Q: What are your intentions with each tank's mastery and mastery in general? – Migol (NA)
Death Knights: We’re pretty happy with how mastery has turned out. It does have the oddity that it scales down in value with your mitigation, but also up in value with your health. But it does indeed scale up pretty smoothly in value, and doesn’t have any unintuitive breakpoints or anything, so we’re happy with it.
Why do you not like Blood DK's as people, Blizzard? This completely ignores the entire point that the Blood DK's as a community has.
Death Strike is not going to scale properly with Mastery. We are not likely to clear content in large numbers, if anyone can clear later tier content at all as a Blood DK. Yes this is an assumption at this point, however, it is one I feel safe making.
Our system of Runes, Runic Empowerment, is clunky and prone to forcing things that are not fun when being asked to play a video game. We basically have a mini-game within the game that we simply must play in order to get anything done.
Here's, "The List:"
- Blood Shield
- Blade Barrier
- Bone Shield
- Death Strike
- Runic Empowerment
- Heart Strike
- Blood Boil
These are the areas Blood DK's consider there to be issues. There's already numerous tanking forum threads on each of these, and in whole that's the sum of our chosen spec.
We fight ourselves just as much if not more so than the boss/mobs in game when playing.
Q: Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)? - Меланори (EU-RU)
A: Death knights are a somewhat different style of tank compared to the others. They take significantly more damage than other tanks, but then heal/shield that extra damage back instead (and sometimes more). Due to taking more damage, and that damage coming in spikes, they’re also the most likely to die to unexpected burst (such as when they don’t have runes up to Death Strike, have no cooldowns available, and fail to dodge or parry a few attacks in a row. They also have more personal impact on their own survivability and mitigation than any other tank, by tying much of their performance to Death Strike (and especially optimally timing their Death Strikes). So in the hands of a really skilled player, they can do some amazing things, but not usually much better than the other tanks. We’d actually like to head more in that direction with the other tanks (making them tie more of their defensive performance to their ability usage), in the future.
Apparently Blizzard gets at least some of what we have issue with, just not all of the issues in total. The spec is not fun, and the blue quote about Blood DK's being challenging and fun is not the correct word order for something meant to be fun and done in one's off time.