#0 - May 8, 2010, 3:05 p.m.
I don't know how accurate this is, but I saw this info in another thread:
Q u o t e:
1. Every Strike has had its damage roughly doubled, such as Scourge Strike going from 70% weapon damage to 140% weapon damage, to account for only being able to cast half as many of them at a time.
2. Runic power dumps such as Death Coil and Frost Strike have been given short cooldowns (5 seconds for DC, 6 seconds for FS), to account for changes in the rotation timings. That is, you're probably going to have a lot of dead time with the rune system, and with Frost Strike being buffed to 110% weapon damage, hitting 3 of them back-to-back could be very bad news.
3. Diseases spread via Pestilence now only deal half damage, probably to prevent Fury Warrior-esque scaling of incidental damage
4. Diseases now last 30 seconds baseline
5. Death and Decay only costs a single Blood rune
6. Summon Gargoyle now costs FU runes
This is troubling to me, because the reason I love my DK so much is it's fast, GCD capped playstyle - I like always having something to do, it's a major part of the fun of the class for me (and I believe many others feel the same way).
I understand that the point is to give us more burst in PvP and that our overall DPS should still be competitive with these changes, but if there's going to be a lot more down time on DK DPS it's really going to ruin the fun of the class for me. Longer rune cool downs combined with a cool down on our RP dumps? Really? Especially considering Frost's mastery bonus will basically cap out at 1 frost strike per six seconds. (not hard to achieve that RP considering how runes work, unless this part of the system gets a radical overhaul).
3-4. Good, smart changes.
5. Neat. Curious how this turns out.
6. Please, for the love of god leave it as an RP cool down. Rune based cool downs are incredibly frustrating.
