[欧美]《巫妖王之怒》2008.8.16蓝帖发布(英文版)
Icy Touch -- may very well need to do more damage. It was reduced back in the day when death knights kept saying "Why would I ever use Death Coil?"
Hungering Cold -- after experimenting with the scaling costs for a long time, we think they are just awkward and confusing. DRW will probably stay as "uses all your RP" but Hungering Cold and Unholy Blight will probably be a discrete cost of something like 60 RP.
Blood of the North -- the idea of this talent is that you could Blood Strike twice, and then be able to Obliterate or Howling Blast twice the next time around (the aptly named FUFUFU rotation). Walk me through why Plague Strikes turning into Death Runes is helpful -- it's pretty hard to ever skip over spending an Unholy Rune, yes?
Obliterate -- underwent a similar phenomenon. Every DK rotation was built around Obliterate spam. It needs to do more damage than something like Heart Strike.
Similarly, we would love to work a Death Rune ability into Unholy but can't figure out how to make it work. Unholy doesn't really need more Unholy runes unless the DK wants to spam Plague / Scourge to grind down the cooldowns through Night of the Dead. A clone of Blood of the North might be helpful for the FUFUFU, but then Unholy might play a lot like Frost too.
Dancing Rune Weapon -- we've actually known it's overpowered for some time. We left it that way on purpose because there were still so many threads (misguided we suspect) about how weak it was. Psychology is unfortunately a reality of game testing, and we wanted to make sure people would actually use it. I'm not saying it needs to be nerfed to the ground, but it is probably doing too much damage.
Blood in general -- we're not inclined to do anything to Blood's damage until we have some good numbers about how DKs compare to other classes. One change that is potentially coming down the pike is letting Blood Boil be a more spammable ability, and perhaps letting that replace Pestilence as a good tanking tool. It would give Blood some different spells to work in as well.
We'd like to solve the aggro issues first and then evaluate the spell.
We don't want to link it to Death Strike again, because then Death Strike is either weak in the absence of Bloodworms, or OP with it.
With the big death knight revamp, the class plays a lot smoother overall. But some players have a higher tolerance for random events and miss a little of the chaos of the older DK. Bloodworms is the kind of talent that's for players who like to be surprised. (But I don't mean surprised because the maggots go and pull the boss before you're ready.)