Lets talk about the state of DK in Dragonflight

I might just be huffing Copium at this point, hoping we get a major rework of all 3 specs in 10.2.

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I think it’s possible

Lets be honest. Blizzard simply has to change our 4 piece to work with Apoc instead of Army. Entirely eliminates the necessity of spending a talent point into Army at all!

As it stands, unless they’re willing to rework the baseline premise of Army, Army needs to go entirely.

Added my own thoughts to the Community Council forums. Hopefully a bit more traction will come to the topic. The State of DK

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Idea for DK rework:

-Rework wounds entirely. They’re effectively Vanilla Rogue Combo Points, as a million other people have said. Make Infected Claws baseline and guarantee Wound application, up to 6. Wounds work similarly to Combo Points, where they are applied to the player instead of the target for the purpose of granting additional effects.

-Small increase to AP ratios for SS/CS/VP to account for loss of wound interaction, plus reversion of SS/CS to deal increased damage per different disease on the target. Idea is that disease damage combined with dmg increase on SS/CS will even out to roughly what SS/CS is with Wounds over the course of an encounter, but with less button presses on FS to apply Wounds, giving the player more resources and relying less on GCDs when Unholy Frenzy is cooling down. Plus, reducing RNG because having to use FS a second time because you only got 2 Wounds from the first use, sucks and feels like a waste of a GCD and a waste of 2 runes. Ideally this would make Superstrain a viable alternative to Gargoyle for single target or 2-3 target cleave, and not have the spec be pretty much based around Gargoyle in the opener and 3 minute windows, but Gargoyle can still be stronger for pure ST for players with wrinkly brains.

-Rework Festering Strike and Festermight. Festering Strike costs 1 rune and applies Festermight, which increases pet damage by X%, lasting Y seconds. Additional applications of Festering Strike add stacks on Festermight, to a total of 3, does not increase duration. Idea is to keep Festering Strike, it’s not a BAD button per se, but make it actually useful and reduce RNG.

-Apocalypse summons 3 melee minions (ghouls) and 3 ranged (skulkers) by default, minion damage adjusted to roughly even out to Apocalypse ghouls now. Commander of the Dead consumes Wounds when Apocalypse is used, summoning an additional enhanced minion (abomination, geist, gargoyle, nerubian, skeletal mage, etc, basically all the special undead that never get seen much anymore) per Wound consumed.

-Army just summons the enhanced versions of minions, no normal ghouls.

-Replace existing Summon Gargoyle with Summon Val’kyr. It works pretty much the same, Val’kyr are just cooler than gargoyles and I think they fit the bill as a long cooldown, high impact ability.

This is the very quick and dirty version, I’m posting this from mobile and can’t really go into much more depth. Assume all of these hypothetical changes he’s would be made with adjustments to talents to eliminate redundancies.

More talents that change up diseases would be very cool.

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I still wish they would split Unholy into 2 specs, Unholy and Necromancer. DK is a perfect class for 4 specs (4 horsemen) and Unholy as a semi ranged (evokers) shadow/dot caster would be really cool. Then Necro could be a melee pet master.

Ton of things you could do with that and have fun.

I also wish they’d make one small change that would improve on two of Blood’s biggest issues (snap threat and overall damage)… Make Bonestorm a 45sec CD that doesn’t cost resources. Its damage is not that powerful, but if it were free and could be popped going into a pull then it would be a very useful CD that provided snap threat, initial healing until you got DSs rolling, and the overall damage bump it would give Blood would be appropriate.

It is a cool spell, but feels like its rotting there.

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Interesting idea and if you take the concept of the four horsemen of the apocalypse as basis for each specialization so taking that you are working from the following:

  1. Conquest (First Horseman on White Horse) - This is one that could allow for some very different specialization ideas, potentially something aligning to Domination by Overpowering Military Subjugation which aligns to the identity of this horseman

  2. War (Second Horseman on Red Horse) - Best option for the Vampire Lord/Blood Lord specialization

  3. Famine (Third Horseman on Black Horse) - Best option for the Disease/Pestilence specialization

  4. Death (Fourth Horseman on Green Horse) - Best option for the Dread knight/Lord of The Undead specialization

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Blood, Weapons(frost), Disease(unholy), Death(necro)

It is such an easy concept I’m shocked they didn’t do it a long time ago. Also gives the Necro spec, which has been a big ask from players for a long time.

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I’m sad we never got those horses as our class mount, they are my favourite mount models in the game.

I wish rune of the apocalypse worked with all minions and power was buffed significantly. I feel that it would be a great rune to use for unholy if the effects were for all minions and buffed.

Autos and Fever do less than 9% of your total damage at best. Explain how taking that 9% out and shuffling it into the abilities would make said abilities more meaningful.

yeah, even if it worked right and you could get all 4 stacked up quickly, the %s are so low its not really worth it.

this seems to be a running theme with DK as well, they provide something that on paper sounds mechanically fun, but then tune it’s damage so low that you basically can’t take that option.

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what if you made festering strike automatically learned at 10/11 then the first option was a toggle. you could either go into ranged or melee. There would be trade offs for each. i like the idea of a plate caster. they really do need to rework unh. i really want to love it, but its just bad. hell i even try to go back to dk multiple times, but try as i might its just bad.blood is my favorite tank spec, but i wont play it because of the dps specs that come with it. I would love to see some kinds of major rework to the class as a whole.

I think having to use DnD and RW before you can start obliterating feels bad. DnD sucks as a Frost DK. It’s worse than sweeping strikes in almost every way.

It only affects obliterate instead of FS as well, it’s on the GCD, and it has to be on the ground instead of following you.

The cleave should be attached to remorseless winter or just made into a talent like splitting ice for frost mages.

Allow OB and FS to cleave to 2 or 3 targets all/most of the time and it becomes a lot better feeling to do damage.

The scythe needs to be buffed too. It should be two runes like OB and do more damage. As it stands you can spam it and never run out of runes. It seems like regular spenders should be 2 runes and the off skills like RW, and HB and others should cost 1.

I also think a talent to make OB/Scythe cost 3 runes but do more damage could be interesting.

I guess its my Wrath design mindset but having to DnD to Obliterate cleave or before you can start “doing damage” is nothing.

Icy Touch, Plague Strike, Pestilence, Death and Decay and then you had no runes and went straight into Frost Striking or Death Coiling no matter the spec. It was a good… 7 seconds before you could really do any Blood Boiling putting Howling Blast on CD or using Obliterate when in an aoe situation.

Using DnD and then going straight into Obliterate cleave is miles more simple than anything previously existing except for Frostscythe spam.

Frost doesnt need to get any more simple.

Agreed. People want another button that does the EXACT same thing as oblit does already it blows my mind. The arguement of losing damage on movement because of DnD is so mute. All classes lose damage the moment they cant hit something and have to move.

If frostscythe got buffed and reworked, and you had to move… and only hit 1/3 targets… just like dnd you would lose 66% of damage.

If you have to move and can’t hit anything… you lose all your damage… just like… every… other… class…

If it wasn’t bad design why would they finally be getting rid of rune of power? It’s a long cd that you just screwed on by rng

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Yes I agree, a caster having to remain in a circle is a terrible idea especially with the long CD it has.

Where as we can move, have 2 charges and cd is short. We also only need it momentarily for cleave and aoe while RoP is baked in and essential for single target and aoe. Theyre not even close to the same application or use. ??? What is the logic here. Can blizzard never introduce ground aoe spells anymore? Should shaman earthquake be removed from game? Frost mage blizzard? get out

Post on your dk. I have a feeling you don’t really play the class but have very strong opinions on it some how like most in these forums. Would love to be wrong though.

DK has issues. DnD cleave is not one of them.