Death Knight PvP Changes
We're starting to get a lot of PvP data in, and several classes are having trouble beating rogues, Frost mages, Ret paladins and death knights.
Death knights have a lot of options at the moment, which is cool, but makes it really hard for another player to catch a break and burn a death knight down. So we're going to try some changes. I won't sugar-coat it -- these are nerfs.
The ghoul is doing too much damage. He is receiving 100% of death knight strength, which is much higher than most pets.
Chains of Ice is going back to be being dispellable. It is probably the best snare in the game at the moment, for a class that already has Death Grip.
The same is true of both Strangulate and Mind Freeze. Strangulate's cooldown is going to go up. Mind Freeze remains the quick interrupt.
We're increasing the cooldown on Anti-Magic Shell. We don't think this will hurt death knights in PvE much, and it still leaves you with Icebound Fortitude to use often.
As always, if we overdid it, if death knights are now too weak in PvP, we'll adjust. But we were at the point where we weren't getting a lot of good numbers because some fights were just over too quickly.
DnD and Blood Boil graphics
The previous version (the dark smoky one) made it hard to see what was going on. We started to hear "Death knight, don't use that spell!" on boss fights. Not good. The NPC spell swap was a temporary fix to see if it resolved the problem.
There is a new Death and Decay and Desecrate art that should be in next build... or possibly the one after that depending on when they take data. Both do a better job of showing you the outer limit of the effect, which is generally the most important thing to know (for death knight and victim).
Desecration damage
Desecrate's damage not working is actually a code bug so it's a little hard to fix. We've obviously known for some time that it's a problem but it's not a trivial one to fix. We'll get it eventually.
Scourge Strike
We lowered the percent weapon damage on Scourge Strike because it was the only ability that ended up scaling too well. Several other abilities didn't scale well enough and we made adjustments accordingly. But even after those changes, at some gear level Scourge Strike would have outpaced other death knight abilities, forcing everyone to go Unholy. Bypassing armor is just a huge benefit.
Death Coil damage
Death Coil's coefficient was increased. We more recently changed the base points, say from 390 to 440 at rank 5. You probably don't have this last change yet. If you used a Death Coil every rotation, that's a lot of extra damage.
Ghoul damage and Unholy
The ghoul does too much damage. He gets, IIRC, 100% of the master's Strength, which is very generous when most pets scale at 30% or so of the master.
We did structure Unholy's talents in such a way that you can completely skip over the Ghoul if you don't like pets. This is a different tact than we took with Demonology or Beast Mastery. You can get fine dps out of Unhloly through AE spells or focus on Scourge Strike.
Rune Strike and Runic Power
Kill Command was an almost trivial cost so it always made sense to use it whenever it was up. Rune Strike on the other hand uses 15% of your total runic power, or more than 30% of a Death Coil.
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We're starting to get a lot of PvP data in, and several classes are having trouble beating rogues, Frost mages, Ret paladins and death knights.
Death knights have a lot of options at the moment, which is cool, but makes it really hard for another player to catch a break and burn a death knight down. So we're going to try some changes. I won't sugar-coat it -- these are nerfs.
The ghoul is doing too much damage. He is receiving 100% of death knight strength, which is much higher than most pets.
Chains of Ice is going back to be being dispellable. It is probably the best snare in the game at the moment, for a class that already has Death Grip.
The same is true of both Strangulate and Mind Freeze. Strangulate's cooldown is going to go up. Mind Freeze remains the quick interrupt.
We're increasing the cooldown on Anti-Magic Shell. We don't think this will hurt death knights in PvE much, and it still leaves you with Icebound Fortitude to use often.
As always, if we overdid it, if death knights are now too weak in PvP, we'll adjust. But we were at the point where we weren't getting a lot of good numbers because some fights were just over too quickly.
DnD and Blood Boil graphics
The previous version (the dark smoky one) made it hard to see what was going on. We started to hear "Death knight, don't use that spell!" on boss fights. Not good. The NPC spell swap was a temporary fix to see if it resolved the problem.
There is a new Death and Decay and Desecrate art that should be in next build... or possibly the one after that depending on when they take data. Both do a better job of showing you the outer limit of the effect, which is generally the most important thing to know (for death knight and victim).
Desecration damage
Desecrate's damage not working is actually a code bug so it's a little hard to fix. We've obviously known for some time that it's a problem but it's not a trivial one to fix. We'll get it eventually.
Scourge Strike
We lowered the percent weapon damage on Scourge Strike because it was the only ability that ended up scaling too well. Several other abilities didn't scale well enough and we made adjustments accordingly. But even after those changes, at some gear level Scourge Strike would have outpaced other death knight abilities, forcing everyone to go Unholy. Bypassing armor is just a huge benefit.
Death Coil damage
Death Coil's coefficient was increased. We more recently changed the base points, say from 390 to 440 at rank 5. You probably don't have this last change yet. If you used a Death Coil every rotation, that's a lot of extra damage.
Ghoul damage and Unholy
The ghoul does too much damage. He gets, IIRC, 100% of the master's Strength, which is very generous when most pets scale at 30% or so of the master.
We did structure Unholy's talents in such a way that you can completely skip over the Ghoul if you don't like pets. This is a different tact than we took with Demonology or Beast Mastery. You can get fine dps out of Unhloly through AE spells or focus on Scourge Strike.
Rune Strike and Runic Power
Kill Command was an almost trivial cost so it always made sense to use it whenever it was up. Rune Strike on the other hand uses 15% of your total runic power, or more than 30% of a Death Coil.
Have no time to make wow gold? We supply two camps wow gold no phone any servers for wow players. Neglected which camps you in ,you also can buy wow gold here, We understand what our buyers need so we offer an instant way of delivery 24 hours a day. If you have a hurry using of wow gold, you may come to http://www.inwowgold.com/ . We can delivery your wow power leveling on the order in a short while.
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