Hi. As you may have noticed through skirmishes, Dk's are in an odd situation. Although not receiving any direct damage buffs or incredible abilities, DK's have become one of the strongest melees in the game, standing next to ret, feral, and prot warriors. Although with the Nov 25th hotfixes, feral offhealing has been tuned down (although still arguably strong, but we will have to see in the future) and prot warrior damage has been reduced, making both specs more in line. However, there were no changes to DKs. With the changes of CC in wod, the dk class has become incredibly strong.
- The removal of disarms allows for DK's to have a much stronger presence against classes such as rogues, warriors, monks, and the occasional hunter or warlock. In MOP, DK's were the only melee faced with a full 8 second disarm without sacrificing a massive portion of their damage (you would lose 15% str proc that had a very high uptime). Going with a disarm reduction was simply not worth losing that much str in order to reduce disarm duration by four seconds. However, since no classes have disarms now, DK's are much harder to contain when they are on a rampage all over your healer or wizard.
- The removal of a large amount of blanket silences has also influenced DKs. Previously, you could blanket a DK in order to prevent very important defensives, such as IBF, AMS, lichborne, and Desecrated Ground, or offensive ones, such as Gorefiend's Grasp (Aoe grip), Death grip, and lich borne. (I did not mention death strike in the disarm bullet since it healed for near nothing in MOP with a high rune cost. I'm not sure how it compares in WOD yet, but it heals for ~10% of my hp in 618 ilvl pve gear.) With warlocks, hunters, and monks (both ring of peace and their regular blanket) losing their blanket, it is much harder to secure a kill on a dk. The only remaining silences are Garrote, priest Silence, Strangulate (which no dk in their right mind would take unless playing against melee cleave in rbg), and Solar Beam (unreliable as is, but can be very effective). This means that DKs are no longer able to be absolutely demolished in a blanket, which was one of their biggest weaknesses in MOP.
- The reduction of general CC's in the game has also yielded positive results for DK's. Due to their biggest weaknesses going down in frequency (disarm / blankets), DK's are able to run rampant throughout the game. AMS can prevent all spell CCs for five seconds, IBF grants immunity to all stuns for twelve, Desecrated ground grants immunity to ALL cc for 10 seconds (it was buffed in wod - it now breaks roots as well!), lichborne grants immunity to fear for twelve seconds, and DK's have the option of going for the regular PVP trinket for more CC breaking, or with a damage trinket for higher pressure.
- With necrotic strike going away, DKs now spend much more runes (death runes can be used for any ability - this was the rune that used to be used for necrotic) on damaging abilities, which greatly increases the pressure they put out. No, it does not provide the same type of pressure that necrotic once did, but i fear for the rot cleaves that may terrorize the arena, such as boomkin-dk (boomies are very strong at the moment), shadowcleave (with the recent affliction buffs we will have to see how it turns out), or shadowplay (i have not yet seen spriest-dk played yet - it could be terrible).
- Due to the nature of DKs being able to throw out both single target and aoe pressure (gargoyle hits like a truck, and if you shut down a healer then it leaves the dk's dots and a wizards dots to wear away at the healer's partners), dk's can fit into nearly any 3v3 comp. This means that there will nearly always be some type of comp that a dk can play to high rating. Although dk's were rare to see on the ladder in s15, phdk could terrorize your team if you did not play against it correctly, and often forced teams in the US attempting to get 3k rating to dodge for hours due to 2700-2800 phdk's randomly beating everyone with a bit of RNG crits or lucky traps. Now that we see other specs on the rise to viability, we will see more dk comps on the ladder - Ret-DK (incredibly strong atm), TSG (with the nerf to prot we will have to see how it winds up, but I expect arms or fury to be buffed soon), DK-boomie, shadowcleave (recent warlock buffs make this look strong), DK-mage, phdk, dk-monk (can be very strong if played correctly, but suffers against cc on the WW).
- (Some points I expanded on were originally posted by Dillypoo here)
The general design of the DK class has been reduced to this simple playstyle - do damage, break CC, and then kill your healer. Dk's have been notorious for their ability to kill healers and shut down wizards since their release, and none of that has changed. Although having no real AOE cc (remorseless winter is ridiculously unreliable and honestly just sucks) and their second death grip being removed, their single target pressure is beyond insane. Mind freeze, death grip, asphyxiate, pet stun, then their partner comes in and puts in an interrupt, then mind freeze again. By the end of that, the target is usually dead if cooldowns are used by the dk and partner. It is difficult to peel off a dk due to points I made above - AMS, IBF, lichborne, 2 trinkets. Combine that with a ret's powers - freedoms, BOP to break physical CCs, Sac to break cc on the ret to provide more uptime - and you are faced with a very difficult time surviving as a caster. The point is - DK's have very little counterplay to them right now. There are not many things to choose from in this game compared to other PVP games (DOTA2, LoL). Those games have a constantly shifting meta with a large amount of opportunities for counterplay (yes, sometimes those games are very set in stone with the meta for a period of time, but it will always change). Compare this to WoW, and the only counterplay you can take is changing a couple talents or glyphs, but you can't sacrifice too much of what you have or else you'll lose extremely important abilities. Additionally, DK's have very little peel potential for their partners if against teams that have rets, ww's, warriors, or other dks.
I suggest this - change many of the talents for DK's. Changes should be made to the 2nd, 3rd, and 5th tier of talents, and some general abilities should be changed, specifically IBF, AMS, and Strangulate. I have proposed a few changes below.
- Lichborne has been changed. It no longer increases leech by 10%, but instead increases healing taken by 15% during the duration. Additionally, it no longer grants immunity to Fear, Charm, and sleep effects, but will break them upon use. Cooldown increased from 120 seconds to 135 seconds.
- Anti-Magic Zone has been removed.
- New talent in place of Anti Magic Zone. Increases movement speed of a target ally by 50% for 6 seconds and grants them 15% increased healing taken for the duration. Cannot be used on the player. 90 second cooldown, 30 yard range.
- Purgatory has been changed. Instead of its current effect, it now brings the DK up to 15% hp upon receiving a fatal attack and threat levels by 90% for all mobs in the area (for unholy / frost), or reset the cooldown on Rune Tap and make the next Rune Tap and Death strike free of cost (for blood). Cooldown has been reduced to 120 seconds.
- Death's Advance active effect has been changed. Instead of its current effect, it increases movespeed by 70% for 8 seconds, but you lose the passive effect while it is on cooldown. Cooldown increased to 45 seconds.
- Chillblains movespeed slow duration has been reduced to six seconds.
- Asphyxiate has been removed.
- New talent in place of Asphyxiate. Passive - Death grip cooldown reduced by 10 seconds, but allows the target to cast while moving towards the DK.
- Strangulate no longer has a cost and reduces target movespeed by 70% for 2 seconds in addition to its current effects.
- Glyph of Strangulate has been removed.
- All level 90 talents have been removed. (rbg exploits no more!)
- New talent in place of Gorefiend's Grasp. Passive effect - Death grip now has two charges, but cooldown is increased by 5 seconds.
- New talent in place of Remorseless Winter. Bombard the souls of nearby enemies (within 10 yards) with horror, causing them to be feared for 4 seconds. 60 second cooldown.
- New talent in place of Desecrated Ground. Hungering Cold has been re-added to the game, without a cast time. 10 yard range, 45 second cooldown, 6 second duration, breaks on non-periodic damage. Shares DR with Polymorph DR (includes trap / ring of frost / hex / etc)
- Icebound Fortitude no longer grants immunity to stuns and will not break stuns upon use. Damage reduction increased to 40% for 12 seconds.
- Anti Magic Shell no longer prevents application of magic effect CCs (and also hex / cyclone / narrow escape). Duration increased to 8 seconds. (Now it is only used to generate RP or mitigate magic damage taken)
- Obliterate, Howling Blast, and Festering Strike have all had their damage *MARGINALLY* reduced.
Let me know what you think of the proposed changes and overall the design of the dk class. I hoped for these propositions to allow for better peel potential so that DK's no longer have to focus on constant offensive pressure, and also to reduce some of the frustration that wizards have while playing against them. These changes also allow for DKs to have some utility to them, especially in RBGs or raids, so that they aren't only brought along for AOE grip and stupid amounts of damage.
Open to any constructive criticism. Thank you for reading.