Not saying that DKs didn't need buffs
to move to the Paladin/Druid level of tanking; they did. As does
another tanking class that seems conspicu...ah nevermind.
But why cooldowns? Wouldn't a base armor increase or stamina
increase to Frost Presence make a lot more sense? By making the
cooldowns 1 minute again (and finally buffing UA), you run the risk
of another Vezax or Sartharion where DKs can trivialize an event by
always having a cooldown available; this is especially true on
magic heavy bosses/dragons with big breaths if unholy's AMZ can be
brought to bear.
At the same time, for constant/escalating damage fights like Anub,
Iron Council, or Thorim, DKs are still inferior for the most part
to the "always on" EH from Paladins and Druids. This feels almost
like...a niche?
Q u o t e:
But why cooldowns? Wouldn't a base armor increase or stamina
increase to Frost Presence make a lot more sense?
Making the tanks different is very important to us. If we can keep
DKs in a spot where their health and mitigation might be a little
lower, but cooldowns make up for it, then they play differently
from other tanks. The most boring solution would be to give
everyone the same armor, health and cooldowns. Then all you're
really getting is different art for your character, and of course
the community would move on to resource mechanics or threat
generation as the next reason they're getting benched. :)
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