Death Knights feel obsolete and unfun to play

Continuing from this topic where I go into why melee minions overall feel clunky and lacking ( Melee Minion feedback from long time summoner player ) , I’m going to go into death knights for this one.

Deathknights are currently the best skeleton type melee minion, having about double the damage of skeleton rogues, while attacking as fast as them.

In the previous thread, we’ve established that melee is currently very disadvantageous to ranged. Melee minions suffer from leash range, aggro range, movement speed issues.

Deathknights themselves are pretty decent minions, the problem is that they’re overshadowed by cryo and pyromancers. Both of those types of mages receive advantages when they’re the only summonable mage type, pyros get +20% HP and convert all poison to ignote while cryos convert all poison to chill. DKs on the other hand, get nothing.

On top of that, both pyro and cryomancers, given the same investment, casually outdamage the DKs. A notable exception are the cryomancers which even receive extra specialised damage from the most powerful necro DPS node, which gives both crit multiplier and cold minion damage specifically.

Overall, they feel like more effort for less reward, having to put up with a slower, clunky minion where they take every opportunity to display their bad AI. They are not compensated whatsoever for the fact that they are melee, and it even feels like you’re discouraged to play them, considering the ranged skeletal mages get better bonuses from the tree.

1 Like

I might be okay with them being a bit below on DPS than the others If they had better survivability than their ranged counterparts. Otherwise, I agree.

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.