Very simple, gameplay changes DK needs to improve base functionality in pvp
Asphyxiate being a 5 second stun 45s cd, Strang always outclasses this button, and for some reason replaces this button. If strangulate is going to replace Asphyxiate, Then asphyxiate needs to at least be as strong or slightly stronger than strang to justify playing on occasion
having a silence for multiple DR choices is a good choice, But not when there is no choice to be had because the alternative is a 3s stun thats over before you get to use it
AMS buffed, Currently the actual amount it absorbs is maybe a little low considering how strongly its affected by dampening, and how powerful damage output has become with most casters, and magic melee. In a 1v1, open world, the shield is barely enough to withstand 1 player, let alone in 3v3, with dampening
AMZ changed, I think AMZ on paper reads good, but in practice is counter-productive outside of PvE. The main problem is it forces you to remain stationary when its used, and vs casters the very thing its made to protect from, it sets you up to stand still and just eat spells. Leave it and get 1 shot, Stay in it and still soak damage while the caster makes distance and you cant follow.
Even if the DK plays well, you cant guarantee that the people you play with will, many DK players know the dreadful feeling of losing games because teammates walk out of AMZ
Maybe it should protect for a little less, but follow the DK player, little bit lower cd?
Deathpact buffed, for a 2m cooldown, with the drawback that it has, often times this ability provides no actual benefit. The problem is that the healing it gives can be reduced, but the negative drawback is unchanging. You can legit deathpact for 15% health, and still get the full 30% absorb effect. Thats not a pact, thats just a suicide button
Either the absorb effect needs to proportionately change with the health it grants you, Or the ability needs to completely ignore ALL healing reduction effects just like paladins Lay on Hands
Better than that, the ability should probably just see a complete rework, to be on the same grounds of good as dark pact, where the trade off can actually be worth it
Soulreaper, Should automatically proc when the target reaches critical health (10%-15% health)
Those are some very general changes i think DK should receive, and most come from the perspective of long term class design, Not just current tuning aside from the AMS buffs
DK feels suffocated by its design, and it relies on abilities being tuned well enough to get past the design flaws. If AMS doesnt shield enough, if DS doesnt heal enough, If Oblit doesnt hit hard enough, If froststrike doesnt hit hard enough, DK is always bad because its utility and defensive buttons come with weird drawbacks, or are overly punishable
Deathpact =unflinching heal absorb
AMZ=Stationary training dummy
Soulreaper=PvE detonation design, spike healed, or dispeled most times
Majority of defensive kit based on self heals/absorbs=dampening diffed (because the self heals get over nerfed, to the point where once dampening hits 20-30% you heal for 0, even if DS got a second buff, even if DS started healing for 20-40% of my health even in dampening, it can still be shut down with disarms and cc like it used to in the past)
Other than all that, Obviously both specs got some dead talents that need total reworks, and the majority of our honor talents are quite useless or extremely niche and need reworks