I am no one special (no special achievements, or claims whatsoever), just someone who played as a DK since its inception in WotLK and made it my main toon.
I am opening a thread to describe some ideas and feedback I have for the DK class. This is mostly to address quality of life changes such as Mobility, Survival and Talents.
I enjoyed playing the DK class over the years. There has been up and downs. Despite that, it has grown on me. However, there are definitely need to resolve the aforementioned issues.
The objective here is address QoL issues. Please provide objective feedback and ideas. Constructive criticism are welcome too. I am sure not everyone agrees with my ideas and they certainly can be polished.
I also hope that Blizzard will be reading this thread and all other similar threads and act upon them.
Feedback & Ideas
Strangulate (& Asphyxiate): With the removal of Blood Tap 1.0, this ability and Asphyxiate should have their blood rune cost removed. Is Strangulate off GCD? If not, they should be off GCD too.
Death and Decay: I personally feel that the unholy rune cost of this ability should be removed. Death and Decay has went through many changes, such as CD increase, threat drop and damage nerf. With the 30sec CD in place, Death and Decay is a controlled, non-spammable ability that can make do without the cost. The beef I have with it is that I need to sacrifice a Death Strike (barring any rune generation talents, assuming fresh start of combat) in order to use it.
Icebound Fortitude: I think many posters has stated that this defensive cooldown needs to be adjusted to provide the necessary survival for non-tanking DKs. I recommend removal of runic power cost, making it baseline 40% damage reduction for all specialisations, usable while CC-ed or silenced and non-dispellable.
Sanguine Fortitude: This passive is adjusted to work with IBF mentioned above. Adjust damage reduction of IBF to 50% for Blood Knights. In addition, refresh the duration of the Blood Shield mastery buff when IBF is activated.
Anti-magic Shell & Zone (& all defensive cooldowns): Usable while CC-ed or silenced and non-dispellable. Cost removed.
All level 90 Talents: Off GCD.
Chillblains: Baseline for Frost Knights. Talent can be replaced with another idea.
Desecration: Bring back this ability and make it baseline for Unholy Knights.
Bone Barrier: New ability for Blood Knights only. Replaces Bone Shield. You passively take 10% less damage from all sources. This is deactivated when Bone Barrier is on cooldown. Activating Bone Barrier grants a 10sec, 1 charge, non-dispellable Bone Shield buff to all party/raid members. Bone Shield reduces the next non-periodic damage source by 20% and consumes 1 charge when damage is reduced. 5min cooldown.
Soul Reaper: Change cost to 40 runic power.
Toughness: DKs need this back. Blood Knights still feel squishy. Could be a personal perception bias though.
Necrotic Strike: Change cost back to Unholy rune. Heal absorption formula needs to be buffed.
Death Siphon: Damage and healing formula need to be buffed.
Conversion: Remove the cost. Heals 3% health per second for 20 sec. This will make it competitive against Death Pact. 50% instant health or potential 60% health over time? Non-dispellable and usable while CC-ed or silenced. Same CD as Death Pact.
Death Pact: Usable while CC-ed or silenced.
Butchery: This ability can be baseline for all specialisations, whether in part or completely. I personally favoured the runic power per second portion of the ability. This will alleviate the cd gap where DKs have nothing to press.
Regarding DK Talent Tree:
I love my DK, but whenever I inspect the talent trees of other classes I would inevitably be jealous of their toolkit. Our talents feel very lackluster when compared to any other classes. This is compounded by the fact that our talents are filled with abilities that were baseline.
I felt that we didn't gain a toolkit, but lost our abilities instead. The talents definitely need a huge revamp.
Scourge Strike: Revert it back to shadow damage from physical damage.