Biggest PvP nerf in History... Because of a bug?

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Today, we are going to discuss the upcoming changes to Death Knights!

Intro 0:00
Anti-Magic Shell nerf 0:40
Will of the Necropolis bug 1:45
Death Strike nerf 4:05
Suggestions 6:41

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Background:
A few days ago, we got the new patch notes for the next weeks tuning!
https://us.forums.blizzard.com/en/wow/t/class-tuning-incoming-december-6/1427974
The thing that is quickly noticable, are the Death knight changes... I don't think we have ever seen such a massive PvP nerf to a class survivability at once.

We got two nerfs to Anti-Magic shell, 25% to the base ability, and 50% to the talent Anti-Magic Barrier. This is an overall 36% absorb reduction, and 1 second less duration on the ability.

DKs survival against casters is really overpowered right now, with anti magic zone, shell, spellwarding etc. But I believe anti-magic shell is the wrong thing to nerf. Spellwarding (with lots of talents modifying it) is much more oppresive, since its a random proc that can occur many times in a row, and each of them is worth 20% of your max HP.

Nerfing or even removing the PvP talent "Spellwarding" would be better since anti-magic shell has more skill expression to it, because of it being an active ability that you have to choose when to use!

The Will of the Necropolis nerf is also needed, since a passive 35% damage reduction when under 30% health is quite ridiculous. There is however a bug with it, that might have influenced the coming nerf to Death Strike.

You see absorb shields adds to the amount of healing that your Death Strike does (since its healing is based on damage taken in the last 5 seconds and absorbed damage still counts as damage). And Necropolis which is supposed to be damage reduction, actually shows up as damage absorbed in the combat log.

This means that Death Strike is getting a massive healing boost, from damage that you never actually took, thanks to Necropolis.

The last 2 changes coming, is a 19% nerf to both the minimum death strike heal, and damage taken heal. Aswell as an additional 50% nerf to the damage taken part.

This is a 60% nerf to the main part of Death Strike, which is healing from damage taken in the last 5 seconds. There is even a nerf already affecting Death Strike (25%) so death strike will go from 40% (PVE) and 30% (PVP) to around 12.2% after this coming hotfix.

This is destroying the main tools a DK have to survive in a fight, especially against melee. Historically (atleast last few expansions) Death knights have struggled with physical damage, but been very strong against magic. I fear keeping this nerf, will make DKs horrendous against melee enemies, but still "okay" against casters.

A better thing to do is to fix the Necropolis bug, and maybe even make Death Strike no longer scale with absorbed damage.

This would be a great change since it nerfs our survival against enemy casters (since our absorbs are mostly magic based) while still keeping our survival against physical damage mostly intact.

A thing many people forget when looking at healing per second and seeing DKs at the top, is that their entire toolkit is built around healing and magic absorbs. They don't have any Immunities or second chance abilities against physical damage.

You could argue that a DK can kite well, but balancing a melee class, thats supposedly a "juggernaut", around running for their lives 80% of an arena battle doesn't sound right.

Another thing to keep in mind, is that healing reduction drastically lowers a DKs survivability (since its based on healing) thats why DKs are very punished by dampening aswell as Mortal Wound like effects...

All in all, I strongly oppose the Death Strike nerfs, especially something that impacts the minimum healing of Death Strike.

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