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6-28-2011 @ 4:37PM
I'm glad I'm not the only one bothered by the fact that DKs are designed to be suboptimal in the hands of a newer/less detail-minded player, and "on par" if you're really on your game and care enough for details. That is bad design, and I say this not only as a tank, but as someone having to work with tanks in PUGs that are, half the time, part of column A, and really, you can't blame them, when every other tank class just gets their mastery to help them without any extra complexity.I'm also not a fan of the idea of making all the tanks as active as a DK, who has that degree of difficilty, apparently, as part of the "hero class" package, and they can't have the DK perform "better" in the hands of the detail minded... or folks will just bring their detail-minded DKs on raids where "sitting" happens. Every level of complexity added to class mechanics is one less "act of brain" that can be saved for boss mechanics and situational awareness.The "you have to be 55 to roll one" does not justify having a purposely complex tank class, and it's not fair for DPS and healers to inherit the people playing the complex class that have no care for the complexity. The DK needs to be brought in line with the other tank classes. It was a neat idea, but so long as WoW is so competitive and has such a maddeningly cruel "don't be new on my time" ethic, you can't have one tank class be so admittedly more complex.
6-28-2011 @ 5:14PM
The real shame is that DK's don't gain anything for all that extra complexity. The problem is that if they (or any other class) scaled with their complexity, it would break the game. DK tanks would be overpowered, mages would be horrible, etc.I think another problem with Blood is that the tree feels bloated.. at least compared to warriors and pallies. But I imagine this is how blizzard wants more trees to be; you have to make some tough decisions, and you can't get everything you want.
6-28-2011 @ 9:32PM
The reason the Blood tree feels bloated is that there are so many survivability talents. My main's a Protection warrior, and I've just started Blood tanking, and the Protection tree is so much better! There's a total of 28 talent points I would consider mandatory, and of them only 16 directly impact survivability, and 5 of them are spread into the other two trees. Then again warrior Protection is probably the best designed talent tree in the game, up there with Fire mages.Depending on the content and personal preference, warrior tank specs can range from: http://www.wowhead.com/talent#LMZubzoZcrGdRRodbuto:http://www.wowhead.com/talent#LG0MZhZIcGzMRR0ruBlood tanks on the other hand have a very cookie cutter spec with what I would consider 34 required talents, including reaching down into the frost tree for Lichborne and effectively wasting two talents on Icy Reach as well as being forced into Runic Power Mastery, of which 27 directly effect survivability and 6 lock them into going to tier 2 of the Frost treeThere's just so little choice, and so much active survivability in there it's ridiculous. Really, I feel like warriors have just the right balance of active and passive survivability, having 3 main survivability abilities (including one that can be toned down in order to provide it on a raid wide level instead of a personal level, Rallying Cry vs Last Stand) which conflict very little with threat generation. Add that to potions, trinkets and minor cooldowns (stuns, Victory Rush and/or Impending Victory, Heroic Leap, Charge/Intercept/Intervene [with or without Safeguard] and on occasion even Intimidating Shout) I can cover most or all of a fight's heavy damage periods with something.
7-05-2011 @ 10:57AM
I have to admit I have a certain affection for specs that are far more complicated than they need to be and require three times as many buttons and five times as much thought as others to achieve the same results. My main specs for each role are holy priest, destro lock, and blood DK - that should say something. I'm actually good at "complex" and really bad at "simple."That said, there are problems with Blood. It's not necessarily the level of complexity. I wouldn't want it dumbed down any more than I want my priest or lock dumbed down - keep the buttons, please. The issue is the implementation - it doesn't flow. You're constantly fighting with yourself. It's mostly in the resource system. Other specs that have complex play and a lot of actively interacting mechanics are relatively free with resources and cooldowns. Looking at other specs, you see the tightest resource management and timing requirements on specs that have relatively low complexity otherwise, like holy paladins and arcane mages. On well-designed high-complexity classes like holy priests and destro locks where you're juggling a lot of abilities competing for your GCDs, for the most part, your abilities are available on CD, and you'll have the resources to use them without playing any side-games - the goal is simply to get the right ones off at the right times.But Blood is playing a resource game more complex and RNG-based than any other spec's in the entire game at the same time as it's playing an active mitigation game. Threat and mitigation compete for both resources and GCDs. Your threat can essentially put your primary mitigation on CD. Refreshing a secondary form of mitigation puts the primary form on CD. Refreshing a third form of mitigation interferes with the RNG-based availability of the first form. It's just...frustrating. Even thinking about it is exhausting. My priest is just as complicated, in theory, but Holy abilities work *with* each other; Blood abilities work *against* each other.
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