Dev for a Day, DK Tree Updated 6 Sept

[Sorry if any of this has been mentioned before, it’s late and I’m tired and reading the (current?) “class changes” took a while already… and I know this is mostly just a thought experiment/fantasy just my two cents] [Also, sorry, I just can’t deal with the forum quote system]

  • Frost presence feels kinda… useless. I can think of reasons to use 15% reduced casting speed, but a 15% slow … within 10 yards? Even AoE it’s not particularly useful. Maybe in PvP, but it’s not gonna stop us using chains of ice… If anything, simply for parity, 15% reduced melee attack speed may be better?
  • Blood presence feels overpowered. It needs significantly increased threat (meaning tanks would have to use it, at least ‘whilst’ tanking - raid tankswap mechanics) imo, otherwise - especially compared to a 15% slow - you’d just always use it. 10% dmg loss for 20% stam, 30% armor and 10% damage reduction? Who knows, maybe the 10% damage loss isn’t worth it.
  • “Upgraded Death and Decay”. I like the blood one. I am not sure I fully understand it, “damage dealt to be shared” by the death knight? Or just all damage? sadly frost loses again here because increased festering wounds (I’ll come back to those) for unholy changes gameplay. Shared damage (whether for the dk or players in general) affects gameplay. Damage and damage over time? It’s very thematic, I’ll grant you, but it still feels less interesting, though that’s personal preference, I suppose.
  • Mentioned it there, might as well again… Festering wounds. So many festering wounds. Would probably be fine if there was a significant rework to how they function alongside it in order to accommodate the significant increase to the rate we’d produce them at
  • [edit] Perhaps Frost upgraded Death and Decay could be like, a glacial spike (the object not the mage ability) that is launched forwards a small distance, increasing damage dealt for each enemy it passes through before shattering on the final enemy and leaving behind a mist that deals damage and death and decay stuffs. There’s some gameplay in that.
  • Abomination limb change is such an obvious change that I can’t believe it’s not already a thing.
  • Will of the Necropolis I also really like. It’s definitely probably too strong for PvP.
  • Soul Reaper change would be quite nice. Personally I think the rune restoration version was best in practice, though totally unnecessary from the looks of DF trees. If it was tuned right, this version you’ve suggested would be much nicer.
  • Plaguebearer would also be nice. More disease talents would be awesome. 5% magic damage taken is DH right? Definitely in favour of homogenization when it comes to class utility. [not the place for it, but survival hunters should get a “healing salve” like healthstones]
  • Dominate Undead… This would have to work like hunter pets… there’s no way around it. Otherwise it’d be pretty DoA other than for RP. We’ve seen what happens when player power and cosmetics clash… (covenants…). Also you’d need to be able to revive them. It might just be the wonderful flavour text you’ve created that’s left me not fully understanding it. [I’m also curious what an “exotic” undead is… sounds interesting]

TLDR now I’m gonna be disappointed pretty much no matter what they do with DF talents, so thank you for that :slight_smile:

2 Likes