Removal of abom limb

this is just disappointing and sad. abom limb was alot of fun to use and the fact that you are removing one of their best m+ talents for raid reasons is just a complete lack of understanding of whats fun with dk.

edit:

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I’m sorry, but what?

As they say on Wikipedia [Citation Needed].

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big yikes here

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Oh one of my favorite things about DK in PvP. Thanks Blizzard.

I’m glad raiders get to ruin an already underwhelming PvP class.

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if you think raiders wanted this then you will be suprised. im pretty sure no one wanted this lol

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So it’s just a lose lose for everyone. :confounded:

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Well it’s a bit of a shame I guess. But it’s sound reasoning. Frankly I was always surprised that that one made it across from the covenant abilities.

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That was one of my favorite buttons as a BDK. Now I’m sad. :frowning_face:

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i mean not giving any real trade for it for blood dk is pretty bad. especially since their reasoning is 100% raid based.

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The trade is that more mobs will be grippable.

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in raid. which is just silly to lose on of thier best m+ talents for raid reasons.

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As someone who enjoys PVP, I won’t miss that ability at all… but that really sucks DK mains.

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I didn’t really care for it when was frost dk spec, mostly the animation. But kinda surprised they dumped it.

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What was the point in abom limb if dps dk don’t need it, blood has GG and lower grip cd, it did negligible damage in its current state?

It just made you not play a bunch of left side talents in the blood tree.

I main blood in m+ , this does not change anything. It opens up more for us.

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Meh I’ll be curious to see what we get as a replacement. It’s a capstone talent but it felt like it should be more tired to mass grip. Personally I wouldn’t mind seeing it combo with mass grip (first mass grips and then slappers to pick up anything out of the initial range and/or trying to run away).

I hope we get the Venthyr ability in its place and maybe with SL dungeons in S3 from Revendreth we shall (not holding my breath).

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I never used it and thought it was the most ridiculously stupid looking ability in the game.

I’m sorry it’s getting removed for those who like it, but if it’s going to make encounter design better, then so be it.

Well, then there you go. :slight_smile:

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Always thought it was foolish to combine Utility and Damage in one spell.

It does leaving a gaping hole in the Death Knight’s kit however. A minuscule 2% Haste buff won’t fix that.

lmao.

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We only picked it up because it was easier than lining up a decent gorefiends. If anything I won’t be surprised if they add it as a choice node over gorefiends, but even then it’s such a meh ability in BFA.

The class discord also shares this opinion. Just seems like the minority on the forums actually think it’s a huge loss.

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Welcome to the forums. This is how it always is. :wink:

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“Damage” is pretty generous. Probably holds off healer aggro on pull but that isn’t a high bar to climb. It’s also wildly inconsistent with what it decides to pull and when it decides to pull.

Personally I’d rather it be an extra node combining with mass grip that continues to grip. I’d also like it to be a pulsing “mass grip” which mass grips every tick but makes mobs recently gripped immune to it for the 2-3 seconds or w/e. I’d much rather pop it and it reliably yank EVERYTHING to me consistently and if I miss mobs at least I can run around and get the stragglers while knowing everything is going to stay more or less in the general pile. Plus as I recall DHs and their chain is like half the cooldown too and DKs should be the king of grips.

1 Like