Intro: I mained DK from Wotlk through to the middle of BFA where I switched to DH, and in DF I have primarily played Evoker, Warlock, Warrior, and Paladin. I’m leveling DK right now to get the current and upcoming 1800 elite sets and maybe make my new main next patch to get the leggo 2h axe.
I feel that DK needs a massive class redesign next expansion and I hope that the redesign gets us away from the Legion style of DK design. My main gripes are with Unholy. I and many others do not like the addition of Festering Wounds and feel that it adds nothing fun to the spec, and is instead an annoying thing to keep track of on top of dots, death coils, and other damage.
I would redesign Unholy as such: Festering Wounds are removed.
Festering Strike (new): increases the damage of your Virulent Plauge for the remainder of its duration by 10%, stacking up to 3 times. Only one target can get this debuff at a time.
Death and Decay (new): no longer gives Scourge Strike cleave. Deals more damage over time than the current version. This makes death and decay feel meaningful by itself.
Apocalypse (new): instantly causes your Virulent Plague on all targets to explode for 150% of their total damage - this is buffed by Festering Strikes debuff. Summons ghouls and regenerates runes like the current Apocalypse.
New talents:
Rapid Decay OR Pestilence in Proximity:
Rapid Decay makes it so Death and Decay causes Virulent Plauge to deal its damage 5x faster and last 5x shorter on all targets in Death and Decay. This could be designed so that you could get off more than one Virulent Plague in the duration of DnD.
Pestilence in Proximity: removes Death and Decay. When targets with your Virulent Plague stand within 5 yards of each other, they all take 20% more damage from Virulent Plague.
Shadow Cleave OR Mark of Gorefiend:
Shadow Cleave: your Festering Strike now applies its debuff to two additional nearby targets and you can now have the debuff on 3 targets at a time.
Mark of Gorefiend: your Festering Strike now instantly applies a debuff that makes the target take 60% more damage from Virulent Plague, but Virulent Plague can no longer be refreshed on the target.
I would also increase the base damage of Scourge Strike a little bit so it feels a bit more impactful. The reason I think this design works better than the current one is so you no longer have to worry about applying Festering Wounds before using Scourge Strike, no longer have to wait for Dark Transformation ghoul to apply AoE festering wounds before you death and decay into scourge strike, all the while trying not to go over Runic Power cap and spend Epidemic at the same time. Currently I feel UH DK has too many resources, often spams Scourge Strike in AoE situations even at the risk of going over runic cap, etc. This would also bring back the iconic design of plagues dealing the bulk of your damage and trying to buff those plagues.
The UH section is the part I thought out the most. As for Frost, I think they could experiment with doubling the RP cost of Frost Strike but making it hit much harder and regenerate more runes per hit. At the moment it feels like you’re constantly spamming these tiny Frost Strikes in between your Obliterates and Rime procs that don’t do much damage and cause finger fatigue. I think you could even have a talent that makes Frost Strike cost 100 runic power and deal a ton of damage, similar to Fury warrior’s Rampage.
For Blood DK, I’m not sure, but maybe bring it back to WoD class design where Bloodboil and Death Strike hit HARD. The main complaint I see from blood DK is they hit like a wet noodle, meanwhile Veng DH absolutely nukes everything with Spirit Bomb. Give Blood DK something hard hitting.
I would also replace Wraith Walk. The new version would be a talent that replaces Death’s Advance if you choose it, and blinks the DK 10 yards while removing all snare and slow effects. Does not break stuns or other CC, so it’s not as powerful as mages blink. Could have 2 charges on a 20 second CD.
Anyways, that is my idea for how to improve DK, mainly UH DK. I miss the days when UH was more about applying dots and then relaxing while their enemies rot over time instead of the Legion design where we are constantly popping Festering Wounds that do little damage anyways. I just don’t like or see the point of Festering Wounds.