Posted 21 April 2015 - 08:40 AM
Can't really compare the current mage one to what the old desecrated ground was, that shit could cover half an area lol was so aids to play against.
Obviously I agree that we need some more utility to make us a more 'wanted' partner in a team but I don't think giving us annoying mechanics will solve this, least not in the long term, because they will just get removed.
People hate playing vs annoying mechanics which is what DK's have had a lot of in the past, hence why we are so hated by the general PvP community and why we have been gutted of almost every decent utility spell we have ever had. The only thing that we have kept, unchanged, is dark simulacrum and thats because it is well designed and offers some counter play, and actually rewards good DKs. Its about the only thing separating a good DK from an amazing one at the moment (besides partners).
A reasonable start would be, in my opinion:
- Give AMZ as a base spell, and create a glyph to make it absorb X (balanced number) amount
- Remove presence switching glyph, make this baseline don't really understand why it isn't when warriors can switch with no rage cost and no GCD...
- Add an effect to necrotic plague to punish dispelling off it in a minor way as its so easy to get up / spread. Our spread pressure is actually insane if you can stack it to 15 and maintain it