When Alpha started, the Unholy changes were on the right track, then every update made the spec exponentially worse.
Festering Strike combo skill extended the already long opener, Soul Reaper added more tracking with its random proc, and the new Pestilence opener is 7+ GCDs long, with a chance of procs on procs that results in an RNG launch sequence that repeats itself into an infinite loop that doesn’t end.
Abilities Have No Identity
Some reworked abilities (Scourge Strike, Festering Strike, Putrefy, Sudden Doom, etc) have a convoluted 5+ bullet point list on what the ability does, reducing the ability’s clarity and identity.
Sudden Doom reduces Putrefy CD AND summon Ghouls. Scourge Strike 1) ALSO Summon Ghouls, 2) ALSO Reduces/Resets Putrefy CD, 3) Causes Pestilence, 4) Erupt Plagues, and 5) Adds +1 Chain Per Press. The reworked abilities do 5 totally unrelated things, have overlapping effects, causing them to have no identity.
Clean up them up. Have Scourge Strike focus on summoning Ghouls, Festering Scythe be dedicated to diseases, and Sudden Doom only resets CD on Putrefy, etc.
More GCDs, More Ramp, More Tracking, More RNG
12.0 Unholy is now based around low chance RNG that results in massive output volatility. It has more opener GCDs, and random damage ramps with RNG Soul Reaper, RNG Reanimation, and RNG Pestilence. It also now requires players to track Soul Reaper CD due to the random proc, # of Ghouls, and possibly Pestilence expiration if it interacts with Soul Reaper.
Putrefy has a 25% chance to proc Soul Reaper, it ALSO procs a free Scourge Strike. And Scourge Strike has X% chance to proc Putrefy, which procs Soul Reaper and another Scourge Strike. 12.0 design is a feedback loop of volatile RNG with the messiest opener I’ve ever seen (in no definitive usage order):
Outbreak > Army > Dark Transform > Festering Strike > Festering Scythe > Putrefy > Soul Reaper (25%) > Death Coil/Epidemic > Scourge Strike, Summon Ghoul > Pestilence (X%) > Extra Putrefy > Track Soul Reaper - Hold Soul Reaper > Scourge Strike, Summon Ghoul > Pestilence (X%) (Track Pestilence expiration to see if Soul Reaper procs first for more damage) > Extra Putrefy > Track # of Ghouls (as they die off or used on all the free Putrefy) > Soul Reaper.
And you will have to weave Festering Strike > Festering Scythe and Death Coils in this convoluted mess that varies wildly based on RNG.
Putting the RNG aside, the biggest culprit of this huge, horrendous launch sequence is the addition of Festering Strike combo skill and Soul Reaper. Remove Soul Reaper and just outright replace Festering Strike with Festering Scythe.
Slot Machine
The next problem is Pestilence being in an RNG feedback loop with Putrefy. In one opener, you’d get procs on top of procs (Pest > Putrefy > SR > SS > Pest > Putrefy …), going through a never-ending nuclear launch sequence, dealing massive amounts of damage, as though you just got a 777 on a DPS slot-machine; while in another opener, you are completely crippled with 0 procs.
If you get unlucky and get 0 procs, you still have a 7 GCD-long opener to slog through, dealing 0% extra AP DPS, and you are additionally punished with a Scourge Strike that still can’t even hit 2 targets after 7 GCDs.
Do something else with Pestilence instead of this slot-machine mess. Example, make consumption of Plagues’ duration reduce Putrefy CD. The more duration consumed, the more Putrefy CD is reduced. Build on this idea with Sudden Doom procs consuming Xs of Plague duration, and Pestilence consumes Ys of Plague duration. This defined Plague consumption mechanic to consolidate all the varying methods to reduce Putrefy CD makes ability interactions more understandable.
Then have Putrefy proc a free Festering Scythe, which refreshes the duration of Plagues. Remove the Clawing Shadows ramp, and just have Festering Scythe cause Scourge Strike to chain.
Worse Than 11.X
Other than the removal of Wounds, the Unholy rework is worse in every way. 12.0 Unholy abilities have no identity, the rotation/damage is a volatile slot-machine; it has more things to track, with a 7+ GCD launch sequence without procs, and a chance of procs on top of procs – creating an RNG launch sequence that never ends.
I have never seen a rework regressing a spec so far backwards; the result is actually the worst the spec has ever been in its entire history.
In another thread, people were wondering if we need to track Ghoul duration. Luckily, we won’t need to worry about that, as we will be too busy tracking Soul Reaper, # of Ghouls, and Pestilence Expiration (if it interacts with Soul Reaper), and the RNG on top of RNG to care about Ghoul duration.