Anti-Magic Zone cooldown increased to 3 minutes (was 2 minutes) and will now fade when it absorbs a certain amount of damage.
First point is that this spell may be considered too powerful to some but is quite on par with Warriors’ rallying cry. Therefore the 3min CD makes sense.
Second point is that the cap used to exists because the spell was reducing magic damage by 60%. The design having changed (20% reduction today), setting a cap removes a lot of use cases.
If blizzard still feels like the spell is too strong then they should switch to a diminishing value for the magic damage reduction. Starts at 20% magic damage reduction and reduces every second to end at 10% reduction.
It will be good for 5man content. But in raid… i dont know .
Im more concerned about pvp. making it 3min …its a huuuuuuuge nerf to our already weak defensively class Please add 1min cd reduction to the Dome pvp talent.
You forgot 1 very important thing - The Anti-Magic Zone lasts for 8 sec or until it absorbs [Total health * (1 + Versatility)] damage.
So if u stand alone its max absorb only your HP + versa.
The absorption cap sucks. But what you say here doesn’t really make sense. At least not when it comes to raiding. The cap is made because Blizzard feel AMZ absorb to much damage overall, so if that’s the goal then it make perfect sense from their point of view to make a cap even if the damage reduction is not 60%. But again, the absorption cap sucks. They should just have made AMZ a shared CD since class stacking is the true issue of AMZ. Most other raid utility is not stackable, so it would make perfect sense to treat AMZ like bloodlust or battleress instead of just killing it.
It’s true that in my comment it seems that I jump the gun. It is because I wanted to keep this point short but it unfortunately lost its meaning along the way.
The previous design of the spell was 60% reduction with a cap to usually provide huge absorption of damage on an mechanic (could be used for the tank or the raid, it would everytime be useful).
The current design though provides medium absorption on a long span of time. Having a cap on it (depending on the cap value) breaks this design in raiding scenari.
The hardest part being that the more people in a raid the less effect the AMZ will have whereas an ability such as rallying cry will keep its strength let it be a 5man group or a 30man raid.
Just to be clear, I’m not looking for the same kind of ability in every class. I know I’ve already made a couple of comparisons to rallying cry, it’s just that a cap makes the power of AMZ go down significantly to the point where we will loose the feeling of being impactful with our utility / externals.
Moreover if blizzard worry about class stacking they should already have warriors on their scope next and I don’t want to see them nerf as well.
It’s hilarious of all the things they plan to do to dk in 9.1 for pve is nerf us lol. I’m pretty sure frost dk is still most under represented class in the raid maybe mythic plus and yet they want to make us less appealing to bring to dungeons/raids? Shows how pathetic and out of touch the devs are, I wonder if any of them actually plays dk at all?
Yes and that is very clearly what Blizzard want to do. They clearly feel that even the “medium” absorption is too much and therefore they cap it. So from their point of view a cap make perfect sense even for the current 20% version. I’m not saying I agree with it all, but it does definitely make sense in relation to what they are trying to achieve.
That said, I don’t like the cap and I still think a shared CD would be much better though.
i am fine whit zone getting the hammer but that should been done in the way it’s treated as a Bloodlust/Heroism why they went whit this is the sad showcase of blizzard’s lack of class design vision when tuning or changing things they tack on unnecessary changes over the more effective change they could have added,
honestly zone should be a 1-2 times use during a boss fight and feel like the defensive equal to Bloodlust/Heroism raid dps CD
Having it as a shared cooldown is not helping in my opinion.
It is fine having bloodlust/heroism as a specific ability but we should not have more. It would break readability and force people to bring at least one death knight in their group to cover that spell.
Good job on making AMZ a problem where no problem existed.
Some idiot stold the world AMZ is too strong, a bunch of lemmings jumped on the bandwagon and a herd of sheep, especially non-DKs, here and on reddit spammed the forums till it led to this nerf.
In 15 years I never felt the need to ask for a spec or class, especially no class I’m not playing myself, to be nerfed. Why do you guys? Why can’t people just mind their own business?
And btw, posts like “I’m ok with the nerf BUT…” are even worse.
Asmongold was right. This game doesn’t have good developers anymore. They are the worst in the history of the game and they are also liars. I perfectly remember the announcement of the return of the iconic skills. AMZ returned to receive a big nerf at the very beginning in the beta version SL. Now it will get another one to kill that talent.
We can owe this state of affairs to a bad community and an even worse development team.
Gargoyle hasn’t made a comeback as a baseline skill so far, they treated this iconic DK element so badly that they didn’t even want to boost the skill. This is another dead talent. What’s next?
I believe that this team of developers will find a better job for everyone. They are incompetent.
Each of us here knows DK issues, and each of us has good ideas for fixing them - but not the development team.
The development team has been providing us with nerfs since the release of the game.
The development team are either scammers or liars because they didn’t fulfill their promises, as usual, so I hope and believe that one day a certain person will take legal consequences for the developers of this game. Maybe it will teach them something and change something about them.
When is the time for strong weakenings for most RDPS? They’re the best at raids, pvp, and dungeons. When will the outlaw rogue get nerf because he’s too good at dungeons? waiting for the nerf …
Will there be any nerfs for other raid skills from other classes? Because now I can think that Heroism is too OP and should be nerfed … gogog the worst team of developers in the history of this game - let’s go, I’m waiting for a nerf for Hero/BL.
Gooo…don’t sleep there !
PS. I will tell you what should have been done because you lack competence at work - it was enough to introduce common CD. That’s all.
When I read your wall of text it felt like you were just spewing opinions of others that are not thought out as if they were the obvious go to solution with no draw back or issues of their own.
Everyone who has raided this tier knows that AMZ is too strong in raiding. That’s just the truth. And Blizzard would have nerfed it no matter what. It has nothing to do with Reddit, Preach, Max or anybody else. They didn’t even follow the suggestions that most people made.
Because it leads to class stacking. Melees already only have 5-6 spots in a raid group. If DKs take 3 of them then there’s not much left to the rest of the melee specs. Especially considering that DH, Monk and Warrior are also mandatory because of raid buffs.
raid mechanics, most of them are extremely unfavorable to melees and downtime on boss. thats not class balance “team” (if there is any) but with the raid design team.
or even the simple fact that ranged can be spread apart and avoid more stuff or pre-position without lowering their dmg
i know that it has to do with raid mechanics. it feels like that we are spiraling down a path where bosses have to be designed harder and harder with more mechanics every expansion because players get better at the game year after year and to beat the new bosses with the harder mechanics you simply stack more ranged because they have an easier time dealing with raid mechanics.
and i wish blizzard would also balance there. we have way more melee specs than ranged specs in the game, but somehow more ranged spots in the raid than melee spots.