair, ilevel 359 gear makes heroics a lot easier. I'm already seeing people if not tackling heroic dungeons Wrath-style, then at least being a little less cautious and a little less worried about crowd control. That said, there's still a lot of people who don't have more than one or two pieces of ilevel 359 gear, and even for those who do, there's a few pulls in almost every heroic that are made a whole hell of a lot easier with some crowd control.
And that's all well and good until you get in a random heroic or even get a guild heroic together and find out that your DPS is a feral druid, an arms warrior, and an unholy death knight. Now, the feral druid can sort of kind of make do with Entangling Roots and Hibernate, but if you need to crowd control a humanoid caster, you're 100% out of luck with this group unless your healer is a crowd control-capable class -- and even then, it's pretty hard for them to crowd control and focus on their other role.
While "take the player, not the class" is somewhat overstated by a lot of players, I do think this a case where it is kind of unfair to expect people to just make sure they are not taking more than one death knight/warrior/druid DPSer per dungeon. For guild groups, that means kicking or refusing a guild member. For random groups, it means kicking some poor schlub who just waited 45 minutes for a group, and then only after navigating the arcane rules of the group kick system and hurting your ability to kick actual deserving people later.
A long-term crowd control method
This is why death knights could really use some sort of long-term crowd control, probably more or less similar to the retribution paladin's Repentance ability. As to how we get it, here are a few ideas.
One is to let us glyph an existing ability such as Strangulate or Hungering Cold and turn it into a single-target crowd control ability. Honestly, the issue here is that most of our current abilities are actually incredibly useful, and it would be a huge burden to lose one just for what should, at this point in the game, be a default DPS ability by reason of simple equality and necessity. Glyphed crowd controls work best when they make some existing crowd control simpler or more convenient to use, such as in the case of warlocks' glyphs for Seduction or Fear.
The next idea is to give us something talented -- again, similar to a retribution paladin's Repentance. The problem here is that while paladins do have a talented DPS crowd control, their other two trees are for tanking and healing. While a pro group will often have a healer or tank throw out some crowd control before the pull, crowd control duties almost all fall on the DPS because the tank and healer have roles that require a bit more concentration.
Death knights have two DPS trees, both of which by rights deserve their own crowd control. So unless you put the talented crowd control into the first two tiers of a tree, one of the DPS trees is going to be out in the cold.
All in all, the simplest solution is to just give us our own targeted crowd control. As far as I'm concerned, the best change Blizzard could add to patch 4.1 is to give death knights and warriors a carbon copy of Repentance, untalented and changed to reflect our unique class flavor, whether it be to make the target trapped in a block of ice or gripped by a paralyzing disease or whatever else. It would make us a better contributor to groups and make it a little less likely that our fellow group members let out a groan of dismay when we join up.

The default rune interface for death knights has been pretty lackluster for a while, but it's become an even bigger problem since patch 4.0.1. Runic Corruption and Runic Empowerment have changed our rotations to a much more flexible and much more frantic priority system, where we have to be watching for newly refreshed runes so that we can use them in the best manner possible. Having to constantly watch that little row of tiny icons in the upper left hand corner of your screen is no longer conducive to good gameplay for most people. We need a new, easier-to-see and easer-to-understand rune interface.
That said, the best thing I can do here is recommend that Blizzard yet again take its cue from addons. I've been using Doc's Debug Runes since the Cataclysm beta, and I cannot be happier with them. They take pretty much everything you need to know about death knight abilities and runes and put it right front and center on your screen so you can keep track of your cooldowns and resources while you also keep track of what's going on around you. Your runes are represented as energy bars, so you can get a better idea of how the new rune system works and how much time you have until an individual rune is ready, and there's also a handy indicator for disease time, blood shield uptime and amount, and more.
Really, all Blizzard probably has to steal from this is the energy bar concept for runes. The runes are graphically good-looking, but they no longer really represent the way death knight resources actually work very well. Until Blizzard redesigns the interface, I'll continue to strongly recommend that every serious death knight who's still using the default UI (and maybe even some who aren't) give Doc's Debug Runes a try.
Equality between DPS trees
This final point is honestly the one that's a little more difficult and nebulous to tackle. Blizzard didn't do a half-bad job with its latest round of DPS balancing, don't get me wrong. Two-handed frost, at the least, can now stand pretty close to dual wield frost. That said, there is still a noticeable gap between unholy and frost DPS.
It's actually bigger in practice than it is on paper. This is in part because of the more capricious and unpredictable nature of frost DPS, which is sort of dependent on the optimal use of procs from such sources as Killing Machine and Runic Corruption. If you do not use these procs to their fullest, you will not do as well at DPS as you could. Since unholy has fewer of these random procs to worry about, you don't have to be quite as lucky to do your optimal DPS.
The way to bring DPS parity, then, might very well be to remove some of the randomization from frost. I'd love to see Runic Empowerment replaced by baseline Runic Corruption for all trees, frankly, but there's also the possibility of making Killing Machine apply only to one form of attack as an automatic thing. Then again, taking away the randomness from frost may be removing too much of what some people like about it. This is probably the thing on this list with no easy fix, but it would still be nice to have frost offer more DPS parity for people who aren't quite down with the idea of Festering Strike or a pet.
Overall, we're still a pretty solid, well-built class. I don't agree with every design decision the team's made, but I can't say the death knight is not still currently a fun, engaging class that can hold its owns in both tanking in DPS. Still there are always a few things that could be changed. If we're lucky, maybe we'll see a few of these tweaks come patch 4.1.
Filed under: Analysis / Opinion, Death Knight, (Death Knight) Lichborne






Reader Comments (Page 1 of 4)
Omacron Feb 22nd 2011 5:08PM
Something that's really been bugging me as an unholy DK, at least when soloing, is that I've essentially got an extra frost rune in my rotation. Give me something that uses that rune besides icy touch, plox.
MikeLive Feb 22nd 2011 5:40PM
When? Necrotic Strike should be using your Frost Runes the same time as Blood. If you mean during AE times and using Pestilence, then that's intentional - you're (generally, there are certainly exceptions) not supposed to be able to swap from ST to AE without skipping a beat.
Succulent Feb 22nd 2011 7:58PM
@MikeLive
I think you mean Festering Strike rather than Necrotic Strike.
But yes, the only time you're left with an extra frost rune is during AoE situations. Hasn't bothered me a whole lot to be honest, so far
Omacron Feb 22nd 2011 8:31PM
Or when you're soloing. If I make more than 1 pull per minute I'm stuck with an extra frost rune because my rotation is PS>IT>SSx2>FSx2
Chokaa Feb 22nd 2011 8:52PM
Mike means festerimg. Necrotic is our anti heals/caster button.
evilmousse Feb 22nd 2011 5:14PM
there's only one way i could conceive of dks receiving a longterm humanoid cc and not being imbalanced, and that's if it's another version of mind control.
the dk would have to channel it and thereby not continue normal dpsing at the same time; dots applied prior would continue to tick, but enemy healers would be unable to cast helpful spells on the target barring dispelling the effect first--as with priest mc; etcetcetc
Revynn Feb 22nd 2011 6:38PM
"Unholy Domination - The Death Knight uses unnatural magics to transform the target into a Lich and dominate it's mind. The Death Knight gains access to special abilities while active but must channel the spell to maintain control. Usable on humanoids, undead and dragonkin. Damage may break the effect."
Would be awesome, IMO, and totally fit the lore and flavor of the class.
Solanstus Mar 6th 2011 3:37PM
^^^This. It would be a Spellsteal plus Mind Control...
ArtDecoAutomaton Feb 22nd 2011 5:25PM
A longer-duration Strangulate would be cool. Especially if the chain animation was accompanied by Levitate to give a lift & choke effect.
omedon666 Feb 22nd 2011 5:28PM
Glyph it into full on paralyzing force-choke. I likes!
The graphic's already being used in GB and Stonecore!
Ilmyrn Feb 22nd 2011 5:32PM
Of the Black Knight's move in five man ToC. That'd be fantastic.
Meccaryn Feb 23rd 2011 2:11AM
spot on, Ilmyrn!
thats exactly what i wanted on my DK as well
but first - i would insist, that the first thing they NEED to do; is to bring back BLOOD DPS
its not nostalgia, selfishness or even refusal to change - its about the future, and identity of DK as a whole
we can argue all day long about mechanics, stats or even gearing - fact is, 2H and DW Frost fundamentally works the same
both shared almost 98% of the same talents, skills - even utility and weaknesses.
which brings forth 1 single conclusion - as long as 1 spec has the upper hand in dps output, the other will always be 'ignored', in which case so far DW Frost always wins over 2H Frost
if we follow the 'bring the player, not the class' semantics - on equal grounds, what does 2H Frost bring which a higher DPS DW Frost cant? thats right: none.
being invited into raids on favoritism doesn't prove the spec is 'viable' - simply meant one could have being on any class and still be carried
Thrasher Feb 23rd 2011 9:39AM
@Meccaryn
Except it is nothing but nostalgia really.
2H frost is like a bonus. Frost is meant to be DW, but because people wanted to be able to be a DK that DPSed, wielded a 2H weapon, and did not use a pet, Blizz tries to keep 2H Frost around the same DPS as DW.
Yes, it's a little behind. Like 1%. If you're "being carried" as 2H frost, then you are likely being carried as DW frost. Not many wipes occur because of a 1% DPS difference unless you're on cutting edge content, in which case you probably wouldn't be frost at all (spec unholy and do more DPS).
Basically what you are asking for is for us to have 4 distinct types of spec. The only class that has that right now is Druids. Why do DKs NEED something that 8/9 of the other classes don't have?
Sure, it would be a bonus. But it would also be a bonus for warriors if they added some form of Prot DPS. Or Disc DPS for priests. But there is no reason to do that.
Blood is a tank tree now. We have one role per tree now (and I like that. It's much easier to balance that way, so we don't run into issues with specs that are way behind everyone else). Blood is our Prot.
Move on
Jeff Feb 22nd 2011 5:26PM
If I had my way, Unholy would get a CC in the form of a ghoul ability. The ghoul climbs onto the target and harasses them, preventing them from taking action. Damage caused will knock the ghoul off and break the effect. The target doesn't take any damage from this, they're just prevented from doing anything while the ghoul is crawling all over their face.
The trade-off is, of course, that the ghoul isn't doing anything else during this time. It's not doing damage, can't be ordered to do anything else, won't gain stacks of Shadow Infusion, etc. etc.
omedon666 Feb 22nd 2011 5:26PM
I don't care if it comes with the "curse of doom style" disclaimer of not working in PVP, the warrior/DK CC gap is job 1 for 4.1 for my two cents' worth. No class should be "the wrong answer" in a 5-man when it comes to the dungeon finder. That "you won't likely complete the instance" comps can even exist at par is ridiculous.
I usually can defend just about anything blizzard does, but this is a glaring hole and needs to be shored up.
Step 1 was giving all paladins rebuke, so you can have interrupt fights and fall back on "all tanks can interrupt". Now we need to close the gap so we can say "all DPS specs can CC".
"Just don't bring too many of X dps class" is not an acceptable answer for 5-man instances, particularly when there's an RNG element assembling groups.
Twill Feb 23rd 2011 3:34AM
I agree 100%.
I LOVE the idea of a darth-vader force choke. Totally worth Implementing.
Warriors can stun.. or maybe impale them on a pike!?
My only issue is PvP. If warriors can CC, make it a ranged ability PLEASE. But then nerf their mobility. Its already hard as hell to run away from a warrior who can always charge you the second you get any distance. Also DKs are quite good at PvP, so we need something to gimp them just a tad while they lock down your healer as Darth Vader.
overall though, CC, needs to come now!
HELL -- MAKE IT PVE ONLY?!?!?!!??!!?
Ilmyrn Feb 22nd 2011 5:29PM
A bit off topic, but I'm really not sure how a dedicated CC would work for warriors thanks to the rage system. Since rage is, cooldowns aside, generated in combat, if it was a rage based ability, it would be, at the very least, very clunky to use before a pull. If it's expected that it's fired off after a pull, once the warrior's had some time to build rage, it would need to be fairly resilient to avoid breaking almost instantly, probably at least as resilient as Fear or Hex.
As well, the cost would be a problem. Too expensive and it's prohibitive to use as it's too much lost DPS and too long a wait to fire it off, too cheap and there would likely be some real balance concerns.
omedon666 Feb 22nd 2011 5:43PM
Heroic throw costs no rage. I give you...
[Glyph of the heroic pommel]
Your heroic throw lands pommel first, disorienting a humanoid target for up to 60 seconds, damage cancels the effect. Will not work on other players. (or however these things are carefully worded so as to not offend people)
Shadowwind Feb 22nd 2011 5:57PM
I don't play a warrior (obviously), but don't Shouts give you rage? Assuming there's not some ridiculously long cooldown on Shouts, could a CC simply cost one rage less than the rage a Shout would give you? Possibly it could work like a variant of the old Heroic Strike/Maul and instead of costing rage, your next two abilities which would normally grant you rage no longer do so. (Ok, that isn't much like HS/Maul, but I was thinking of the part where those abilities replaced a rage-granting attack with a harder-hitting attack with no rage gain.)
An alternate suggestion is to throw out the resource requirement altogether and basically give warriors a flavored version of Hex. The long cooldown would (hopefully) address some of the balance issues without rendering it useless for dungeons. Obviously the graphic would be different; the target falls to the ground and is pinned in place by the warrior's weapon or something. Details, mere details!
For something somewhat more on-topic with the article, I think this might be a viable (graphical) possibility for DKs, too. Instead of a disease-based CC, have it be a weapon-based CC.
Ilmyrn Feb 22nd 2011 5:58PM
Clearly I need to play my warrior more; I'm not sure if I've ever used heroic throw on her. Ah well.