#0 - Nov. 30, 2009, 4:31 p.m.
Q u o t e:
I'm curious to why blizzard thinks that DKs are "ok" right now, given how unpopular they are in high end guilds.
Q u o t e:
Are you saying that it's ok if a class can't main tank, but can be a great off tank? (Not that that's what happening here, I'm asking a design question)
If not, where would you draw the line? If it was 50% harder to MT but 50% easier as an OT, would that be OK? If it was 10% harder to MT and 10% easier to OT, would that be OK? If it was 10% harder to MT and 3% easier to OT, would that be OK?
Basically the point I'm going for here is: You've already said you didn't like the tank niches that existed in BC. If DKs are being pushed into an off-tank niche now, which your post implies, why would you be ok with that?
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why would you make the mistake of posting in this thread...../sigh
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Nobody is contesting the fact that Death Knight tanks are viable. Nobody is contesting the fact that guilds use Death Knights to tank Hard Mode encounters.
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You guys don't worry. You are great off tanks, and if you're bored about tanking, you're great DPS. Who cares about main tanking? It's not like this expansion was about making all tanks able to main tank everything.
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Statements like this are disheartening. On one hand we are suppose to believe that the developers and designers at blizzard are using sophisticated methods to analyze and design the game. On the other hand we hear how you know a guy who has a DK tank.
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He's said that they only balance around encounters. So if all tanks can manage to down the content to a degree (H Anub adds are an apparent exception), regardless of if it's easier for 2 to do it, it's working as intended and nothing needs to be changed because there is not a mass exodus to another class (which we really have no way to prove and he knows it) or mass players canceling accounts.
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Read some of the other examples like people getting banned for asking why there's no tanking QD.
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To which he replied I misinterpreted, and then went on to say they don't balance around encounters solely - clearly contradicting what he had previously said.
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Tanks are more than stats, and if you look at just stats, you are missing far too much of the equation.
Death Knights are utterly dominant when it comes to cooldowns. Anti Magic Shell is ridiculously good on almost every encounter I've tested in Icecrown - and is additionally in many of the current raids. Honestly this ability is probably too good. The amount of time we can blanket with cooldowns,especially when utilized intelligently, is pretty staggering.
I also still don't get these claims of DK's getting one rounded on Icehowl (or any tank for that matter), most of these are far more attributed to poor play.
Q u o t e:
The only issue I feel is still outstanding that needs to be fixed is the issue of DK burst threat and how keeping up on our rotation hinders us from being able to react. Fortunately, most of this can be made up through Rogues - but it is still immensely frustrating how dependent a DK tank has to be on Rogues to have a similar level of quick threat to other tanks - and that really we are far more dependent on a Rogue's reaction time than our own for when things go wrong.
Q u o t e:
DK AoE threat suffers from a similar problem to DK single target threat in my opinion - it's the ramp up. Generally on a pull where there are a lot of adds that we AoE (Vezax trash is a good example) it usually goes something to this extent. If we are both trying, the Warrior has everything for 10-20 seconds, once my diseases get up, and DnD is going, everything gets ripped off of the Warrior onto me and he's got no real hope of taking them off me.
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We didn't even use CC when the content was new. AKA, no knowledge of the pulls, lack of gear, etc.
Thanks to the way WOTLK changed things, it's just never been needed. Disappointing to say the least.
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But I have to use it to use my cooldown.
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I would assume Swipe would get pulled into this mix as well since Bears do use Swipe as a single target TPS move as well as spam it until infinity when 2+ mobs are present?
AoE fests are fun and all but I kinda liked the "skill" of orchestrating a handful of more difficult pulls with these things CC'd, these things tanked, and these things kited/burned. Sunwell trash was pretty fun like that, and they weren't so painful that we all cringed to do them. Pre-nerf Kael trash? No thank you never ever again.
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I like your world. It seems fun.
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How would you enforce this on dps? I'm curious.
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I'm not sure where you're going GC... I've read the thread and imagined all this, and it sounds cool but... what do you mean? Are you saying that this sort of mechanic is the direction you'd like to head in the future or what?
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What if Blood Tap did this?
"Makes your next ability with a cooldown longer than 10 seconds cost no runes."
It would make it so you can instantly access any of your utility moves and not really the damage ones. I think this is perfect. O.o
Q u o t e:
But... do you agree with Communism?