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DK Nerf (or is it :D )

  • 11-12-2008 3:33am
    #1
    Closed Accounts Posts: 969 ✭✭✭


    DK Nerf *or is it :D*

    Q u o t e:
    Q u o t e:
    We have talked about making some of these changes and wanted to provide more details. You should be able to try these out yourselves on the PTR before they go live.

    Our reason for most of these changes should be obvious, but some common themes are:
    -- Making tanking still rely on cooldowns, but rely on them a little less.
    -- Make Blood a more attractive spec, and particularly for tanking.
    -- Chill out some of the defensive capabilities all DKs have in PvP.
    -- Avoid having to use Death and Decay as an out-of-combat runic power generator.

    1) Rune Strike -- damage decreased from 200% to 150% but threat increased to 150% from 100%.
    2) All multi-rune abilities generate 15 runic power.
    3) Anti-Magic Shell -- cooldown lowered to 45 sec from 60 sec.
    4) The healing of Blood Aura, Blood Presence and Death Pact has been doubled.
    5) Bone Shield -- mitigation reduced from 40% to 20%.
    6) Icebound Fortitude – now reduces damage by 20% instead of 50%. The amount of damage reduced increases with bonus Defense (to about 35% for 540 Defense, but it can go higher). The stun immunity is intended to be its primary role in PvP.
    7) Frost Presence -- bonus armor increased from 60 to 80% and magic damage reduction increased from 5 to 15%. We wanted to reduce the effectiveness of cooldowns but bring up base mitigation to reduce damage spikiness.
    8) Corpse Explosion -- damage increased substantially, added 5 sec cooldown, and changed cost to 40 runic power.
    9) Heart Strike – we overhauled this ability. It no longer has a haste debuff but will now be able to strike two targets like a cleave. It still hits for more than Blood Strike, but you can still use Blood Strike if e.g. you don’t want to break CC.
    10) Horn of Winter -- now has no cost and grants 10 runic power in addition to its stat buff, but has a 30 sec cooldown.
    11) Night of the Dead -- now grants 40/70% passive area spell avoidance to your pet in addition to its current effects.
    12) Outbreak – this talent no longer receive bonus damage from Pestilence. The bonus from Plague Strike and Blood Boil has been increased slightly.
    13) Bloody Strikes – the bonus damage from Pestilence has been moved here to help Blood AE slightly.
    14) Pestilence -- no longer has a 10 sec cooldown.
    15) Raise Dead -- now split into two spells: Raise Dead now raises a ghoul or pet ghoul (if talented). Raise Ally now raises a fallen party member (at no reagent cost).
    16) New runeforge rune -- Rune of the Stoneskin Gargoyle (two-handed only) now grants 25 Defense and 2% Stamina.
    17) Shadow of Death -- duration reduced from 45 seconds to 25 seconds.
    18) Unholy Blight, Dancing Rune Weapon and Hungering Cold – cost reduced from 60 to 40 runic power.
    19) Vampiric Blood -- in addition to its current effects, also adds 20% health temporarily.
    20) Will of the Necropolis -- now reduces the damage of any attack that takes the DK below 35% health by 5 /10/15% instead of boosting armor when wounded,
    21) Many death knight glyphs have been changed. In many cases the negative consequences were removed.
    22) New death knight sigils are now available, primarily from vendors, including a tanking-oriented sigil.

    I see nothing but buffs :D OH YEA baby, dk tanking got improved, icebound and boneshield got a slight nerf + rune strike nothing major, blood looks incredible, 20% temp health added to rune tap, tanking huge buff + defence on 2H. Horn of winter. Magic shield lowered, rez party members. new signals.
    Also frost presence nice buff 2. Couldn't have asked for more really, they've addressed most things people had a problem with and nerfed us in the most miniscule way possible.

    LOL LEE :D


Comments

  • Closed Accounts Posts: 12,401 ✭✭✭✭Anti


    you call that a nerf ?


  • Registered Users, Registered Users 2 Posts: 9,046 ✭✭✭Dustaz


    ><


  • Registered Users, Registered Users 2 Posts: 2,630 ✭✭✭Einstein


    LOL,

    Man my Death Knight is gonna enjoy her rested bonus play time :D

    Now...Blizz....spare a thought for us poor locks :(


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    :eek:


  • Closed Accounts Posts: 969 ✭✭✭sunzz


    Nope I don't call it a nerf thats my point :D
    We got buffed from what I can see, we were always going to lose something with regards rune/ibf/bs but thats fine as they buffed frost to reduce damage overall :D

    Oh happy days, blood looks immense now tbh, might try out a blood/frost hybrid with frost presence up for all the goodness :D

    Lol lee I thought this was going to be craptacular :D


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  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    Well tbh the changes to bone shield and icebound fort have made them pretty useless in my eyes, but the rest of the buffs are nice and hopefully make us less squishy when tanking.

    TBH i **** myself when tanking and the changes they have made to icebound will make me very very squishy, one less helpful CD for tanking and we depend greatly on these CD's :(


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    time to sell my glyphs of bone shield before its useless >_<


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Well, they did reduce glyph of deaths affect from 50% increased healing to 1% per 5 runic power. Seems a pretty hefty nerf for an ability that was totally overpowered.

    Guess they managed to ninja it past you ;)


  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    Ivan wrote: »
    Well, they did reduce glyph of deaths affect from 50% increased healing to 1% per 5 runic power. Seems a pretty hefty nerf for an ability that was totally overpowered.

    Guess they managed to ninja it past you ;)

    Thats only the glyph though, before i was even using the glyph i was getting hefty health back. Sure sometimes id apply my diseases and hit it straight away and would get like 6k health back, which is funny as the health returned is based off the damage the diseases have done up until the point of using death strike.


  • Registered Users, Registered Users 2 Posts: 23,140 ✭✭✭✭TheDoc


    that looks lovely ,especially since im blood spec.

    The raise ally spell sounds good too, DKs now have combat ress? haha nice


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  • Registered Users, Registered Users 2 Posts: 4,936 ✭✭✭nix


    that looks lovely ,especially since im blood spec.

    The raise ally spell sounds good too, DKs now have combat ress? haha nice

    We can raise ally's now, they are just raised as the ghoul an have full control of it for the duration. I don't think the changes listed mean we can raise their character, just raise their character as a ghoul. So the changes above are just making the atual spell more CD friendly........i think :D


  • Moderators, Computer Games Moderators Posts: 4,569 Mod ✭✭✭✭Ivan


    Indeed, it means you dont have to choose between having your pet/minion out or saving for in case someone dies.


  • Registered Users, Registered Users 2 Posts: 2,139 ✭✭✭Wreck


    Some nice changes there especially for tanking. However even though I realise they are both massively OP, I'm currently loving both Icebound Fortitude and Runestrike :D.


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