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  1. #51
    Member Souca's Avatar
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    [quote='Fursphere',index.php?page=Thread&postID=184 980#post184980]EDIT - To make sure I'm understanding this right - you guys are talking about the IBF - GLYPH nerf right? The base ability isn't changing[/quote]They are changing the glyph to make it provide the maximum protection and not base it of your defense skill -and- they are increasing the cooldown to 2 minutes.

    The glyph change seems odd since they retooled IBF to base its damage reduction off your defense. This was supposed to keep this from being too effective for dps and pvp where you aren't sitting at 540 defense. By changing the glyph they are nullifying that downside and making everyone get the max damage reduction. Then to balance that out I'm assuming the cooldown was increased.

    I could be wrong on the intention, but some times I just wish they'd tell us how they expected us to play since the players never seem to get it right and Blizzard has to tweak things to force us into a playstyle they won't reveal.

    Also, does anyone remember in beta when they completely striped Druid tanking to nothing and then told druids that they would be the large health pool tanks? That was the druid thing! So I'm not sure I understand why they think druids have too much health, wasn't that the design? I'm all for normalization, but saying "bring the player not the class" and then adjusting balance because "we don't like that people aren't bringing warriors and paladins". I didn't like being an OT all through BC on my druid either and listening to the warriors explain why Druids and Pallys weren't real tanks, but what do I know.


    Edit:
    [url='http://ptr.wowhead.com/?item=43545']Glyph of Icebound Fortitude[/url]

    Icebound Fortitude

    Hmm, looks like PTR lists it at 1 minute cooldown. Not sure where I saw 2 minutes.

    Edit 2:
    • Unbreakable Armor: Cooldown increased to 2 minutes from 1 minute.
    Thats what threw me off.



    - Souca -
    This space for rent.

  2. #52

    Default RE: Sweet, DK tanking nerf.

    Quote Originally Posted by 'Multibocks',index.php?page=Thread&postID=184108#p ost184108
    Quote Originally Posted by mmo-champion
    Death Knight (Skills List / Talent + Glyph Calc.)

    •Frost Presence: Magic damage reduction is now 10%, down from 15%.
    •Howling Blast: Base damage and scaling doubled. This ability no longer deals bonus damage to targets with Frost Fever. Cooldown increased to 10 sec.
    •Rune of the Fallen Crusader: This weapon enchant now provides only 15% strength, but its chance to proc is doubled.
    Blood

    •Blade Barrier: Now grants 1/2/3/4/5% damage reduction instead of 2/4/6/8/10% parry.
    •Dancing Rune Weapon: Damage done by this pet reduced by 50%, but duration doubled.
    •Hysteria: This ability now causes the target to lose health rather than take damage.
    •Might of Mograine: No longer increases critical strike damage bonus and instead increases damage on its listed abilities by 3/7/10%.
    •Vampiric Blood: Cooldown increased to 2 minutes from 1 minute.
    •Will of the Necropolis: This ability now has a 15 second cooldown on how often it can occur.
    Frost

    •Glacier Rot: Third rank added, and damage bonus increased to 7/13/20%.
    •Guile of Gorefiend: No longer increases critical strike damage bonus and instead increases damage on its listed abilities by 5/10/15%.
    •Lichborne: No longer improves your chance to be missed.
    •Unbreakable Armor: Cooldown increased to 2 minutes from 1 minute.
    Unholy

    •Bone Shield: Cooldown increased to 2 minutes from 1 minute.
    •Outbreak: Increases the damage of Plague Strike by 10/20/30% and Scourge Strike by 7/13/20%.
    •Scourge Strike: Damage increased.
    Nice, we lose 5% magic mitigation. Also 10% parry from Blade Barrier, Unbreakable Armor no longer includes a miss chance and Bone Shield cooldown increased. Oh, and Will of the Necropolis can only occur once ever 15 secs. Sweet, was there any other tanking stuff left to nerf?

    edit: And then they throw this in there?

    Enchant Weapon - Blade Ward *New Enchant* - Permanently enchants a weapon to sometimes grant Blade Warding when striking an enemy. Blade Warding increases your parry rating by 200 and inflicts 600 to 800 damage on your next parry. Effect can stack up to 5 times and lasts 10 sec. This enchantment requires the wielder is at least level 75.
    Uhm ok so DK tanking was too good and then you throw in something that can stack for 1000 PARRY. WTF Blizzard, wtf indeed.
    I stopped caring when a DK healed himself for 20k while bashing my face in.

  3. #53
    Member Souca's Avatar
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    Quote Originally Posted by 'Tasty',index.php?page=Thread&postID=185001#post18 5001
    I stopped caring when a DK healed himself for 20k while bashing my face in.
    I'm guessing they had 30k health? Glyph of Rune Tap, Improved Rune Tap, and Vampiric Blood is around 60%+ heal, and it used to be able to crit.

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  4. #54
    Member Souca's Avatar
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    Quote Originally Posted by 'Fursphere',index.php?page=Thread&postID=185011#po st185011
    Quote Originally Posted by 'Souca',index.php?page=Thread&postID=185002#post18 5002
    Quote Originally Posted by 'Tasty',index.php?page=Thread&postID=185001#post18 5001
    I stopped caring when a DK healed himself for 20k while bashing my face in.
    I'm guessing they had 30k health? Glyph of Rune Tap, Improved Rune Tap, and Vampiric Blood is around 60%+ heal, and it used to be able to crit.

    - Souca -
    Paladin's get Lay On Hands - sounds similar to me.
    And bubble. For what it's worth, I'm not anti-bubble, but it does drive me crazy to have kill a pally twice sometimes.

    - Souca -
    This space for rent.

  5. #55

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    Quote Originally Posted by 'Souca',index.php?page=Thread&postID=184957#post18 4957
    Quote Originally Posted by 'Tombs',index.php?page=Thread&postID=184740#post18 4740
    0 runic power IBF is gone as well but that shouldn't be too big of a deal either.
    I actually think this is one of the bigger nerfs. A lot of DK abilties are dual cooldown/resource. The problem is that when you need to do IBF, you have to have the runic power and the cooldown. The cooldown is managable, but the rune power is situational. Runestrike is a very powerful threat generation ability but also somewhat random. With the change to the glyph there will be more situations where IBF would have saved you but you just didn't have the runic power because you happened to runestrike before.

    I know there are other multi resource abilties that other classes have to deal with, but it just gets overwhelming with a DK at times. I've never played a warrior, but does last stand or shield wall have a rage requirement?

    This change will be less impact on tanks that are well geared, but generally thats always the case.

    - Souca -
    Not IBF, but unholy talent Bone Shield is now 2 min cooldown on test.

  6. #56

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    Quote Originally Posted by 'Souca',index.php?page=Thread&postID=184999#post18 4999
    They are changing the glyph to make it provide the maximum protection and not base it of your defense skill
    Last I checked this is completely wrong. There is no cap for IF's defense, unless you want to think as the most possible defense obtainable as the cap in which case you'd still wrong. It increases linearly, indefinitely. The glyph sets it to 30% minimu, which is useless for tanks considering you get 35% reduction for being at 540 defense.
    Kaegro/Unilia/Zaele's

  7. #57

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    Hmm strange I thought I read that 540 defense gives you 50%, I could be wrong though!

  8. #58

    Default

    No, either 535 or 540 defense gives 35%. It can go up from there but for DKs its pretty pointless to go higher on defense.
    <Multiplicity>
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  9. #59

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    Death Knights were a business decision, pure and simple.

    Blizzard created a new class, with a high "cool" factor, many strengths, and no real weakness, in order to ignite interest in 3.0 and bolster LK sales. Their entire positioning of the class, from Day 1, has been to maintain DKs as a superior overall option (PvP/PvE/leveling) long enough maintain player interest until the content patches start rolling out. As such, I predict we will see a series of seemingly reasonable nerfs to the class over the next few months, that when taken together will place the DK back on more equal footing with other tanking classes. This nerf is just the beginning, in my opinion.

    Death Knights now account for nearly 20% of ALL characters, by far the widest ratio disparity in WoW's brief history. One could even say it dwarfs the Hunter's previous death grip on that distinction (me so funny). Blizzard's wise desire for equilibrium will not allow this to continue for much longer, hence the impending nerfs and player QQing.

    Nerfs suck (just ask my Hunter team) but, sadly, this strategy was predictible.

  10. #60

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    Quote Originally Posted by 'accretion',index.php?page=Thread&postID=185463#po st185463
    Death Knights were a business decision, pure and simple.
    I find that suggestion very doubtful. Lets just say that there's a reason why game designers don't make bussiness decisions and management, marketing, etc don't make game designs

    As for the nerfs, rebalancing has happened each time any class has undergone a major talent tree change. Deathknights aren't an exception.

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