Extended returns through 31.1.25. Learn More

Free Shipping on orders over €50
Shop now. Pay over time with Klarna.

Login

Click the button to redirect to the login page and we'll send you a login code, no password needed.

Nick FarrellApril 19, 2024

Blizzard Details Changes Coming To Death Knights In World of Warcraft The War Within

World of Warcraft Dragonflight has been one of the best DLCs that the WoW community has seen in quite some time, and with the current patch being the last major content update for a while, players are always looking for new ways to get involved.

Now, The War Within Alpha is here, and Blizzard has detailed some changes they're looking to make to Death Knights.

Here's what we know. 

Blizzard Details Changes Coming To Death Knights In World of Warcraft The War Within

Blizzard has outlined the changes here, but we've got them pasted below for ease of access. 

DK Goals

  • Reduce the amount of resource flooding that affects each spec to varying degrees,
  • Reduce the throughput nodes toward the end of the tree. It currently has 9 such nodes that add a lot of tension and make it hard to flex into utility you’d otherwise like to take. While we don’t plan to outright cut the DPS throughput nodes, we will rather make them easier to pick up as you naturally progress through the tree. This will allow us to focus the capstones on much more utility or defensive focused talents.

Blood

Blood suffers from a lack of viable build options because it has to invest so heavily into the tree to feel like it functions. To some degree, all Death Knight specs suffer from this a bit more than other specs due to their unique leveling experience comparatively. We want to see where we can shift some abilities/talents learned in the spec tree that would make more sense baseline, to not only smooth out build diversity but also improve the leveling experience.

Frost

For Frost we want to take a look at Breath of Sindragosa to get it back to the more appropriate ~30 second duration to allow us more tuning knobs. This starts with the first note of reducing the flooding of resources available, one of the big offenders being Rune of Hysteria, which will see an update.

While we understand Breath is a very divisive ability it offers a very unique gameplay experience that not many of our other specs offer and while have no plans to remove that we do want to explore a potential alternative that feels fresh and exciting for players that wish to try something a bit different. Likely introduced as new capstone replacing Frostwyrm’s Fury which we plan to shift higher within the tree as a more easily accessible talent.

Unholy

As for Unholy, we have some plans to reduce the opener complexity. It’s not nearly as intuitive as it could/should be. Unholy also suffers from the amount of things it needs to track to really function optimally and it is less than ideal and we are looking to reduce the amount of “plates that need to be spinned”.

Gargoyle is one area we’d like to explore offering a new playstyle. While we don’t plan on removing it we do want to create a choice node with it that offers a less bursty option and leans a bit more into a more sustained damage alternative.

We’d also like to revisit Sudden Doom and diseases to offer a little bit more gameplay experience than the two currently do for Unholy.

Lastly, while we don’t have plans to remove Festering Wounds we do want find ways to make the friction of playing with them less. Vile Contagion was an ability introduced in Dragonflight that had some excitement around it but it never quite got its time. We plan to reduce its cooldown to 45 seconds and we plan to update Festermight to function similarly to Ironfur so playing around the act of bursting wounds feels less punishing and doesn’t require as nearly as much set up.