you cannot make undead not use dk without actually killing it.
fiends are the only stable fighting unit for undead, and fiends highly rely on deathknight.
its not the aura that makes dk so crucial for undead, its coil. just think through what would win more games. dk with coil + deathpact or dk with aura + deathpact. ofc aura helps, but not being able to coil removes several winning conditions.
it would help to have a higher base movement speed on fiends, but does that win any matchups when you remove coil out of the equation? no, it doesnt vs raiders, it doesnt vs dh+dryads, it doesnt vs mk + rightclick and hypothetically you’d lose any undead mirror without coil hands down, even if your units moved with aura lvl 3 speed.
im not saying that its a bad idea to shift some power from aura to the units - but its not gonna make UD choose a different 1st or 2nd hero than the deathknight.
thats solely based on the fact that undead has very little viable units and strategies, and those run best with dk lich.
now lets talk about various 1st heroes for undead:
dreadlord is really good right now, the problem he has is the weak undead t2 for fast expo and that undead only has two melee units aside from skeletons, that both are pretty bad for vampiric aura plays. abominations are damage sponges without real damage output except for disease cloud. and ghouls are outright bad when dreadlord reaches lvl2 aura.
while vampiric aura is insanely strong on paper, its actually not for undead, because undead has no units that actually benefit from it.
lich sees some cheese play in mirror, vs orc and vs human - its not really a good 1st option in general - but if lich gets played, its with ghouls. except for early towerrush vs orc. its really niche and one-trick and only vs ud the lich 1st extends into mid and lategame.
cryptlord actually has some nice answers to some undead issues, but in the end he’s a mediocre pick for some reasons. the beetles are a nice frontline for fiend play, impale (after it gets some fixes regarding the knockup dmg mitigation) has a nice synergy with fiends aswell. but the question arises: why bother? so you get alot of cheap summons with a pretty beefy healthpool, a hero, that has really strong stats (cryptlord hits hard and tanks alot) and a potentially strong CC spell but in the short and long run you lose against anything that dk+fiends actually wins against. so, why not use crypt lord early strength for a fast tech? this works really well, with the caveat undead doesnt have anything worth fast teching for.
there was a german pro undead playing cryptlord dk fiends fasttech to wyrms with some gimmicks to make it work back in the day when orc still played fs tc raider wyvern. this worked insanely well, because orc had nothing to cope with the early wyrms - but then orc found out bm + shadowhunter solves alot of issues, and hex instantly killed that strat, because its impossible to have fast tech wyrms AND destroyers.
to summarize the above:
undead plays dk lich fiends destroyers because its the only strat that doesnt screw over undead at one point and has alot of key strengths combined.
dreadlord is really good, but has no synergy with the undead units. imagine orc having dreadlord. oh boy.
cryptlord offers some unique features, but his strengths are nothing undead could capitalize on.
its really not an issue with the heroes, its an issue with the race’s units and how one-dimensional undead is because of that.
now onto some potential fixes for undead:
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give cryptlord beetles some resistance against dispel.
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buff ghouls early with one armor - increase gold cost to 125g. this strengthens the synergy with dreadlord, because armor + lifesteal > health + lifesteal. also ghoul openers are stronger.
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either move ghoul frenzy to t2 with weaker stats or give ghouls some spell resistance like archers have with the t3 upgrade.
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fix gargoyle target acquisition for air targets like grubby suggested.
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rework destroyers into a cheaper weaker anti caster / dispel unit with far less heavy air components. undead needs a cheaper way to dispel without going full commitment into the destroyer vicious cycle. may replace magic immunity with magic resistance (mountain giant). for those wondering what i mean with destroyer vicious cycle: destroyers are so expensive in food and gold that you cannot afford having that black blob flying around without mana, so you get more statues to absorb mana from and you also morph them and this goes on until the sky is darkened by a mana- and useless black flock that cannot be killed (undead mirror).
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may move statues to the temple of the damned.
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frost wyrms need to be more accessible, since they need to do what destroyers did - provide magic damage. frost wyrms offer alot of potential for tweaking. reduce food and resource costs for weaker stats, do some dps balancing with attack speed vs attack damage, the slow effect, the splash damage. im sure, we can get the wyrm where it needs to be.
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revert the unholy frenzy change. the new spell is horrible. it needs to be targetable and t2. frenzy solves alot of issues for several units. frenzy helps gargs overcome strong flying anti air, frenzy makes wyrms alot stronger, frenzy solves the vampiric aura issue with abominations.
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buff meatwagons so their armor can be upgraded and they should also get a considerable amount of health. (this goes for orc cata aswell)
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add a new mechanic to the sacrifical pit - acolyte soul “ammo” system - somewhat like the meatwagon with its corpses. one acolyte gives one soul charge to the sacrifical pit when sacrificed and the sacrifical pit gets some new abilities.
one would be “train shade - costs 1 soul” - another could be “refresh statue mana - costs 2 souls” or some sort of healing salve mechanic per soul, so undead can heal neutral heroes and units without statues. you can do alot with it. this makes the sacrificial pit a more useful building, makes the sacrifices a more central part of the undead race and has alot of potential to fix some specific problems undead has.
what these changes are designed to do:
help the ghoul openings, which enable different heroes, because fiends really only go with dk or cryptlord. also ghouls dont fall off a cliff 5 mins into the game.
help the cryptlord play with better fast tech options (frenzy wyrms or necrowagon for example), that get less easily obliterated, because dispel is now way more readily available and you dont need slaughterhouse to support casters with statues.
better ghouls and frenzy abominations have way better synergy with dreadlord.
in general we should see more mixed armies.
destroyers are a really unhealthy unit for the game - this change benefits everyone. undeads are not forced to play mass destroyers (vicious cycle) and others dont have to cope with the black plague. and destroyers can be played as supportive anti caster without going full commitment due to resource cost vs. dispel capability.
wyrms see more play, which really is a good thing.
statues in the temple and a more useful sacrificial pit could vastly improve undead flow and variety in unit comps.
better meatwagons help vs mass dryads and enable more reliable necrowagons.
possible issues:
- strong ghoul rushes
- frost wyrms might not be able to fill the role destroyers once did, which might makes it hard vs human fast expo and orc. but i really think opening alot of options for undead will eventually balance this out.