Regional FlagDeath KnightsSource
Target Source
#1 - 2013/05/15 03:19:00 PM
Hey all,
Been playing loads of arenas last weeks, noticed 95% of the teams have a DK in it.
Not a problem at all, but... BUTTT
120k obliterates and other [email protected]#$,
nukes everyone to death in a matter of seconds.
When does blizzard see that this is RIDICULOUS"?
Srsly, blizz needs to take a very good look on arenas and balance it..
Sigh.. frustration...

Target Source
#33 - 2013/05/16 03:34:00 PM
I'm glad they're reverting the nerfs and buffing necrotic strike, I was getting worried.

That's not the case anymore, the developers implemented a different change so that Death Knight diseases will no longer gain benefit from Tricks of the trade:

Death Knight:
  • Change reverted: Festering Strike reverted to deal 200% weapon damage.
  • Change reverted: Scourge Strike reverted to deal 135% weapon damage.
  • Change reverted: Unholy Might reverted to 15% Strength increase.
  • Frost Fever and Blood Plague: The damage from these two diseases can no longer benefit from the damage increase granted by Tricks of the Trade.

What you can do is watch this and find out what the difference in survivibality is between DPS classes:

How can one class just flop over the second he makes one tiny mistake, while the other can survive 3 people dpsing him while his healer:

- Runs of to get out of combat and ress
- Sits in multiple full CCs

Speaking of CCs and (burst) damage, which is something that gets mentioned from time to time:

The developers are keeping an eye on both burst and CC. Not being able to play your character for some time isn't fun, and neither is being bursted from 100% to 0.

Crowd Control is an integral part of World of Warcraft PvP. Without it, it would be little more than tunneling down your opponent. CC introduces the opportunities for skill and timing to come to shine in a way that wouldn't be possible in its absence.

What helps developers the most are specific examples. They do see the YouTube videos that the community shares from time to time, and all too often, they're taken against an undergeared opponent, or a player has every conceivable RNG going for them when they post a highlight.

Nonetheless, they're looking at simplifying CC and diminishing returns in the future, and they already recognize that some abilities and combinations of abilities can lend themselves to burst that's higher than what they'd like, such as Incanter's Ward (which was recently modified on the PTR to Incanter's Ward now allows the Mage to gain up to a maximum of 15% increase to spell damage, down from 30%, but the effect now lasts 25 seconds, up from 15 seconds.). That's the kind of ability that they'd likely 'smooth out' a bit, as they did in this case, where its effects get spread out in such a way as to not damage PvE dps, while lessening its burst potential in PvP.