I've been having fun with Wowhead's new
Wrath of the Lich King talent calculators lately. Since I couldn't fiddle around with my favorite class' talents
just yet, I decided to play with the
Death Knight talent trees. Although I have yet to actually playtest the class (keeping my fingers crossed for that
elusive Beta key...), studying the new talents and spells made it apparent to me that Blizzard was now working on a completely different level. The class design is so bold, fresh, and completely unlike any class we've seen before.
With each patch and expansion, Blizzard has demonstrated a keen sense of learning. One of the things I truly enjoy about their talks, such as the panels during the
Worldwide Invitational event in Paris, France last month, is when they illustrate their learnings and what they've come up with in response. For the most part, each iteration of their designs is progressively better than the last. Take
World PvP, for example. Their first attempts were silly and laughable, such as the sandlol in Silithus. In Outlands, however, they implemented several World PvP objectives that were more successful, particularly Halaa and the Bone Wastes. In Blizzcon 2007, they talked about the
things they learned so far, which make me truly excited for
Lake Wintergrasp.
The Death Knight is another matter altogether. It's a new
class. With
the Burning Crusade, Blizzard simply added new races, which wasn't too difficult to balance. With the coming expansion, they've designed a class from the ground up -- and from what I can see so far, they've broken the mold and created something that doesn't quite follow the conventions we're become accustomed to. If anything, the Death Knight is a shock to the system. Looking through the
talents and spells, a few key design points stood out for me.