IBF - 2 min baseline, 40% physical damage reduction for 10 sec, stun immunity
Improved IBF - additional 10% DR
AMS - 1 min, reduces all magic damage taken by 40% for 8 sec, immunity to all harmful magic effects.
Antimagic barrier - additional 10% magic damage DR and 2 second duration, CD reduction removed
Improved Death Strike - removed
Death Siphon - 50 RP, deals very low shadow damage and heals for 450% of player stamina (able to heal critically)
Death Coil - heals friendly undead units by 250% of players stamina
Death Pact - Restores 50% of max HP when taking a fatal blow and reduces damage taken by 75% for 2 seconds (4 min cd)
Numbers can always be tweaked and PvE is irrelevant.
Fact is Death Strike moves our Health bar 2 pixels. Fact is AMS is broken with 2 spells and is just a 1 min cc immunity really. Fact is that these two lead to us having basically our entire defensive capabilites deleted in dampening. This is unacceptable.
And I guess, that you didn’t do the math behind it.
I admit, if all of those changes were implemented at the same time it could be way too strong if paired with a good healer. But these ideas are more of a brainstorm.
Death Siphon alone would heal for approx. 150k HP.
35.000 stamina Ă— 450% = 157k
Crits in PvP are now 150% which means a crit (that would almost never happen because crit is a terrible PvP stat and we usually got none) would heal for 236k.
Now factor in that almost every class these days have a mortal strike effect which makes our healing 75% effective. A non crit would be then 118k.
And now compare this to what a Sub Rogue, Ele or Enhancer shamans and many more specs can dish out in a global.
the DK dev is a rogue main with dk being his 3rd string alt. none of our changes this expansion have been good. all have been mechanical nerfs. the devs don’t want anyone playing DK so they can feel free to overhaul DK sans criticism from DK mains. there are hidden multipliers in the game that modify armor values and im pretty sure there are modifiers for DK to just take more damage in PVP than they are supposed to. the devs will never take any player idea no matter how good it is simply out of spite. stop suggesting ideas and changes for DK, they don’t want to hear them and they will simply twist your feedback to ruin the class further.
Considering what just happened with raise abom I’d half believe this, abom was a bad rogues hard counter.
Bingo, anyone else remember BFA when in pvp or pve you’d die to a melee player or NPC sneezing on you? The team never fixed that bug in the armor code for dk’s they added some stam for dps and re worked mastery for blood as a band aid. The armor issue was never fixed.
Just played a few 2s games close to 1900 mmr with my mate (Mistweaver/Unholy). We were facing a few meele comps that we could handle quite well with a few very close calls here and there.
But caster Comps were almost unwinable. Especially those with mages. Regardless which spec. Checked my selfhealing in those setups.
Never had a Death Strike higher than 70k. While at the same time eating 130k pyros and 100k fireballs. We could survive quite long into high damp. At the end my monk was 100-0 in one HoJ.
I feel like our entire toolkit and our utility used to be a counter for casters. However this toolkit is the exact same since 2009 and never got updated and is so proprietary.
2 Grips? Hah, mage has blink for every grip and can root you on top.
Priest runs towards your mate for fear? Insta chains only to be immuned by fade.
You are in jeopardy? No problem. AMS will save your butt. Oh wait, Frost Mages can do 200k Glacials now and boomies 250k full moons and AMS only absorbs 360k. Without dampening.
Let’s be honest. We do not counter spellcasters. Casters counter every bit of our toolkit. These recent damage buffs to DC and wounds was like a bandaid on amputated arm.
If you think DK is paper, adding more healing CD won’t fix that.
Especially if said CD is heal CD.
Also your Death Siphon is pretty much Death Strike but ranged, both are competing for runic power, the devs has said multiple time that they don’t want button bloat.
The solution is simple, just add Blood Presence and be done with it.
I just played into a bunch of sp comps in 2s also at 1900mmr. I can’t believe they thought DKs were doing too much healing with DS. Sp almost out healed my hpal.
I am sorry. I assumed that folks reading my OP would possess a certain intelligence to understand that it would be obvious.
That’s not what I think, it’s a fact. Death Strike in it’s current form heals for 87k tooltip. Now add 25% mortal strike reduction and you are at 65k, which literally does not move your healthbar when being under pressure.
Now add the fact that is gets immuned or unusable by BoP, Bubble, Netherwalk, Evasion, Cloak of shadows, Die by the Sword, Blur and any form of disarm and you receive a dead ability. Which is ironic since it’s called Death Strike and not dead strike.
The point is to reintroduce a spell that used to exist in a former expansion.
Yes, you mentally challenged individual. Renaming a talent alone and not modifying it further doesn’t change its power. Yet another brilliant realization of you.
And that is why I suggested to change the calculation formula from damage taken in % to players stamina in %.
Way too much and severe weaknesses for its current effectivness not justifying to ever press that button.
The fact that you don’t see how much this sentence exposes yourself while implying that I am the idiot here is almost impressive.
4 out of 10 trolling, too obvious.