Please remove our cooldowns

#0 - June 2, 2009, 8:33 p.m.
Blizzard Post
I don't know about the rest of you dk's, but I am very tired of being nerfed every patch because of these stupid cooldowns.

Until they are flat out removed, we will continue to have other tanks complaining that we are the only tanks their guilds want for hard mode content.

We will continue to have other aspects of our tanking nerfed in an attempt to "balance" making us much less desirable tanks for every other piece of content other than particular hard mode bosses.

When we were first introduced, I much enjoyed being the cd based tank because it meant a much more "lively" tanking experience, particularly after switching from my druid where I just spam 2 buttons and stare at a giant bear butt. But the change in raid boss design in ulduar has caused a massive amount of re-balancing decisions and qq that is not needed.

You specifically designed these raid bosses to require the raid to use these cooldowns to not wipe, then act surprised when you find out the one tanking class you made cooldown dependant is overpowered against them.

So I vote remove the cooldowns, give us something else for tanking flavor and stop making "hard" mode 1 shot lolkills.

What happened to bosses like broodlord where you had to cycle tanks due to threat reduction attacks, or vael, or any number of classic bosses that required the raid to actually use some sort of strategy or "skill" to win?

Right now, every boss is tank and spank, and the only "hard" thing about it is making sure your tank doesn't get 1 shot. I severely miss the things about classic bosses that made raiding actually fun.

Yes, getting 40 people together sucked, but when you lowered the body count, was it really necessary to dumb down every boss to the point of mind numbing repetitiveness? Mimiron is the only boss so far in ulduar that I actually enjoy.

Anyway, I got sidetracked, if you don't want to have to nerf dk's every patch then either stop designing raid bosses to require cooldowns to survive or remove our cooldowns completely.
#2 - June 2, 2009, 9:31 p.m.
Blizzard Post
As I explained, we compared DK armor, health and avoidance to other tanks, and found that the DKs ended up in better shape than other tanks even if you totally ignored cooldowns. When you consider cooldowns, things are even more skewed.

I just didn't want potentially disgruntled players to perpetuate a myth that DK armor got nerfed because their cooldowns were too good. DK armor got nerfed because their armor was too good. Many players (some DKs even) argue that the cooldowns are still too good.

The short version of how we got there was that some glyphs and set bonuses ended up being better or worse than we imagined, block ended up mitigating a lot less damage than we envisioned (before the Ulduar bosses actually existed), and because effective health ended up being way more important to progression than any other aspect of tanking.