Pvp tuning dec 8th

Bizarre seeing you as a female nelf when a male goblin posts underneath you

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Anything abomb says should be ignored. He’s either the most elaborate troll in history or he’s actually braindead.

It’s a real shame we don’t have the downvote function anymore.

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Even most r1 player who are not playing DK agree that the nerfs are way too much.

I can deal with the AMS nerf, even though I don’t understand it. I can deal with a nerf to WotN but 50% is way too much here. They should start with 20% maybe 25%, not more than that.

But I don’t get the nerf to DS. A nerf here can only come from a person who has never ever played DK into melees like Warrior, Monk or Feral. They will just faceroll over DKs with that change.

The nerf to Abom Limb is also like insanely stupid. That ability deserved a dmg buff, not an utility nerf.

In total the nerfs seems to have been done by someone who has no deeper knowledge of DK in PvP! Even when you hate them you wouldn’t overnerf them so much. So a decision based on missing knowledge is the only explanation.

Imo I actually preferred to see this ability not exist in the first place transitioning into DF. I’m not intending to be super derogative with language here, but it has succeeded to exhibiting more “degenerate”/thoughtless gameplay rather than one with any skill expression. I think this change should have been made the moment it was introduced. I don’t mind if damage buffed but the whole “flappy hands” concept was a bit too much. The last thing DKs needed was something as obnoxious as this ability and it certainly could have received a nice redesign where it offered some more thought-inducing utility that made more of an oppressive + CC based impact rather than a damage + repetitive gap closure impact.

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Press disarm during your go, next.

It required skill to know when to run and when to get gripped. So I can’t agree here, it required some skill for the opponents to deal with it.

The most dangerous aspect of Abom Limb also wasn’t the grip, it was the damage that came along with it. A grip is mostly pointless if you can’t generate pressure with it.

I was referring more with respect to the user (DK) using it rather than the opponents dealing with it. I think that the game should move in a direction where thought-inducing abilities (either sequential or gated behind a rather minimally complex mechanical usage) are likely to be rewarded for players and similarly in that regard be deemed as an effortful situation for players to circumvent.

I think instead of baking a ton of upfront damage (cleave dmg) within a button that condenses a DKs ability to close in on surrounding targets repeatedly, they could have designed it better to where it does one or the other. If the concern is mainly damage at that point, there could have been several ways to accomplish that in order to retreive some of the respective DK specs’ flavor and richness separately.

Atleast that would be the way I would investigate when contriving a class from top to bottom.

Then give me examples of such abilities. I mean, you can still threw Abom Limb so it wouldn’t have any damage or grip.

When you use Abom Limb without any damage to make use of the grips, it’s pointless. If you use it without making sure you have something to break cc, it’s pointless. And so on.

So what are those abilities, that need so much deep thinking of it or incredible cd stacking, to make at least a little bit use of it?

There are a few examples out there. One is rsham unleash shield where you can actually get a solid root/heal reduction if you use it wisely. It can be countered with mobility, a root break, or a dispel generally and has a very small radius of impact once its active. Another is the soul burn mechanic - not only are you burning a soul shard as a resource to gain the effect, but there are sub-mechanics which can be dispelled/stopped easily but can be exceptionally rewarding when pressed at the right time when you know for a fact that you can utilize this to its maximum ability. I guess you can also use kyrian spear as an expample, although I’ve personally never liked the ability but I do have to say that there is somewhat of a skill ceiling to it when used and when attempted to avoid (pre-porting, pre-blinking, positioning next to gateway to effective render it useless, etc
). There may be a few more out there which I can’t think of right now, but the goal of constructing non-primary class based abilities (especially ones tied to CDs) should generally flow against the idea of accomplishing too much with minimal effort unless a class outright lacks a ton of inherent attributes (spec defining) within its toolkit.

Which is why I’m implying that the landscape behind designing a class should be more meticulously derived and thoroughly evaluated so that compensations occur in certain categories in order to offset the lacking attributes.

Funny, because Abom Limb is kinda the same.

Spear hinders you from running, even grips you back through pillars (AL doesn’t) if you port, does 3 times the damage right now compared to AL in much less time and so on.

The only difference is, that you have to place spear on the ground, while dk is the center of AL. Makes the usage maybe a little bit easier if you aren’t good with your mouse, but actually not really.

Because they designed it as a pull back mechanic (similar to druid vortex). AL serves the purpose of an AoE grip strictly.

Personally I’ve seen more shutdowns happen from spear as opposed to Abom limb. Abom limb was typically almost always used as a way to increase pressure (dmg wise) during windows from cds. I don’t see how it serves to be mechanically superior in any way relative to what other abilities offer. Don’t mean to discredit any of the playmaking (intentional or unintentional) potential it has, but it simply never presented itself as anything else other than a major damage supplement.

Yup

People were stacking two disc priests in Rated BGs every single season in SL.

Stacking them in raids as well.

If spear isn’t designed for that, why does it 2-3 times more dmg? :slight_smile: It is clearly a damage cd you can use for other things on top of that. Same goes for Abom Limb. Clearly a damage cd, that can also be used as utility to protect an escaping teammate from a shadowsteping Rogue or a charging Warrior for example.

Sorry, but your argumentation doesn’t fit.

I was a bit hesitant on using spear as an example because I’m not a fan of that ability as well. But as I’ve said, I’ve observed spear used for mechanical purposes more times than I’ve seen limb used for (the usual limb plays I’ve seen are mostly unintentional since its used to fuel pressure).

I’ll chalk it up to different perceptions and observational affairs.

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So you are saying, an ability design should be judged on how people are using it, not on its usual intention?

if a dk is outhealing healers fighting double dps i think that says something but i agree the defensive nerfs were a bit too much even the more irrelevant ones

I’m bummed about the Skullsplitter nerf, at least its only 15% but that build is so much fun to play.

That is so silly. Blizzard PvP developers, what is it you want barrage to work as then? It works as single target nuke, cleave and aoe. Make up your mind.

Nether Precision did not need a nerf. Casting is a pain when our entire offense and defensive spells rely on the arcane school. Nether precision gave us some breathing room to be able to get our 2x arcane blasts.

I would have rather seen the execute be brought down from 35% to 25%, instead of nerfing the damage. Because hit points scale harder than damage, especially against tanks. Which brings me to point B, if the nerf sticks, have the pre-nerf not affect tanks.

Lastly, prodigy is built around our mastery. What is the point of mastery then?

Our harmony is already capped at 50% in PvP, when it used to be 80% in PvP.

Our bombardment was already reduced, and now you weaken it even more?

Blizzard PvP devs, stop forcing mages to play the stupid fire and frost meta. I refuse to touch that op spec.

Quick to nerf and slow to buff (nether tempest junk since MoP)

Id trade some self healing for a dmg increase! Our dmg seems low after the big nerfs before the xpac launched.

Doesn’t the intent of the ability correspond with how people typically use it? Unless we’re talking about odd usages that somtimes make wonderous plays happen, then that falls under seldom occurrences (mostly less reliable plays due to high-risk). When you generally have an ability with dual or multi functionalities, the assessment behind it is the aspect that gives most value to it. Traditionally this is how abilities have often been viewed and to go along with that line of thinking, it would only make sense to make the most out of it by using it for its most impactful purpose. Kind of like a spriest using psyfiend on a target (non-kill) or a fast moving pet as they are making their way over to stop a healer’s drink or a rez - in an uncanny manner. Comes with heavy risk but is seldom seen and it boils down to additional decision-making following that play which will determine whether it was a reliable play to make.

Hence going back to my argument, AL just doesn’t strike as one of those abilities in general since its heavily reliant on damage supplementation. Could maybe change in DF due to talent trees involving flexible playstyles, but I’m quite positive that it certainly didn’t provide value unless it was used strictly with offensive CDs to generate an excess amount of pressure.