You can't argue with results...Also yes if I make a DK he/she will join back up with the Lich King.
You can count me in
It's a matter of game balancing imo, do not mingle with lore for sanity.
Let me get the TL;DR version straight:---The powers of Light and Lich King, given to their champions, are weird - we keep them even if we do not follow the prescribed rules.The Lich King doesn't seem to put a ton of effort in raising his DKs. Supposedly elite, they are on par with the other heroes.There are some champions of the Scourge who are pretty strong.---I've a couple a comments to make here.
-Blood Elf Paladins (and priests) never lacked the Light's blessing; M'uru knew he/she/it was going to be the proverbial sacrificial lamb to redeem the Blood Elves. As such, he willingly gave himself to the Sin'dorei when they stormed Tempest Keep and presumably also allowed them to harness his powers as their own. A'dal reveals this to Lady Liadrin in Shattrath with the 2.3 Sunwell, Magister's Terrace, and Quel'Denas patch; Velen himself foresaw and foretold it. (Okay, Velen seems to foresee almost everything)-Necromancy and rune-based magic were never exclusive to the Lich King; Kel'thuzad is found out to be using necromancy in Road to Damnation before he surrendered his will to Ner'zhul. Vykrul and Loken's lackeys are also capable of rune magic, the latter being a direct enemy to the Lich King.Edit: other lesser related points:-Hunters, Warriors, and Rogues are self-explanatory. Pursuit of martial perfection usually results in a decent amount of proficiency after all!-Shaman and Druids: shaman actually draw from the elements more than nature alone, where druids draw upon nature alone. However, both classes tap into the spirit world for guidance, knowledge, and to beseech the spirits for power when needed.-Mages and Warlocks: mages constantly struggle against the lure of the arcane, where as warlocks are too far gone to care about the consequences anymore, or perhaps lured by them. Interestingly, the Kal'dorei and Sin'dorei both had the same problem and choose to solve them different ways.
Truth be told, mages in fact do not have the source of their power in fell magics. As for paladins, I have no idea where Humans or Dwarves come from; the Naaru and the Legion's decimation of the Draenei homeworld of Argus explain their affinity for the Light, but nowhere is there lore to explain the same for humans. At that point, the same source is equally feasible for the High Elves since they fought alongside each other in the Second War. The change to Blood Knights is at that point is arguably an aesthetic one; from the ethereal splendour of the High Elves to the cruel elegance of the Sin'dorei, bent on vengeance towards the scourge for destroying Quel'thalas and the humans for not honoring the Quel'dorei help in the second war. Humans have a foil in the orcs (why the humans would rather hate the orcs than rebuild is beyond me) whereas the Sin'dorei are wholly bent on "every slight with vengeance"; as a culture, the blood knights are more like a cornered animal than any organization truly forsaken by the light. Desperate times, and all that. At the same time, however, M'uru was being siphoned off by the Blood Knights. It could be said that the horde side paladins didn't particularly "need" his power as such, and that he was there entirely to make sure the course of events at the Sunwell instigated by Kael'thas played out as the timeline demanded.As for Deathknights; only those deemed worthy are forged into such by the agents of the Lich King. The strongest and mightiest to begin with. The thing is, to imbue that kind of power into a Deathknight and use it effectively, there has to be a bit of free will left inside somewhere. Think Sylvanas on this point. You'll notice also that after you hit level 58 with the Battle for LHC, a given DK is significantly weaker than they were prior to wresting control of their body and soul from the Lich King. The kinds of feats you did as a DK in the lich king's service are considerably more than any normal class could handle (from a game mechanics perspective, this just means weaker mobs in the DK starter zone).
Here's the thing, DKs should more or less be like vampires, take away all the LK power and they weaken, wither and die. They should be more like the BE, we know they have arcane addiction, thus they have Mana Tap, and since DKs need runic power, they need Rune Tap?
This post was from a user who has deleted their account.
- I would kill every single one of your characters and your alts to join back up with the Scourge! FOR THE LICH KING!
Think of PC Death Knights as the unfinished product. The true finished products are the ones guarding Naxx and Icecrown. I think even the Riders of Blood, Frost, and Unholy are still training to be true DKs. At least that's the conclusion I came to when grapling with the same disappointments. After all, we did leave only after a few missions.What I really don't like is having to get involved in the petty squables of the living. I mean why should I care about werewolves in Northrend, Titans under a spell, or frankly anything in the Outland? Really my sole purpose should be the demise of the Lich King. He's the reason for my cursed life. Once again, the only way to redeem my DK's backstory is to keep in mind that any combat he sees only makes him a more formidable fighter against the final battle.Oh, and I would like a bit more respect from the NPC DKs. As if their lives were somehow worse than my own... please.
I don't really agree with the OP's view as a number of issues mentionned are mainly issues about gameplay vs immersion/lore. - DK's "only" have the same kind of power other classes haveIn Azeroth, there aren't 11M players or even 4-5k if you only consider one server. There are very few people heroic enough to do Naxramas or Malygos or even any of the 5-man instance. Nax only fell one time (well, twice with the 40-man version). The end-bosses of each instance only fell once.There would be let's say only 100-200 player characters in a realistic Azeroth.Those are the elite of the elite who trained for years, were naturally gifted, and brought together by circumstances. The epic warriors you see in those instances are head and shoulder above the many NPCs warriors and the ones you will find in normal armies. They are heroes.As such, comparing DKs to them is not an insult. They are both exceptionnal people with exceptional skills. - Lich King producing DK's who all turn into his ennemies. Same problem here, there isn't an infinite number of non-scourge DK's : all created DK's go through the introduction which lies in the past. This is important as it gives all DK a common creation, at a single point in time. Realistically, there would be maybe 20-50 DKs all in all. On the other side as others have pointed out, there are tons of DK's on the scourge side.This makes the size of the Ebon Blade faction a bit of a problem though, so i guess we can suppose that a low % of DK's does actually manage to get free from time to time. 0.1% or whatever, i think that such a faillure rate does indeed warrant the Lich Kings continued effort.That or it's still a single event but the force that attacked the Light's Hope Chapel actually had lots of them.Also, not all DK's freed are going to get powerfull. Many will actually die to the other inhabitants of the world, so once again only the very few best will rise and become level 80 with shiny epics.In both cases, it's a confusion between the gameplay (it's a MMO and a certain population level is required to make things work, as well as no permanent death and the ability to experience a given content several times) and a reaslitic situation. There is no way to resolve this in game, this is something you have to adapt to, and be able to recognize what is due to gameplay and what is due to lore.
Blessing of Light has been removed and it's effects have been added to applicable abilities.So no, Blessing of Light doesn't do anything.
A lot of this is cross-posted from my lore-nerdery blog...Divine is split in to Light (put hope and good thoughts in to the universe and be empowered by the innate link between all things) and Shadow (force your will on the world and increase your mastery over it). Discipline is not specifically discussed in the Lore, but seems to ride the line between acceptance and domination, drawing power from both within and without by sheer force of will.Arcane is split in to Elemental spells which control those forces through arcane spell work, Arcane which seems to be elemental agnostic (or perhaps inclusive if Arcane is a conglomeration of Elemental energies), some Shadow abilities that mimic limited subsets of the Shadow Divine set, and then Fel which seems to be Arcane energy filtered, augmented and corrupted by demonic intervention. This last bit makes me a little curious - demons are hungry and ravening and seek to consume worlds and arcane power to increase their own numbers and might, thus unmaking the universe as they go. Is Fel energy an expression of that goal, that will? If a small amount of Fel energy was cast in to a reservoir of Arcane energy, would that be enough to corrupt it? This may be the source of corrupted moonwells - Demons introduce a small amount of their energy through blood or magic and it corrupts the Arcane energy therein, making all of it available for demonic use and augmenting its power (although limiting its areas of effect to summoning, fire, chaos, etc etc)Shamnism is a combination of ancestor spirit communication and elemental manipulation combined with rare aspects of druidic abilities through the difficult to control Wild Elemental force, but involves no actual magic but instead acting as a channel for the elemental forces. Elementals work with Shamans because doing so gives them balance and purpose beyond their mindless and eternal conflict with one another. Powerful shamans learn enough about the spiritual nature of the world to linger for ages afterwards, not as a necromantic ghost (an "Arcane" or "Divine" expression of Shadow?) but as a natural ancestor spirit.Druidism is a connection to natural spirits (the animal totems for example as opposed toancestors) and direct connection to the greater world of the wild, acting again as a channel with perhaps minor arcane augmentation as opposed to a controller mindset. Shamanism and Druidism each have limited connections to each other - Shamans have some access to the spirit of the wild and Druids have some understanding of the forces of the elements, but the mindset of one precludes true understanding of the other.Death Knights seem to draw their power from the Lich King, but once that power is given he doesn't seem to be able to pull it back. Since this is "runic" power it could be that their initial source of power is the Rune Blade (much like Frostmourne empowered Arthas with the Lich King's power, although lore suggests that the sword and it's power source predate the LK) and once the rune blade is empowered it can't be remotely depowered. Regardless, some quests in Northrend (thinking Dragonblight on the Horde side) suggest that the Death Knight's power sources (Frost, Blood, Unholy) occasionally run out and need to be repowered (see Koltira Deathweaver's quest chain for more). Regardless, based on gameplay it might be reasonable to assume that these runic power sources are powered by sheer willpower, whether it's the Lich King's will or the will of his wayward creations....of course, I have a lot more to say regarding the differences between Arcane and Fel energy specifically then I do about any of the other "energy" sources. Also, for what it's worth I would guess that a lot of the hunter's "powers" come from a latent combination of druidism (connection to animals) and shamanism (influencing the elements to effect their skills)... some sort of spontaneous expression of power, like martial sorcery.