Pretty much title?
What if death and decay gave us like a leech and healed us as long as we are in it?
real fix to this is a full on armor buff baseline for all DK specs.
Actually, my wishlist for BDK would be something like Marrowrend being baked into Heartstrike. I would also like the buffed/proc of Bloodboil to apply DnD, and for Hand of Death to give six stacks of Boneshield with a slightly higher cooldown. I would also like the GCD to be removed from Deathstrike.
I agree with this as well. Plate Armor doesnât mean anything anymore.
Also maybe it would be overkill but I would like Dancing Rune Weapon on a 45 sec window instead of 1.5min which seems wayyyyy too long for what it does.
Only time Blood was really good in both raid and M+ was in the last season of Shadowland where you could maintain Dancing Rune Weapon for 100% uptime, friendly reminder that the 1%ers cried like B for this to be removed in Dragonflight.
I kid you not, they argued that it was uninteresting and a toxic play style, yet that was what made Blood not only better balanced, but it also trucked some real dps numbers. So the reason Blood is down in the gutter is because Blizzard was not allowed to design DRW in that way for us.
Easiest fix is to remove the Deathstrike healing limiter. BDK used to excell on gigantic dangerous pulls, as long you didnt get whites synced and you got one-shot. Going immortal mode, jumping 100% to 1% to 100%, was extremely fun. Sadly this gameplay is gone outside of CDs and a far longer setup of abilities to get the healing stacked up to a point where it can do so. If pulls lasted only 1 set of your healthbar, that wouldnt be an issue. I dont need to tell anyone here that this isnt reality of the situation. So it doesnt work as is for that intended purpose.
If I was a Dev, and this was the problem I wanted to solve, I would double down on BDK self reliance and debloat the way for the BDK to achieve this. I would revert Death Strike to its former glory. Then I would look at Will of the Necropolis for BDK, and increase its effect. Basically, the goal would be to slow down how quickly a BDK dies from 30% to 0%. Making Will go up to 80% DR at the 10% tresh-hold.
What you want to see is BDKs pull more, to want to take as much damage as possible at all times, so their Death Strike can heal them back up. Smaller pulls, with less danger, means less HPS potential.
Now finally, to really hammer down the playstyle, to make BDK also want to capitalize on this strenght in an intuitive manner, I would have Death Knight pulse damage to enemies as they took damage. Effectively turning DTPS to DPS. Call it: âQuixotic Agonâ, basically Thorns on steroids, but it is released when you Death Strike as one big pulse.
This loops, as the more damage you take, the more DPS you do, the safer you are because of how Death Strike, Blood Shield and Leech works (untill you are overwhelmed and simply die).
To sum it up:
- The more dangerous the situation, the more powerful you are. Having the player wanting to push it to the limit at all times.
- WoN functions like a safety net from getting oneshot, yet not from getting dragged down and out from bad GCD spending.
It would not make BDK the best M+ tank, it would tho - make it the most fun to play
This would not make BDK more sturdy im multiple packs pull, unlimited DS healing will not save you from getting globaled to death.
Playing the underdog Sanâlayn talents, I do find myself mostly self sufficient even on as high keys as 17 and 18, but it does require from me almost a flawless play.
In my opinion, to make BDK more sturdy on big pulls & better in general we need to get rid of or have completely reworked our âApexâ Talent. Currently if I am lucky on procs, I feel OK on big packs, but if I am not, I fight for my life / ask for externals / proc purgatory or simply die.
I dunno what it needs to Blizzard to realize that binding tanksâ survivability to random, uncontrollable procs, is both dumb and unfun .
Remove this lame Dance of Midnight talent and give us back shattering bone or simply reduce cooldown of DRW to 45 sec and increase its duration to 16-18 sec.
The issue about getting oneshot, that happens mainly through missplay, is also discussed in that same post. In the very line you quoted from and a solution to it bellow.
I also discussed earlier in other posts-threads about softening the impact of the dreaded global effect with changes like making Bloodshield a partial [all damage absorb]; one that is âalways upâ.
The goal is not to make BDK immortal in all content, yet to push the level of danger a BDK can go for in each tier of keys, without being hampered by RNG procs or defensiveâs lining up to allow you to play the BDK gameplay in a faster and more adrenaline filled manner, without pressuring your healer to spam heal you to make sure your HPS engine remains topped up.
That a BDK would reach the point where they simply get overwhelmed will happen in an infinitely scaling system. The sync-oneshot will happen. Yet, I dont want to go away from the âoldâ identity of BDK to solve this. It should remain an issue that is the weakness of the spec, to counter the ridiculous strength of the HPS engine done right.
I simply want to return to where the healer did not care about the BDK, in opposition to now where the healer got to react to the BDKâs procs and play accordingly. This situation is not fun for the average healer or tank.
I agree. Noone likes having to play reactively with their defensive to a very RNG proc with a silly PPM system as a tank.
The devs clearly dont understand that the issue isnt âthat the uptime isnt high enoughâ, it is that we dont control the downtime. That playing a game of spin the wheel, key to key, isnât fun.
Shattering package is likely sadly gone forever though, as their goal is to prune and that is one of the few things BDK had at all. Even if I personally enjoyed it and would like to see its return.
Having the Apex being the shatter package would likely be a better world for BDK. Then we would have better gathering power, controlled DRW usage and a defensive strength that scales up as the pulls gets bigger (the bigger the pull, the faster armor breaks, the faster DRW comes back). Something that would result in the same uptime of DRW, yet would make it controlled by the player, not the fickle server gods.
Probably so, although I would point out that in Midnight they initially also pruned explosive shot from MM hunters, then 2 months into the expansion they brought it back and then 2 weeks later they added talents linked to explosive shots and buffed them.
My suspicion though is that dev in charge of hunter and dev in charge of DKs are not linked, sadly.
Hunterâs feedback is much better reacted to, while in our case Apex Talent has been universally crticized not only as random / unreliable bad design for a tank, but also completely unexciting and boring and on top of that we all know that our real DRW was gutted because of this talent, which makes us hate it even more.
I also play VDH, their Apex talent also has element of RNG, but is much more controllable and when it procs it DOES feel good, because it interacts with your abilities and talents, while for us it is just 20-25% parry chance and fake DRW buff, which is not DRW at all.
I will give a small benefit of the doubt and assume that they briefly buffed this ugly talent for now and will try and rework it next season or perhaps next patch.
But chances of it are very small.
blood can survive multiple pack scenarios once you have:
-threat on everything
-enough bone shields
-enough runic power for first death strike
âŚif you have those things you can survive a lot
blood boil needs to generate more threat. like.. double. i can either be tanking and surviving or trying to generate aoe threat. we dont have a spell that does both
i dont have a fix for bone shield.. i guess we are just stuck with it. maybe it would be nice if deaths caress generated more
the issue is that we dont have enough defensive cooldowns to have 100% uptime in combat. this is probably supposed to be fixed with the apex talents that give us a random proc of nerfed dancing rune weapon(which sucks)
what often happens to me is that i survive the big pull of 3-4 packs and after they are down to lets say 2 mobs i try to save my cds for next pull and proc my cheat death because those 2 guys just auto attacked me to death. blood with only bone shields up is just too squishy and you need to be 100% focused because anything can kill you
There are so many Things on this spec that needs adjustment:
⢠rework the Apex talent ( more controll for DRW and uptime)
⢠change mastery to only absorb Part of the incoming DMG
â˘remove the heal reset of DS
⢠Something outside of DRW to make US feels strudy
Sanâlyan is way to squishy for high Key gameplay and DB needs buffs to do more DMG to keep up with Sanâlyan
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