Class Q&A: Death Knight
Third in the class Q&A series is Death Knight. I thought it was going to be Warlocks, but I guess plans change. So far Shaman and Mage have been covered, and in each post the Ghostcrawler has been talking about the developer vision for the class past and future, as well as answering popular questions from the forums. What do they have to say about WoW's first hero class? Read on.
Introducing a new class to a game that didn't really have an empty niche was tricky, but they think they have succeeded - "perhaps too well." They like that there's a lot of room for variation in player skill.
In patch 3.2, they wanted to reduce DK AoE and defensive cooldowns, which they definitely did.
The resource system (runes and runic power) is a large part of what makes Death Knights unique. They also have a lot of medium-length cooldown (able to be used a few times per fight), and there's a lot of skill involved in knowing when to use them. DKs are also especially well-rounded, with a lot of versatility and a lot of tricks, which makes them at risk for being over-powered in PvP.







A New build went up on the PTR this afternoon, and as expected, there were another handful of Death Knight adjustments. Overall, not as many of them are nerfs as you might think, and some of them seem more adjustments in philosophy rather than straight up buffs or nerfs. We also got a handful of Glyph changes and even a sneak peak at our tier bonuses. Let's look at the changes after the break, 





















