Great attempt :) Its nuts that we haven't seen a full rework in Blood DK in Years, after the overall tank nerfs in the start of this expansion, it only made bdk worse, now we're basically a parry slot machine. I'd love to see some sort of "bleed effect" delaying the damage taken for a few secs, just like stagger works. Its insane when someone stun a big pack, and all melee attacks are synced.
I think the current issues lie more within the Crowd Control changes at the start of TWW Beta, if some tank mechanics were stunnable as they were in the past, more would be manageable on blood. Also I don't like to see the spec as a parry slot machine, relying on RNG is never "the play" and finding something consistent is always key.
@@Boardman328 I enjoyed sanlayn even before the buffs to either spec, its just what I decided to run this key, next time I'll be playing DB though for more consistent output and a general survivability increase.
@Reh0ly Sure, but with multiple mobs wailing on you it's a lot harder to predict those hits compared to tank busters with visible indicators. I know DK's have that juicy ~30 % damage reduction at lower health, but your health dropping super low multiple times in quick sucession just makes it feel very out of control. I'm just chilling at 11-12 key range myself. But even there it's hard to feel relaxed on bigger pulls. 🥲
@@hurmeli I think it's just a familiarity thing, I've played these pulls so much that I know exactly how much damagw ill be taking and I know exactly what is 'too much" to handle. I will agree though that sometimes it can be hard to take everything into account and I would be stupid to say I've never died to white hits overlapped with busters, because everyone has done that. I think getting used to the intake of each pull does take time but you just get to the point where you know everything that is supposed to happen.
That was the 2nd DnD of the pull, though that is still very bad play from me- you're incentivized to stand in DnD as much as possible. Just played bad is all. Also pushing keys is all a case of looking at the pulls and deciding which tools you'll use to deal with x mechanic
I don't understand why you went for this webbed victim. Face pulling the group behind killed you, but why did you go for the victim in the first place?
Great attempt :)
Its nuts that we haven't seen a full rework in Blood DK in Years, after the overall tank nerfs in the start of this expansion, it only made bdk worse, now we're basically a parry slot machine.
I'd love to see some sort of "bleed effect" delaying the damage taken for a few secs, just like stagger works. Its insane when someone stun a big pack, and all melee attacks are synced.
I think the current issues lie more within the Crowd Control changes at the start of TWW Beta, if some tank mechanics were stunnable as they were in the past, more would be manageable on blood. Also I don't like to see the spec as a parry slot machine, relying on RNG is never "the play" and finding something consistent is always key.
Nice, let me the 1st one..... Merry Christmas ! 🎄
Have you generally been running San layn still after the deathbringer buffs? How do you find it?
@@Boardman328 I enjoyed sanlayn even before the buffs to either spec, its just what I decided to run this key, next time I'll be playing DB though for more consistent output and a general survivability increase.
What’s the opening song?
Sick vid btw.
Song: th-cam.com/video/qGqTu00ljlg/w-d-xo.html
Also thanks alot ♥
love the route
Looks pretty rough, with you (at least seemingly) being one random white hit away from dying multiple times. Good effort though.
That’s the problem with blood dk this expansion. You’re pretty much three hits from death at any point.
@@hurmeli Here's the thing though, white hits aren't random!
@Reh0ly Sure, but with multiple mobs wailing on you it's a lot harder to predict those hits compared to tank busters with visible indicators. I know DK's have that juicy ~30 % damage reduction at lower health, but your health dropping super low multiple times in quick sucession just makes it feel very out of control. I'm just chilling at 11-12 key range myself. But even there it's hard to feel relaxed on bigger pulls. 🥲
@@hurmeli I think it's just a familiarity thing, I've played these pulls so much that I know exactly how much damagw ill be taking and I know exactly what is 'too much" to handle.
I will agree though that sometimes it can be hard to take everything into account and I would be stupid to say I've never died to white hits overlapped with busters, because everyone has done that. I think getting used to the intake of each pull does take time but you just get to the point where you know everything that is supposed to happen.
@Reh0ly I appreciate your answer. Familiarity with different difficulties and pulls definitely plays a very large role in M+
Any reason you didn’t DnD until all mobs were at 20% on first pull?
I find 12s overwhelming as DK so doing 17 as blood is nasty
That was the 2nd DnD of the pull, though that is still very bad play from me- you're incentivized to stand in DnD as much as possible. Just played bad is all.
Also pushing keys is all a case of looking at the pulls and deciding which tools you'll use to deal with x mechanic
I don't understand why you went for this webbed victim. Face pulling the group behind killed you, but why did you go for the victim in the first place?
@@s3bio to extend essence of the blood queen stacks for last phase, my brain just completely forgot where I was supposed to land lmao
Sorry, I have no idea how Blizzard thought this would be a good idea for a tank