Thursday, July 12, 2012

Breaking the Silence

It has been a while since I last posted

But I actually do have a reasonable excuse! 
Okay, maybe it isn't so reasonable, but (To quote a great man who would have made an excellent DK) let me explain. No, there is too much, let me sum up.

Death Knights are (on beta) very much in flux right now. Not only are several of our core mechanics getting revamped, but many of our headliner abilities are actively being tweaked by the development team. This includes (not limited to!) Blood's "Weakened Blows" tanking debuff, Death Strike, Blood Boil, Threat of Thassarian, Might of the Frozen Wastes, Soul Reaper (which will no longer cost a Death Rune, but the final cost is still undetermined), Runic Corruption, Timmy the Ghoul, Gary the Gargoyle (you're welcome Mags!), Army of the Dead, and more. The development team has also promised to look into the overall "feel" of the class- problems like Blood's downtime and damage-spikiness (very much circa 4.0.6!),  Frost's DPS disparity from 2H to DW and burst damage, Unholy's ramp up and HOPEFULLY AoE, and the rune mechanics in general.

So overall, there is a TON of content to write about, but it seems premature to say too much right now. Death Knights seem to be one of the current focuses of the development team, (headed up by a surprisingly open, straight talking Ghostcrawler!) and legitimate concerns are being well addressed.

Hopefully, speculation and propositions in the forums will turn into answers in the beta builds soon, and when they do I'll be sure to update Unliving a Death Knight!

Head over to the Beta Class Balance Analysis and [Death Knight] Soul Reaper and Death Rune fix beta forum topics for the discussion, and words straight from the developers!

1 comments:

dreadblade said...

Yeah, the flux in the class right now makes it very difficult to write about anything. I've kept up with the developers thread, and I think the progress is encouraging, but there is little substance.

Hope to see some stability soon.