Death Knight feedback
Hi all with 11.1 on the horizon I wanted to put out some of my thoughts on potential changes to Death Knight. We just got a rework however I do think there are a few issues amongst the specialisations that I would like to see addressed.
Frost
Frost is in a good spot right now gameplay wise. I think the breath/obliterate hybrid build is super fun in both keys and raid. Blizzard nailed it with their goal of trying to turn breath into something 30 – 45 seconds and finally escaped from the perma breath issues that plagued the specialisation during dragonflight.
One big issue I have with frost is the amount of RNG in the spec, particularly:
- Bonegrinder – this talent encourages cancel aura macros on some fights to make the bonegrinder 20% frost damage buff line up with CDs. I think this talent needs to be reworked.
- Reapers mark resets.
- RNG on resource refunds when going into pillar. Particularly on pull when you are not using breath / empower rune weapon. It is a super bad feeling on certain fights like Silken where you run in instantly pop pillar then hit two obliterates and two frost strike and then have to sit there for 3 seconds waiting for your resources because you low-rolled rune refunds.
Unholy
Unholy is ok but it feels very simple especially on single target. I would really like them to lean into two game play styles similar to frost where one is based around your minions and the other your diseases. I think they need to add just a little bit more complexity to the specialisation.
I think a bit issue for me is that Frost and Unholy are both 45 second classes at the moment which I think causes them to not have distinct enough damage profiles. They tend to at the moment be both good at sustained cleave with frost being better at low targets and unholy better at higher targets. Both specs have fairly average to bad single target at the moment.
There is a bit of button bloat for Frost and blood now. Personally, I think soul reaper should return to being an unholy only ability. This would allow Blizzard have unholy lean more into the execute damage profile to distinguish it from frost.
Blood
I really don’t like the current iteration of blood. This makes me quite sad because at many points in WoW’s history Blood has been my favourite spec. I had a lot of fun playing Blood in legion / S3/S4 of shadowlands and back in WoD. Honestly, I have been unhappy with thestate of Blood since the changes in Dragonflight particuarly the focus on being in your DnD at all times. Something I have really hated about blood is also the loss of the gameplay of timing your death strikes appropriatly. I think Dragonflight was probably the worst state Blood I have ever experienced blood being in.
I think the many of the capstone nodes are boring particularly the passive talents in bloodshot and umbilicus eternus. I also think playing around bonestorm / tombstone and bone shield charges feels very janky to me. Especially now that the extra bone shield stacks from abomination limb is gone.
Blood has probably improved in war within from dragonlight but I don’t really think Blood got the rework it needed they just took the base class from dragonflight and added a bunch of bells and whistles onto it. I personally think Blood needs a fundamental rework.
I suspect one of the issues is the greater focus on blood shields which occurred because of the Dragonflight rework. Previously blood shields felt a lot more like a bit of a bonus you got to help smooth out damage. However, since Dragonflight having a massive blood shield at all times became the norm. Blizzard obviously considered it to be an issue because they ended up reducing the blood shield cap. I think this was a mistake as I think it is the blood shield generation that needed to be nerfed not the cap. Overall I think blood shield generation needs to be nerfed, death strikes should heal for a lot but be less frequent so you need to use them strategically and Blood DK passive tankiness should be buffed to compensate for the blood shield generation nerf and to help against one shots in high keys.
Raid Buff
The raid buff issue for DK has been discussed a lot recently. I personally think that blizzard should just throw in the towel on grips being DKs unique utility. I think it restricts them from exploring other cool ideas with other classes because they can’t put in any abilities that could overlap with DK grips (e.g. warriors using a chain to hank an enemy to them or a mage summoning a black hole that pulls everyone in). Furthermore, it also basically forces Blizzard to create a grip fight every tier (which usually just ends up creating mandatory blood DK requirements for guilds).
Grip Consistency
If blizzard insists on grips being DKs unique class utility then their needs to be consistency between the tank and DPS specs. At the moment when you need grips the default is to bring a blood DK and DPS death knights are usually not considered. Blizzard needs to make it consistent to gives guilds flexibility on bosses like Ovi’nax to be able play different variants of death knights when grips are needed.
Gorefiends should be on the class tree as a talent node. I think it would be good to be a choice node with abomination limb. Also, regular single target grip for blood needs its baseline CD increased to match DPS death knights however there should be a talent node for both roles to reduce it. This can replace one of the numerous defensive nodes Blizzard introduced in TWW.
DK Tankiness
Death Knight is very tanky at the moment and I suspect it will inevitably get nerfed. Mostly it is driven by DK being given a whole bunch of extra passive defensiveness from talent tree changes and hero talents. I personally think active defensives shouldn’t be nerfed and instead the number of passive defensive talent nodes needs to be addressed.
Anyway, just my thoughts on DK at the moment. I am sure some people will disagree with me but wanted to put my thoughts out here as I have been thinking about the state of DK for a while.