Here is my feedback for the updates to the class tree and UH tree. I’m a CE raider (usually in the 300s somewhere) and I usually wind up in the top 1% of dks in m+ by raider io score. I have been a DK main since cata and love the class. I am really hoping that this “first round” of changes is not also round, and that you listen to the feedback on these forums.
The Good
Class Tree:
Many two point talents have been converted to one point (icy talons, UH bond, veteran of third war, et al). Awesome – conceptually this is a great idea, and lowers the restrictions that have been put on our build variety. Do more of this!!!
Soul reaper is in a great place in the tree! Relatively easy to get when you want it, and easy to skip if you don’t.
Null Magic: this is a great talent – totally worth a point at the capstone level. My only concern is that there are MANY times where you would NOT want a debuff to have its time reduced on you (every single debuff that does something when it ends or healing absorbs that need to be healed off of you). We will need you to whitelist abilities like this to ensure that every DK isn’t wiping raids/killing themselves because of these shorter debuffs.
UH Tree:
CRD: No more CRD for abilities and no more wasting talent points just to have our spec’s cooldowns work together! This is an excellent change that will remove some of the unnecessary headache from playing UH.
Disease + wounds can be played together – I know there is a lot of distaste for wounds in general (I personally dislike them in ST, but enjoy them in AoE), but it is nice that ebon fever/bursting sores is no longer a choice node.
Vile contagion – 45 seconds probably makes this pickable. This talent probably would have seen some play in DF even at 1:30, but when you nerfed bursting sores to irrelevance, it never saw the light of day. Please don’t make the same tuning mistake in TWW!
The Bad
Class Tree:
Not only do we not have kick baseline (why again?), but we are not required to use 2 points on it (why?). Shorter kick should be the talent point that we may want to pick situationally. If you are set on us putting a point into kick, then you can solve a lot of the tension in this pathing by putting IBF at the top of the frost tree and moving both the mind freeze talents down one.
Move raise dead from the top of the class tree to some other location. This effectively robs UH of a talent point, as we have to go reselect raise dead again in the spec tree. UH is already handicapped by losing all value from control undead because we cannot have two pets for some reason (Hi, BM hunters!).
Osmosis – This is a bad talent. AMS is very powerful. The one niche scenario for this actually being useful is on a fight with pure physical damage (Sludgefist), where you can turn AMS into a healing amp for yourself. However, in such a scenario, you would never actually take buttons that increase the power of what is essentially otherwise a useless button.
UH Tree:
Pathing – there are a few weird pathing issues that should be cleaned up: Eternal agony should be swapped with reaping. Bursting sores should be swapped with Ebon Fever
Wasted point in tier 1: If we want access to the left, right, and middle sections of the tree, you have to put an additional point in the first tier of the tree than is necessary. This is caused by improved festering strike and runic mastery (redo this talent please) both costing two points. This two point cost is totally unnecessary. Super easy fix: reduce these both to one point.
The Ugly
Class Tree:
The pathing for the capstone areas needs to be totally redone, as in, we need an entirely new shape for the bottom part of the tree. The current shape just does not functionally work, especially if your plan is to have only three capstones. You really need to put MORE things in our 3rd level talents. We have a total of 11 options to choose from. Monk, by comparison, has 19. Please don’t neglect us!
You also keep putting terrible unnecessary 2 point talents to throttle us from getting to spells we actually would want to use, purely because we do not have anything else to choose from, and you have arbitrarily decided that we cannot access all 3 capstones. This is sort of ok now since blood draw is probably tied for the worst talent in the game right now, but we really need to get more items to choose from in the third tier. I do not want to waste points in subduing grasp (discussed below) to access the actually useful abom limb.
UH Tree:
Improved Death Coil: This needs to be a 1 point talent. The first point gives 88% of the value of the talent, while the 2nd point gives a measly 12%. This is poor design, and the fact that it is 2 points unnecessarily restricts pathing. If you want it to be 2 points, the 2nd point should give the functionality of Coil of devastation, and then something else should go where coil of devastation was (maybe a good spot for eternal agony, as it is also death-coil-buffing themed?).
Army/Abomination: Army and Abomination need to be on a choice node. It would be absurd to make us pay a point to get army, and then pay another point to have you take army away from us and give us a different CD.
Nuke it from Orbit (so bad they need to be deleted)
Class Tree:
Cleaving Strikes: Delete all need to ever stand in DND. No one wants this mechanic. It is unhealthy for the game and frustrating to play with. You have already shown you are willing to removes these terrible mechanics from other classes (ret pally’s consecration, rune of power, et al.) Why do you feel the need to shove this down our throat in particular? Just get rid of it!
Subduing Grasp – I am assuming that this actually requires that you actually pull the mob, rather than just cast death grip on it. This is how the original (terrible) version of the damage amp for the SL necrolord legendary worked, and this tool tip is using similar language. Almost every single mob that is threatening is not greppable, but even if it works on any attempt to grip/pull, it is still a terrible talent (a global for an 8% DR that takes a charge away from you potentially being able to grip something else OR hope for random RNG abomb limb grip would never be worth taking in any circumstance). Locking Abomination Limb behind this is a totally unnecessary throttling. This talent needs to be deleted and replaced with something else.
Compare this to the DH capstone talent Demon Muzzle (8% DR on everything hit by your sigils). This is a SINGLE point, and provides 8% DR in AOE. That talent infinitely better in its point cost, functional value, AND in the fact that it does not have to be taken in order to get something else that is often mandatory for certain content (abomb limb in our case).
Justification for a bad tree based on leveling experience: You have several times mentioned that part of the reason DKs have had to buy so many abilities back that would otherwise have been baseline on a regular class is because of the different DK leveling experience. Or, translated, you intentionally decided that it would be better to have a poorly functioning class tree than have slightly funky ability acquisition for the first few hours of playing DK. This thought needs to be completely deleted from any consideration whatsoever. Retail wow is an endgame focused game. Please have our talent tree reflect as much. People who want to have leveling be the primary gameplay experience can go play some version of classic.
Blood Draw - If I could permanently delete one talent from the game (and send it back to the abyss from whence it came), it would be blood draw. It is vomit inducingly bad. At least we don’t need to take it to get to actual talents anymore, but it is shameful that this talent ever existed. It will see a 0% pick rate in all scenarios. Please delete this piece of trash and keep the person who thought of it away from the DK class tree forever.
UH Tree
Defile Visual Effect Covers Mechanics - Please please please please give us a glyph that lets us make defile look like dnd or make defile EXCLUSIVELY appear below dungeon/raid mechanics. It is absurd that this is still in the game in in its current state. Imagine how quickly you would have deployed a hotfix if mage’s flame patch covered up ground mechanics. Please do not neglect this request that we have been making for years.
Ruptured Viscera - No no no no no no no. Effects that happen at the END of cooldowns are always bad. Remember when you tried this with the Shadowlands season 3 tier set for feral druids and walked it back because it was a terrible idea? Remember when you made the DK Venthyr legendary cause an explosion at the end of swarming mist and then no one ever played it? Remember how ruptured viscera was an azerite power and a talent for all of DF and no one every picked it? This needs to be deleted and replaced with something else or buffed to give some effect during the CD. We haven’t complained much about it because it was a choice node with something actually good, so we could essentially ignore it. It now sits in a high value position, connecting the center set of talents to deathrot. If you absolutely MUST include this talent that no one ever will pick by choice, please don’t put it somewhere else (maybe where all will serve is?).
Sorry for the essay and thanks for reading if you made it this far!