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The Bad
Mimiron Nerf, Class Q&A Series: Death Knight
<font size="3" style="line-height: 1.3em;"><b>Recent In-Game Fixes - 6/25/09</b></font><br />The nerf is now official. <br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Bornakk (<a href="http://blue.mmo-champion.com/23/17631614070-recent-ingame-fixes--6409.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote"><span style="color: white;"><b>6/25/09</b></span><br /><ul style="margin-top: 0; margin-bottom: 0;"><li>The hard mode of the Mimiron encounter has received the following changes: the damage of the flames has been reduced, the damage/health gained from the Emergency Buff has been slightly reduced, the range of the Emergency Fire Bot’s Deafening Siren ability has been reduced in heroic difficulty and this ability is no longer cast in normal difficulty, the damage of Heat Wave in phase 2 has been reduced, and the damage from Plasma Blast in phase 1 has been reduced.</li></ul></div><span class="corners-bottom"><span></span></span></div></div><br /><font size="3" style="line-height: 1.3em;"><b>Class Q&A Series: Death Knight</b></font><br /><div class="blizzquotewrap"><div class="blizzquoteinner"><span class="corners-top"><span></span></span><div class="blizzquoteheader"><span>Quote from: <b>Ghostcrawler (<a href="http://blue.mmo-champion.com/1/18031186238-class-qa-series-death-knight.html" target="_blank" style="color: white;">Source</a>)</span></b></div><div class="blizzquote">Today we continue our class Q&A series with Greg "Ghostcrawler" Street and the development team, in which we’re taking a look at each class and answering some of the top questions brought forward by their communities. Next up, we take a look at the most asked questions from the death knight class and find out more about the design philosophy behind the first Hero class, the expectations for the class, and what may lie in store for it in the future.<br /><br />Death Knight Q&A with the Voice of the Class Design Team, Ghostcrawler<br /><br /><span style="color: white;"><b>Community Team: </b></span>We’d like to start things off by asking a question that players often ask in regard to the very purpose of each class. Death knights are the newest class in the game, the first Hero class, and the only class to be added since the original launch.<br /><br /><span style="color: white;"><b>Q: Where do death knights fit into the larger scope of things currently and where do you see them going from this point forward?</b></span><br /><span style="color: white;"><b>Ghostcrawler: </b></span>Death knights are the only current Hero class, which means they are supposed to be the best class in the game.<br /><br />No, no, I mean that death knights are an anti-magic tank, which means you bring them out for fights like Hydross and curb them for Patchwerk.<br /><br />I jest again, but my point is that we introduced a new class to a game that didn’t really have a niche that needed to be filled. The closest to a gap that existed was that we wanted to have more tanks available, especially for pick-up groups. But adding the dual-spec feature as well as improving some of the limitations of the existing classes has helped to fill that hole as well. Yet we did want to introduce a new class. World of Warcraft has been going on for several years now, and we thought it was time to shake things up a bit. We succeeded. Perhaps too well.<br /><br />Players are obviously enjoying death knights for tanking, dps, or PvP and we’d like to think there is more going on there than just power. Some players really enjoy the rune and runic power mechanic, and I think it’s fair to say that the class requires a good amount of skill to play really well. Between Death Runes and all the various cooldowns, there are a lot of opportunities to play less optimally and push the wrong button. We’ve asked ourselves several times if the death knight is overly complicated -- perhaps you could accomplish 90% of the design with a 3 rune system instead of a 6 rune system -- but we aren’t changing it to that large a degree soon.<br /><br />In terms of 3.2, we want to chill out the death knight AE damage and defensive cooldowns a little. It’s fine for a melee class to have strong area-effect, but they shouldn’t be so much better than warriors, rogues, and Enhancement shamans. One culprit here is Unholy Blight, which we are considering changing to be more single-target in nature. We are also likely to split Desecration into two abilities: a PvP-oriented snare and a PvE-oriented self damage buff. We are considering shifting some of the damage from Scourge Strike and Frost Strike into Blood Strike, which still hits for fairly paltry amounts for Frost and Unholy. We’ll talk about some additional changes below.<br /><br /><span style="color: white;"><b>Q: What is it that makes them unique compared to all other classes?</b></span><br /><span style="color: white;"><b>Ghostcrawler: </b></span>Their resource system is very unique. It is impossible for death knights to ever run out of resources. Any kind of benefit that makes rune-based abilities cheaper or finish their cooldowns faster are generally useless to a death knight. In fact, the whole rotation risked being very regular and even boring until we came up with a strong role for the Death Runes.<br /><br />The death knight can do excellent melee damage, but also better ranged damage than most melee classes, and all three specs deal a large amount of non-physical damage.<br /><br />Death knights also have a lot of abilities with medium-length cooldowns. This means they can be used multiple times per fight, but aren’t always there exactly when needed. A lot of the skill involved in playing a death knight, whether for PvP, tanking, or doing raid dps, involves using these at the right time.<br /><br />Death knights also hybridize into a lot of different directions. What I mean is that they have surprisingly high area damage for a predominantly melee class. They have a pet. They have interrupts, (reverse) gap-closers, and strong snares. They are very well-rounded, which has been the cause of many of the balance problems we’ve had with them in PvP.<br /><br />Death knights don’t have a dedicated tanking tree. Blood, Frost or Unholy death knight tanks are all viable, and each one can be slightly more useful depending on the boss encounter.<br /><br />And then there is the obvious: they start at high level, showered in blue gear and even a mount. They have some of the best quests in the entire game in their start zone, and their identity is stitched heavily into the story of Northrend and the Lich King specifically. <br /><br /><span style="color: white;"><b>Community Team: </b></span>One question in particular that relates to one of the earliest designs of the Death Knight class and has been burning on the minds and tongues of every death knight for quite awhile now.<br /><br /><span style="color: white;"><b>Q: How do we feel about the current viability of dual-wielding? Are there plans to improve it or have it fit a specific role for the class?</b></span><br /><span style="color: white;"><b>Ghostcrawler: </b></span>This is a controversial topic because we realize some players just aren’t interested in dual-wielding (or seeing any death knights even do it), while others love the faster strikes that come with it. Our design has always been that dual-wielding should be an option, but that also means that it can’t take over, as it often does for classes in which we provide the option.<br /><br />Part of our goal with the death knight was not to have a tanking or PvP tree, and we feel we’ve been pretty successful with that. However, adding dual-wield to that matrix just gives us an impossible task, because then you need to have the Blood dual-wield tank spec and the Frost two-hander PvP spec and so on.<br /><br />What we are going to do with dual-wield in 3.2 is just provide the Frost tree with the talents necessary to prop-up dual wielding, including a new talent that lets Frost Strike, Death Strike, Obliterate etc. hit with both weapons. This will likely mean that Blood and Unholy dual-wield specs just won’t work anymore. It also carries the risk that all Frost death knights feel like they have to go dual-wield. This latter part isn’t necessarily a goal, but could be the outcome. We think in this case our only option is to remove some player choice in order to provide a real choice in other areas.<br /><br /><span style="color: white;"><b>Community Team: </b></span>The Blood tree has been quite popular lately, but the players have been actively discussing the 51-point talent, Dancing Rune Weapon, lately. Even with the glyph for it, Dancing Rune Weapon only lasts through about one rotation of abilities while the Unholy 51-point talent, Summon Gargoyle, lasts much longer.<br /><br /><span style="color: white;"><b>Q: Do we have plans for any changes or improvements to Dancing Rune Weapon?</b></span><br /><span style="color: white;"><b>Ghostcrawler: </b></span>We tried to make Dancing Rune Weapon and Gargoyle unique, but I think it has ended up causing more problems than anything. I think it’s likely you’ll just see both abilities as flat runic power costs that summon a creature for a flat period of time. This will let us balance the numbers appropriately.<br /><br /><span style="color: white;"><b>Community Team: </b></span>Due to their effectiveness while tanking, death knights saw a rapid popularity growth as tanks which caused the reduction of the armor bonus of Frost Presence in patch 3.1.3. Some players are afraid this will push them out of being an option as a main tank as they felt they were when originally implemented.<br /><br /><span style="color: white;"><b>Q: What are our current thoughts on the status of death knight tanks and do we have plans for further changes?</b></span><br /><span style="color: white;"><b>Ghostcrawler: </b></span>Almost all of the top raiding guilds considered the death knight to be overpowered as a tank and the only real option for many of the Ulduar hard modes. While the community isn’t always right about everything, they are right a lot, and in this case we think the evidence is overwhelming. We wanted to make the cooldowns the unique part of death knight tanking, and we haven’t given up on that design, but it has also turned out that having lots of powerful cooldowns is just an extremely potent way to tank. Many of the Naxx and Ulduar bosses were dangerous from predictable blasts of damage on cooldowns longer than the death knight ones. Plus the cooldowns could be used to survive just a bit longer. When the other tanks could survive two hits, the death knight could survive three. It’s entirely possible you’ll see Icebound Fortitude on a two-minute timer in the 3.2 patch. I want to reiterate though that our vision hasn’t changed -- we still want death knights to be able to tank every encounter. Rather than posting in the forums that you are now doomed and will hav...</div><span class="corners-bottom"><span></span></span></div></div>
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