#62 - Aug. 28, 2007, 9:33 p.m.
Q u o t e:
Just one problem, really. What's to stop us from having a server population of 95% death knights
I expect just about everyone is going to want to try one, but is everyone going to want to drop their long-time proffered class for one? I seriously doubt it. Also there's some amount of self regulation that will really be required to keep group composition equalized.
Q u o t e:
To me, the unappealing part about DKs is the rune system. It just seems like it would be clunky and not fun.
In its current design, at least as far as I've seen, it's like having three different energy pools that can be made smaller or bigger before each fight for what you think you may need. I would kind of also liken it to some systems used in space sims where you throw more power into your shields, weapons, hull, etc. While the rune system is designed to be a pre-combat setup, there's the possibility of there being some on-the-fly swapping abilities for re-proportioning your rune distribution.
It's definitely going to be more complex. I think there's going to be a clear definition (more so than other classes) of a good death knight player that manages and controls their runes and cooldowns well, and someone who doesn't.