Lichborne: BlizzCon cause and effect for death knights in patch 4.3

So the past few weeks have actually been pretty exciting for death knights. We saw a lot of new info come out of BlizzCon, including getting a couple long-standing questions answered with new updates to the patch 4.3 PTR. Today, we'll cover the basics of what we discussed with the devs at BlizzCon and see what fruit those discussions have borne on the PTR itself.
Bloody questions
One of the first questions asked at the Class Q&A on BlizzCon 2011 day two was more of a laundry list of blood death knight grievances, such as our issues with spike damage and with avoidance working against mastery. While we have gotten a good bit of dev love on the forums on these beefs, it was actually pretty nice to see it answered candidly on stage, if only to see a dev give an on-the-spot, straight-up answer.
The gist of the dev answer is that they do certainly understand our situation and are trying to change it. Essentially, they believe that part of the death knight tank's appeal is taking higher amounts of damage but being able to heal it back up themselves immediately. Since death knights need less external healing, they need to have some other weakness such as taking more damage overall.
At the same time, it's not acceptable for death knights to take so much spike damage that they die within a couple of GCDs. That is why the devs are working on trying to find a balance, including bumping our Blood Presence up to a 55% armor bonus. They are continuing to keep an eye on things, especially on the new patch 4.3 PTR encounters, to make sure death knights are competitive. Overall, they say, they do still feel like the death knight thing is to go down from 100% to 20% health quickly, but be able to heal that just as quickly.
A lot of us have said for a while that we would be willing to give up a lot of our self-healing for a chance at not taking as much damage already, but it looks like Blizzard is only willing to go so far on that front. We may also be stuck with what is still a lackluster two-piece set bonus this tier. Still, it's at least good to know that Blizzard realizes where the issue is with this self-healing model of tanking, that self-healing can't make up for damage so massive it gets us down in a couple of hits.
Part of the problem here is that we may not be able to come to a complete understanding of where things are going until patch 5.0, when we discover how Blizzard plans to work on that whole active tanking model it's been discussing for a few months now. Until then, however, it's nice to have another sign that Blizzard does realize blood tanks have some problems, and it is actively monitoring the situation and applying some fixes. We may have to suffer through a raid tier with sub-par set bonuses, but we'll at least have the devs looking out for us on all the fronts that count.
Timmy the ghoul gets an upgrade
Another death knight question was posed by Heartless, the owner of the Son of a Lich blog and one of the charter members of the awesome Acherus IRC channel. She asked a question that's been on just about every unholy DK's mind since patch 4.0: Can we see some pet fixes? Namely, she pointed out the failure of critical strike and mastery to scale with ghoul pets and our summoned gargoyle's tendency to use a weaker melee strike instead of its more powerful ranged attack.
This was actually a very cool answer to listen to, because it really does show a moment of genuine connection between the developers and us, the players. The developers seemed to have a moment of epiphany as they finally understand a major issue unholy players have, to the point of admitting that unholy death knights as a spec are at a major disadvantage in that some secondary stats are wildly unattractive for them. Of course, they did end the answer with the usual boilerplate: They don't want to mess with a spec's mechanics or stat weights too close to the end of the expansion, but they'll try to get it right in patch 5.0
So all in all, we had what could be considered a good BlizzCon. We got a decent review of some intriguing talents (more on that next week), a couple of good questions asked, and a couple of good answers provided.
But things really took off after BlizzCon. Bolstered by the question, Magdalena, another active unholy community member, posted a thread on the official forums outlining the possibilities of allowing ghouls to scale with mastery and critical strike rating. She got a blue reply. Ghouls would, in fact, start scaling with critical strike rating. Not only did that happen, but a patch note update revealed that our summoned gargoyle would lose the weak, annoying melee attack.
The fallout of these changes is still being analyzed. There's some concern that critical strike rating may become more valuable than mastery, but it's generally agreed that it will be a very small margin. In either case, it will be a small price to pay for having a pet who's a little more strong and for critical strike rating's not being completely toxic like it once was. Besides, haste is still king and likely to remain king until at least patch 5.0, and strength should still be the gemming king for the forseeable future, so you shouldn't have to swap around much more than a couple of reforges at most.
The triumph of the death knight
The big thing to take away here is that the devs are listening, and good communication gets results. This is why BlizzCon matters and why our community matters. I'd guess we still have at least another month until patch 4.3 goes live. That means we have more work to do. Get on the PTR. Parse stuff. Test the changes, and if they're not good enough, get numbers and anecdotes to back that up. If they are good enough, start figuring out how that's going to change your playstyle when the patch goes live. It's a great time to be a death knight. The devs are listening, we're seeing changes, and we're having fun.
Now if only they'd buff Might of the Frozen Wastes.
Before I sign off today, I thought I should remind you of the best news to come out of the PTR. If you sold off your old starting zone gear, do not despair. Quartermaster Ozorg, an Abomination on the lower level of Acherus, will sell you all the old starting zone armor and two-handed weapons, both green and blue level, for low, low prices. I'm one of the dudes who kept this stuff tucked away in my bank, but I'm sure there's more than one of you who didn't. It's also worth noting that the Replica sets now being sold at the Darkmoon Faire are not class-specific, so unless that changes, you will have a chance to impersonate an old-school warrior or paladin if it be your desire.
Filed under: Death Knight, (Death Knight) Lichborne, BlizzCon






Reader Comments (Page 1 of 1)
Zaet Nov 8th 2011 8:12PM
Any opinions on the new talent trees for MoP?
Daniel Whitcomb Nov 8th 2011 8:17PM
Like I said in the column, I'm saving that for next week. I didn't want to turn in a 5000 word column, that's way too long to expect people to sit through!
paulmewis Nov 8th 2011 9:21PM
I suppose you can argue free will and what have you (bwah ha ha ha), but I'm surprised given how lacklustre dual wielding is for both unholy and blood that it isn't killed off as a baseline and given to frost only.
And didn't they nerf Might of the Frozen Wastes with 4.2. I'm sure I recall it being 12% not 10%.
Ez Nov 8th 2011 9:29PM
Awesome! Cuz when i pull out my Gargoyle and look at the dps, it doesn't really do that much good, more shadow damage would be a lot more effective. The damage they do should be equal to how creepy they look
rapsam2003 Nov 9th 2011 10:13AM
According to sims, the current Unholy secondary stat weights are: Haste>Crit>Mastery. That's great, because the DK t13 dps set has more crit than t11 or t12 had.
Alan Nov 9th 2011 7:09AM
how about fixing it so Frost Presence is used for Frost Spec? Using UH presence seems totally counter-intuitive.
vlakaa Nov 9th 2011 7:54AM
THIS.
rapsam2003 Nov 9th 2011 11:02AM
In Wrath, no one used Unholy prescence though. /shrug
(Or at least, there was no compelling reason to do so.)
anderekel Nov 9th 2011 1:01AM
Daniel, while we're on the subject of ghouls, I've got a question for ya. Why do you think Gnaw costs energy when every single other pet special ability doesn't? Hunter pets don't cost anything (for the special attack) and lock and mage pets aren't ever gonna go oom, so it's a moot point there. We're the only ones that have a clunky mechanic to work around if we want to stun something.
Revrant Nov 9th 2011 2:11AM
"Quartermaster Ozorg, an Abomination on the lower level of Acherus, will sell you all the old starting zone armor and two-handed weapons, both green and blue level, for low, low prices."
Giggity.
derek9849 Nov 9th 2011 3:24AM
only think that annoys me about DK's is that healing your pet cuts into your dps rotation (costing runic power) where as hunters mend pet is free
Grovinofdarkhour Nov 9th 2011 10:44AM
I'm no expert here (my DK's only 81 - but tell me all that early Hyjal quest plate doesn't make him look like a frickin' samurai! http://us.battle.net/wow/en/character/thorium%20brotherhood/grandfunk/simple ), but just from reading what all's being said, it sounds like the reliance on self-healing basically translates into one huge thing DK tanks have to worry about that other tanks do not; that you have to be able to do more things well simultaneously than other classes in order to be a "good" tank.
So, what am I missing? Are they making the rest of the job of tanking simpler to compensate? Or is that what makes DKs the "hero class" - having to keep more balls in the air in order to accomplish the same task?
Ilmyrn Nov 9th 2011 11:06AM
Grovin, the devs have said a couple of times that, mechanically, DKs are about where they want other tanks to be, that is, very actively involved in their survivability, what with Death Strike being both an integral part of their tanking rotation and a huge survivability button. So basically, right now DKs have more balls in the air than any other tank, but come Mists, Blizz wants to toss more balls at the other tanks.
Crystal balling it a little, I'd imagine that while DKs will keep their avoidance mostly passive and spend their buttons on healing like they do now, while other tanks will be pushing buttons to increase their mitigation or avoidance.
Djinn Nov 9th 2011 11:09AM
Wow it sounds like they are almost admitting that they kinda screwed the pooch with DKs. Now if we could only convince them to give us back the rune system from 3.x we would be winning big time..
hhinde Nov 10th 2011 12:17AM
I do have to say that as an endgame raiding blood dk, I'm embarrassed by my defensive stats as they are. I'm at an ilvl of 376 right now and my ilvl 346 feral druid has better defensive stats. More armor and more avoidance. My DK sits at 32k armor and around 33% total avoidance (dodge/parry) and my druid has 41k armor and 38% avoidance (dodge). There's something wrong with that picture.