Wednesday, September 24, 2008

DK Changes from today's patch thus far:

I haven't been able to compile a complete list, as I'm still at work. However, here is a sneak peak at what's changed for us this patch (not a complete list):

Damage Buffs:
  • frost strike buffed back to 60%
  • obliterate bonus damage increased by around 35%
  • death coil damage tripled
  • plague strike bonus damage tripled
  • icy touch damage doubled
  • blood strike bonus damage tripled
Survivability Nerfs:

  • Anti-Magic Shell has a 1 minute cooldown
  • Strangulate has a 2 minute cooldown
Survivability Buffs:
  • AMZ buffed to 14k

So, who saw these coming? =]

I'll update this later as I get time to test things out. Overall? Looks great. Our damage sucked, and our survivability was over the top. This is a nice shift of focus.


Thoughts on the chains of ice changes:

Everyone is up in arms about this. What most people don't realize, however, is how much better chains is than it used to be, even with it being dispelable now.

It used to have a 20 second cooldown, and cost 2 frost runes. Now it has half the cost, with no cooldown. It's fine, but I want to bring up a few points.

First let me state, as I did in this thread here, that it's current iteration is really, really overpowered.

Here's why it will be fine:

  • The mere fact that we can apply snares (that are almost a root), instantly, that will often stick even if dispelable is more than enough to make it workable.
  • Where are all the people that were just saying we shouldn't be balanced around 1vs1?
  • Chains of ice, in it's current iteration, is hands down the single best snare in the game, BY FAR. Nothing else even comes remotely close to it's effectiveness.
  • It's like imp hamstring 100% of the time, and can be applied from 20-30 yards away.
  • If you're grouping with other people, they can help cover the fact that it's dispelable with debuffs of their own, or putting DPS pressure on the snared target.
  • Like I said earlier in another thread, you have to make a choice: Dispel, or heal. You can't always do both, especially if the DPS pressure is being poured on hard.

And, as I list here, it's actually going to be more balanced than you think.

Here's why:

Shiv: (with crip poison)
1) Dispelable with a 30% dispel resist rate via vile poisons
2) Quick and cheap to apply
3) Melee range
4) Builds a combo point to be used for burst or utility

Chains of ice:
1) Dispelable, with a 30% resist rate via virulence
2) Quick to apply, though slightly more costly, relatively speaking
3) can be applied from 20-30 yards away, and is a better initial snare than any other for the first part of the duration
4) builds runic power to be used for burst or utility

So the difference? One incurs slightly more of a DPS penalty (chains, due to rotations and FU burst), but can be applied from a much further range.

The damage loss, however, can be made up for in other areas. This is an extreme example, but imagine if death coil suddenly did 10x more damage. You'd really start caring about building up RP quickly, and wouldn't care which runes were expelled to do so, would you not? Chew on that for a while. There's more than one way to skin a rogue.


So as I said, there brings up the point: What about our damage? Do we have to rely on others to force GCD options between dispelling and healing? Right now, I would say absolutely. Should it be this way? Not if Blizzard wants us to be viable melee classes on our own without relying on burst or damage from others to put enough pressure on healers to ignore our debuffs (including chains). That's up to them, but I personally feel as if our burst is lacking.

If you want a more in depth example, please referrence this post.

I'll paste it here:

Q u o t e:


I never said chains of ice isn't powerful. But with ALL nefs combined, we will be laughable. It might be the strongest root in the game, fine, nerf it so it doesn't have the initial 0% movement speed. Just don't make it dispellable. Its not like we can spam it. It's twice every 10 seconds, unless you have deathrunes. Then you're nefring your dmg.

90% of the time I agree with you Jayde, this time I think we got hit too hard PvP wise. I've said this before, LAST thing I want is to be the ret pally of BC, which had to wait 1.5 years to get any sort of buff because Blizz finally figured out they suck in every single arena bracket.



To be honest, I don't think we put out enough damage to warrant a tough choice between healing through it and dispelling things off. That's the bigger problem.

Look at it from the other side of the coin. If you have a rogue beating on you as a druid, you have several choices, depending on how much damage you're taking and how quickly.

You can:

A) Try to CC the rogue off first.
B) put up abolish poison first
C) Bark skin first
D) Start spamming lifeblooms + rejuv first
E) NS + HT yourself up quickly.

Depending on how much damage you take, you might start with option a and b first, to mitigate future damage if the stream of damage you're taking isn't too bad. This lets you be more efficient with mana spent on healing.

The more damage you are taking, the quicker the later choices start becoming more attractive. The slower and more steady the damage comes, the more attractive the earlier choices become, letting you be more efficient.

How does this directly apply to DKS? Well, it's simple. We don't put out the same scary damage to warrant needing to choose between dispelling yourself and healing yourself through emergency DK Burst damage, simply because we have zero ability to put that kind of burst pressure on people.

Global cooldowns are the most precious resource in any competitive PvP encounter, and how you choose to use them is what separates a good player from a bad one.

If the class you are using, however, has no way of forcing the victim of choosing between survival methods, then it becomes very easy to counter and is hardly considered a threat.

Warriors get around this by not only being able to stick to their target very well with hamstring, but also put artificial pressure on the target through mortal strike, which forces the target to take defensive action sooner rather than later. A skilled player who sees an opportunity of escape vs a warrior, will wait out the pressure (if possible) that the warrior is putting on them, get them CC'd, let MS fall off, and then make more efficient use of mana for heals.

My point is: Death knight's dont have the option of putting enough pressure on enemies like the example above, purely because the damage comes slowly and steady enough that the DK's damage can be ignored for the most part, and any side effects such as chains of ice and diseases can be dealt with in a timely and non-emergency fashion.

We don't force GCD panick the way many other classes can. The problem lies not from chains being dispelable, but not being able to simultaneously being able to put other sorts of pressure (such as damage) on the target as well.

The only thing we're good at right now is making people waste magic and dps cooldowns on us only if they go for us, since our mitigation and survivability mechanics are so great.

Unfortunately, that sort of 'reverse pressure' doesn't work in arenas, or you'd see nothing but a bunch of healer + prot warrior type teams dominating.

Just for kicks.

A buddy of mine grabbed my video and did a bit of editing to make things more hilarious, paying some nice homage to the world of roguecraft series. :)

Pretty funny.

Tuesday, September 23, 2008

New Changes Coming Soon:

Source for some of them.

The rest can be found looking over the new talent calculator, namely blood of the north and endless winter/chillblains.

Here they are, for the most part:

-- The ghoul is doing too much damage. He is receiving 100% of death knight strength, which is much higher than most pets.
-- Chains of Ice is going back to be being dispellable. It is probably the best snare in the game at the moment, for a class that already has Death Grip.
-- The same is true of both Strangulate and Mind Freeze. Strangulate's cooldown is going to go up. Mind Freeze remains the quick interrupt.
-- We're increasing the cooldown on Anti-Magic Shell. We don't think this will hurt DKs in PvE much, and it still leaves you with Icebound Fortitude to use often.

What GC forgot to mention was this:

Chillblains and endless winter have swapped places. Remember this thread? (maybe, maybe not. :)

Blood of the north has been updated (or will be soon) to make blood strike more attractive. Derived from here. (which is also why you see pestilence on botn as well, now)

In addition, I know we at least have this to look forward to as well.

Death Coil's coefficient was increased. We more recently changed the base points, say from 390 to 440 at rank 5. You probably don't have this last change yet. If you used a Death Coil every rotation, that's a lot of extra damage.

And, don't forget this, either!

We found that the real problem, IMO, was Death Coil and Frost Strike weren't hitting hard enough relative to other DK abilities, so they didn't feel like they were worth the button push, and subsequently, building up runic power didn't feel like a big deal. Both Death Coil and Frost Strike received serious buffs.


All in all, these are steps in the right direction.

Monday, September 22, 2008

DK 1vs1 Survivability vs Damage.

So what's it like in a duel situation against a lot of classes?

Watch, and find out.

Spec used.

Track listing:
DT8 Project Feat Andrea Britton - Winter (Original Vocal Mix)
Emjay - So Clear (Stimulate) (Dogzilla Depth Charge remix)
Karen Overton - Forgot the name of the song. >_>


This is what happens when you can cherry pick so many over-budgeted talents like this. It's also easy to see how depressing the DK's damage is, especially once the ghoul goes down.

Watching this isn't necessarily a good way to visit class balance, but it is a good way to identify the issues that DKs are having in PvP.

And as far as not using unholy presence, I'm going to eat my words and say it's not worth it for this type of palystyle at all.

With unholy aura, and a real lack of ability to deal out burst damage at all, and not needing to worry about being caught in GCD, there's really no reason to use unholy presence given those factors in pvp, or anywhere, right now.

AMS, Death grip, mind freeze, ghoul stun via master of ghouls, and IBF are all off the GCD. The only other important ability that isn't is strangulate, which you can often cover by other interrupts. Unholy aura grants 15% movement speed. Being able to spam blood boil, death strike, plague strike, and icy touch 33% faster via the lower gcd, really doesn't yield any scary burst for anyone to worry about. The only ability that you'd want to burst in quickly is scourge strike, which is bugged, or obliterate, which is laughable burst without MoM or GoG.

Thus, unholy presence is actually not ideal in the long run in many situations for pvp, it seems, which is a pretty big let down. Most of our key abilities are off the gcd, making one of the big draws of unholy presence yielding you to be less likely to be caught in the gcd less valuable by a large margin.


I'll let everyone reach their own conclusions after watching it.

By the way: This spec vs holy paladin = never ending fight. We can't kill each other, and we can't die. Ever. I dueled one and finally just gave up after 30 minutes straight.



So I tried this spec in the arena. Here's what I get:






Sunday, September 21, 2008

Another video

Of this spec in action.

Link.

Track list:
Junkie XL feat. Saffron - Beauty Never Fades
Junkie XL - Mushroom
John B Mix (dont remember title)

And yet another, this time with a prot warrior for 2s fun.

Video #2
Coldplay - Talk Remix (Think it was gabriel and dresden?)

At this point, I'm going to go ahead and say something selfish: It sure does feel nice to play a class that shits all over rogues for once.

Someone asked me some pretty good questions after watching that second video. Here's my response if you're so inclined.


Q u o t e:
Just a few questions for you Jayde.

Do you plan on taking SS once it gets fixed? (Think its a bug, unless GC confirmed its intended)
And Wandering Plague when its fixed?


Maybe. We'll see how good they end up being.


Q u o t e:
I'm also assuming you're taking the death runes to get either more CoI's up or get 2 Death Strikes in a row.


Correct, among other things. It's really just to open up flexibility for what I can do. Multiple chains, blood boils, plague strikes to strip hots or charge night of the dead, death strikes, etc. It makes pvping with the current rune system feel more dynamic and less restrictive, which is hard to quantify over a straight DPS talent. At times, it doesn't do any good. At other times, it's completely invaluable having a stack of death runes to pull off abnormal combos.




Q u o t e:
Would you still take these talents if you were running DK/Healer?


Doubt it. I always shake up my builds depending on my role and who I'm playing with. This is optimal for double DPS, though.

DK survivability is way too good in pvp. I don't care what anyone says. It needs to be toned down without affecting our ability to tank in PvE, and our damage/burst needs to come up.



Q u o t e:
And wtf do you do if you face a lock that loves their fear button? No Lichborne means you rely on your trinket and AMS. Also skipping Icy Reach hurts too.


You'll see, soon enough. I'm in the middle of compiling a pretty good dueling video right now. Locks of ANY spec do not stand a chance. So what if I get feared? What are they going to do? Kill me? Heh. No my friend, they can't. It's literally impossible unless I simply go AFK. Besides, you have combos that you can setup such as mind freeze > strangulate > AMS. That's a very long time being unable to do jack. And by then, mind freeze is back, you still have ghoul stun, AMS is almost up again. Lichborne is simply overkill vs locks, and is completely unnecessary. You'll see what I mean.

As far as icy reach, I wouldn't get too comfortable with a 30 yard range on it. I'm not sure how long it's range is going to last. It needs to come down to at least 15 yards, if anything.


Q u o t e:
I find your build interesting, I watched yoru vid, its kinda scary how well you can survive and how long you last. I can see why for 2dps teams, but healer/dps, I'd think getting few more talents in Frost and less talents in Blood would work. Dunno, just speculation. I just honestly think you've sacrificed too many talents just to get MoB. yes its nice, especially against rogues if you're running 2dps.


Mark of blood is underrated at the moment. It's actually effective given the cooldown now, and it's not dispelable (or at least rogues can't cloak it off). It's actually more handy to put it on targets that are beating on my partner, since I only need it in dire circumstances.

I feel like the new SL/SL lock without a counter. No single player can kill me as this spec in pvp. Nothing.

Saturday, September 20, 2008

New PvP video (unholy)

http://files.filefront.com/Jayde+Arenawmv/;11847596;/fileinfo.html

Using this build: http://wotlk.wowhead.com/?talent=j0eMacZZfMGhbbkrxqRfouu

Ok, so while you watch this, please keep a close eye on how much damage I'm doing, vs how much damage my ghoul is doing. It's pretty hard to tell the difference.

My first thoughts when I saw the latest patch notes was "yay! I'm going to have a strong pet as unholy now!" Then I realized that his damage probably came out of my own, to stay within budget. This is a problem.

There are really only a few main points I wanted to bring up by showing this:

1) First thing's first: The damage. My damage is pretty low. I'm blood striking for 450-500 damage, about 1k on crits. My plague strikes and icy touches are hitting for about 250 or so. My diseases are ticking for around 300 damage. Scourge strike is bugged, so I took it off my bar. Obliterate does around 1k-2.45k damage. Death coil hits for 500 damage. It feels like most of my damage ends up coming from my ghoul, or my gargoyle when I can pull it out.

Unholy blight is ticking for 48 or so damage, and makes my blood strikes hit a wee bit harder. I'm still underwhelmed with this ability. At least it has a nice graphic. :)

A smart team can/should kill off my ghoul immediately, and my damage is practically cut in half.

Overall my individual damage feels pathetic. Most of my yellow damage comes out to be what socio's dot's tick for. That's sad. Not only do we lack a comparative healing debuff (blood plague is a unique snowflake), but we also lack burst, big time. The burst we do have is also too reliant on diseases, which in turn, are too reliant in a lot of cases on RNG-Dispel factors and the almost-required virulence. To set up burst, I have to go through several GCDs to set up this optimal situation of diseases being up and then bursting. It's too much.

2) Survivability. It's over the top. Really.

AMS: AMS is like a CloS that has a 15s cooldown. I can't recall ever needing it every 15 seconds, so I could actually see this being pushed back to give casters a better chance. No it doesn't remove debuffs, but it's also off the gcd. I'm not sure a 5s duration is necessary if it's off the gcd. It also has a very cheap cost. The fact that it charges RP if it absorbs magical damage is just icing on the cake.

Icebound fortitude: I bet warriors cream over this ability daily. It's too good for pvp. 50% damage reduction and stun immunity with no detriment at all except a meager 20RP loss. The problem I have with this ability, is that unlike warriors who have to board up and switch to defensive stance, cutting off the capability to use many of their skills, as well as dropping their damage, I just press a button and keep going at full speed. No damage reduction, nothing. It's just an easy mode I-win button. My gut feeling is that it's too good in it's current state.

Using IBF probably needs to incur a 20% or so damage loss for the duration. This would have an effect on pve threat, so you'd probably have to bake in more bonus threat to frost presence for compensation.

Bone Shield: Icebound fortitude part deux. All of the above apply as well, except for the stun immunity. Not only that, but using it actually increases your damage as well? Ok.

Imp Rune tap: Amazing. I can see this being almost required for pvp specs, and is probably better left to deeper blood specs. It's healing me for 4200ish right now, every 30 seconds. Works wonders with my healthstone-conjuring friend, when combined with AMS, Bone shield, and IBF.

Shadow of Death: My gut instinct says that this is too good. You just spent forever killing me, and now you get to do it again. I get a kidney shot, my ghoul (if alive) gets to remain with me, and I feel like I get to start all over again. The sad thing is? My damage actually seems to go UP in ghoul form. What the hell?

3) Runic Power abilities.

Death coil: Still weak, and not worth casting unless you absolutely have a spare gcd and you're topped off anyways.

Unholy Blight: Hardly useful except to prevent rogues from vanishing, I suppose. Not worth the 60 RP in PvP at all. Very boring and underwhelming ability.

AMS: Obviously worth it, but probably too cheap.

IBF: Same.

Gargoyle: Feels like just another weak disease that drains RP (that isn't being used on deathcoil anyway) instead. Damage needs to come up substantially, especially for a 3 minute cooldown. It really just feels like a slightly stronger blood plague right now that uses a different mechanic to do it's damage.


RP offensive abilities feel way too weak. For something that takes so much effort to build up, I expect more of a result. Offensive RP abilities cost 2-3x more RP than defensive abilities, but are comparatively 2-3 times weaker. That doesn't add up.

IBF for 20 RP gives 12 seconds base of 50% damage reduction and stun immunity.
Deathcoil for 40 RP grants 500 offensive damage. What? *scratches head*

There needs to be a bigger choice between blowing RP on offensive vs defensive abilities. I'd actually prefer to see more 'burst' come out of our RP abilities, since it takes more effort to build up, requires you to be in melee range (which can't happen if you get kited), and can't be used as frequently in general compared to our strikes and diseases. It just makes sense to have things like death coil, DRW, frost strike, and gargoyle do big damage in that regard.

I also recommend increasing the cost on the defensive ones as well.
Players should have to make a choice. Do big burst damage with my saved RP? Or use it to survive? This is not too dissimilar to warriors choosing to stay on their target while taking heavy damage and trying to burn all those big hits with all that rage, or dump it by going to defensive stance and boarding up.

3) Utility (chains and death grip)


Death grip is living up to it's expectations as a great peel ability to keep things off of socio. It's a rogue's worst nightmare. Then again, It's probably even worse for a warlock facing the possibility of being death gripped into a bunch of melee. I obviously like this ability a lot. I'd probably give it a 5 second immunity debuff to prevent people getting tossed around in BGs and world pvp, though by multiple DKs. We ALL know it's going to happen, and we ALL know the forums are going to be flooded about it. It is going to happen.

Chains of Ice: I honestly think it's a bit too good right now. The 20 yard range is what really makes it too good. Yes, using it cuts our damage back and screws some of our rotations a bit, but it's not nearly as bad as what it can do to the victim. It's a 20 yard range physical root/snare that doesn't have the DR of a root. Let's face it, 0% movement speed, even if only for a second or two, is a root. Being able to do it from range is over the top. If you manage to get away from a DK, and his death grip is on cooldown, AND he/she is running at 15% faster speed due to unholy presence, you shouldn't have to worry about getting rooted/snared from 20 or even 30 yards away again (with icy reach). Nerf the range. In a group environment, this snare is just stupidly good now. Cut this sucker back to at least an 8-10 yard range. Part of the victory of getting away from melee is that they can't snare you again. Chains of ice isn't playing nicely with that rule.


TLDR version: Damage without the ghoul is too low, ghoul damage is too high. Survivability is too high while keeping the same damage going. "Boarding up" on a DK doesn't incur any sort of damage penalty whatsoever. Not enough 'choice' between going blowing RP on offensive vs defensive abilities. Offensive abilities are far too weak for the cost, and defensive abilties are far too good for the cost.

Update:
Good commentsso far. As I stated later in the thread, adding a damage reduction to IBF would only be a bad thing all around. I regret even thinking that statement, let alone stating it. :)

Hopefully with the damage pass, Death coil will once again be worth using. 550 or so damage at level 80 in this gear is just insulting. That's a tick of corruption, not an RP dump.

I also cleaned up my build and went with something more offensive, while still keeping all of my super over-budgeted survivability talents: This.