Just a "On shift held" option for self dnd placement wouldn't be bad. QoL change.
https://twitter.com/WarcraftDevs/sta...46119293923336
I dont even know what to make of this.
If Soulgorge is the answer to making the spec complex and compelling to play. Im simply astounded and frightened.
- Blood Death Knight – Revision to several traits.
- Blood Death Knight – Tweaks to the core combat abilities, including Death and Decay cooldown reduced, and Blood Strike applying a snare.
Can't wait for build notes. Hope we got some good changes.
lol dat 25% leech
"Replaces Bloodboil." was removed from the tooltip, but "Replaces Bloodstrike." was also removed from Heartstrike. So either neither of them replaces the old ones anymore or the tooltips just don't show it.
Sigh... I was optimistic about Legion, but now it just seems like Trox was right and there's no point in being hopeful. To "fix" healing they ruin tanking. gg
guess consumption is no longer a lay on hands
I just dont know what went through their heads. You dont really want Leech, after you heal yourself with Death Strike and put an absorb on yourself. Then, that Blood Sheild absorb, lasts how many seconds? The next hit and its gone so is the effect.
Unending Thirst - maybe the only part of the spec that wasnt braindead boring, it was gutted.
Yeah awesome.
I have no faith in this anymore. I have absolutely no faith in Blizzard making Blood DK (or many other tanks for that matter) compelling and exciting to play.
Last edited by Murderdoll; 2016-03-18 at 09:48 AM.
So, this was a pretty disappointing patch. :|
Last edited by mmocd83042b656; 2016-03-18 at 09:56 AM.
I understand their reasoning for changing abilities based on health, since they would effectively scale a lot better than any other ability, and while "losing" Consume Vitality like that is sad, it's a reasonable change.
Lowering DS from 6s to 5 was a good change. While 4s would encourage better DS timing even more, at least the timing is not a multiple of boss swing timers anymore, which in itself is a far bigger change than going from 5 to 4 would be, so I'm happy with that.
Consumption in it's previous iteration was in the weird spot of being an extremely strong survival tool while also dealing a ton of damage, and it filled the exact same role as DS (since it's basically DS on steroids anyway). Changing it to something else makes sense. However, the new version does almost exactly the same thing, so there's nothing gained. I'd rather they redesigned that ability completely, like they did for Unholy.
What's weird to me is that they explicitly ask for feedback on the class in the alpha forums, but don't seem to react to the majority of issues that are being brought forward there.
Especially worrying is that if they do address them it's mostly a slap in the face (No movement? well here's a 2s sprint on a 2min cd during which you can't do anything. No snares? have a 3s 30%snare on a melee ability.) That really makes it feel like someone in charge of these changes hates DKs with a passion.
What I hope the reason for that is is that they're focusing on other classes first, and until they get to DKs they just address the most pressing issues by giving us basically something completely undertuned so that no issues can possibly arise from these changes. If that's the case however, they're doing a terrible job of communicating that.
It's just weird how it is handled. They have no issue iterating slowly and cautiously on things like mobility or snares but if something like CV or Consumption etc turns out to be too powerful, instead of toning down coefficients they redesign them completely. How does that make sense?
I also edited in some math for CV power:
At lvl 100 it's worth 9.7% of our max health which is pretty good (less if you include the lost RP from Blood Strike though).
At lvl 110 it's worth 6.8% of our max health, 4.2% if you factor in the -10 RP lost from not using Blood Strikes instead.
To be fair, this change did affect all tank abilities that scaled with your HP, this isn't a DK-only change. Basically, all abilities that scaled with you max HP now scale with your AP instead. Blood Plague and CV just so happen to fall into that category. I just wish they could have found a way to keep this HP scaling for CV, since it fits the Blood DK theme very well.
Still not sure why blood even needs an auto-applied snare in PVE. The last time I cared about snaring anything as a tank was in TBC dungeons when mobs would flee, and I can't ever recall needing to kite a mob as a tank. In fact its usually the opposite and we need to move a target to another spot ASAP.
CMs, various adds and such is why you want to be able to snare. It doesn't come up too much in pure raiding (though then again there was Tortos, Siegecrafter or Garrosh for AoE kiting tho the latter was best done by Brewmasters anyway) but it does come up, especially targeted and ranged AoE like CoI on Archimonde orbs/adds.
But yeah, it is mostly CMs and secondary adds on boss encounters that you want to be able to control. Snares is just one part, stuns or other CCs the other.
Does it have to auto applied? No, I don't see the point. CoI + Chilblains was pretty much perfect in that regard. Targeted, deliberate and at the cost of survival.