Eliminate degenerative wounds and improve rotation

Greetings friends :smiley:

According to my experience, reading topics and even comments from other people on other platforms, people have almost the same opinion regarding the same thing, according to my opinion and criteria.

I gave myself the freedom to create a couple of solutions that could solve the problem.

  1. Let’s be honest, 90% of people hate degenerative wounds.

  2. Rotation has no interaction with diseases.

  3. The rotation has no interaction with the pet and the pet is our big source of damage.

  4. Target switching is a big deal in AOE.

  5. We have many cooldowns

The solutions that I could offer to solve most of the problems would be the following:

  1. Get rid of the degenerative wound that NOBODY likes by adding a new rotation.

PURULENT STRIKE consumes 1 rune deals x physical damage and infects the enemy with a festering wound, the festering wound turns into necrotic plague when hit by plague strike, a disease that lasts 27 seconds that deals x shadow damage and is stack up to 10 times.

(Necrotic Plague can be applied to a maximum of 8 targets)

PLAGUE STRIKE an unholy strike that deals x physical damage and x shadow damage, causes Necrotic Plague to stack a charge and cause it to spread to 8 nearby targets with its respective stack, increases PLAGUE STRIKE damage by 2% per accumulation of necrotic plague.

With this we solve more than it seems, if we have TARGET A, B and C we can calmly change targets, because if our TARGET A has necrotic plague, target B AND C too.

Also, if we have 10 necrotic plague charges on A, B and C as well, if we change targets we already have our maximum damage without wasting time creating wounds to burst and waiting for rune regeneration,

Our damage would be faster and we fixed 3 problems very easily.

Our rotation would have importance for the disease and the change of objective. Also, in times of high AOE we easily use DEATH AND DECOMPOSITION and our damage source would be plague hit with necrotic plague on 8 targets, so we have issue 1,2 and 4 fixed.

LINK OF THE EXISTING We will have an already existing mechanic but maybe improved

https://es.wowhead.com/spell=188389/choque-de-llamas

It would be what we would have approximately in PURULENT BLOW

https://es.wowhead.com/spell=334033/latigazo-de-lava

It would be approximately what we would have in Plague Strike

https://wow.fandom.com/es/wiki/Peste_necr%C3%B3tica

Our iconic necrotic plague but improved to maintain its charges without having to start from 0.

https://www.wowhead.com/spell=980/agon%C3%ADa

and it would end up something like this, but its charges stack per PLAGUE HIT and not automatically (for more interaction with our rotation)

  1. Third problem our rotation has no interaction with the pet, only transformation and it will hit automatic. A new spell can be implemented:

Ghoul’s Fury: Send your pet to attack the target dealing x physical damage has 2 charges, with 40 yards range, 5 second cooldown. (does NOT consume runes)

Example:

https://www.wowhead.com/spell=50842/blood-boil

With this we solve our interaction with the pet, we already have a damage spell for the pet in our rotation.

https://www.wowhead.com/wotlk/es/spell=63560/furia-de-necr%C3%B3fago

in the expansion where the DK was born we had that ability, now it would be part of our rotation but changed to the rotation already explained.

An example of what I am trying to convey is the hunter’s KILL spell, it makes his main pet do PHYSICAL damage to the enemy, here I attach the link to better understand what I am trying to explain!

https://www.wowhead.com/spell=259489/kill-command

Why is it important to include this Ghoul’s Fury spell?

Because our current rotation is:

Outbreak, PURULENT HIT (physical) PLAGUE HIT (physical). By including little the purulent blow we lose a somewhat important damage that is the physical

So GOGGLE’S FURY would be replacing physical damage in our rotation.

  1. The problem is that we have too many CDs, apocalypse, transformation, profane blight, army of the dead, gargoyle, among others.

Conclusion, we lose a lot of time when starting the combat. Solution?

Dark Transformation and Apocalypse, we have synchronized them in our rotation, now both spells have a 45 second cooldown to make a smoother rotation.

Why not combine both spells like it was in the Shadowlands Beta?

APOCALYPSE calls doom on the enemy, dealing x shadow damage, and summons 4 dead from your army for 15 seconds.

And your primary ghoul deals x shadow damage to up to 5 nearby targets and transforms into a powerful undead monstrosity for 15 seconds. Grants 100% energy, and your ghoul’s abilities are empowered with new abilities for the duration of the transformation.

We would have one less cd since we would combine apocalypse with transformation and we take a step to a rotation both faster and easier.

Apocalypse will no longer need degenerative wounds so our damage would be faster than current.

Conclusion:

With the rotation already explained, we have a rotation that meets the fantasy of the layman, since our rotation would have diseases and our pet interacts with us in a more playable way.

Of course, existing talents such as, for example

EXPLOSIVE SORES

https://www.wowhead.com/spell=207264/Overflowing-Sores

For example, hitting a target with Necrotic Plague deals 25% more damage and deals (20% of Attack Damage) Shadow damage to all nearby targets, dealing reduced damage if it hits more than 8 targets.

INFECTED CLAWS

https://en.wowhead.com/spell=207272/infected-claws#english-comments

For example, the ghoul claw attack has a 30% chance to wound the target with a bleed that deals 25% PHYSICAL damage over 5 seconds and when in dark transformation it could put the bleed on all targets and so on. replace the area damage we had for wounds for that talent.

Further simplifying our rotation to not suffer so much with cooldowns. It would fit perfectly with our lack of physical damage and already with this to give a solution to everything that most people are bothered by, I hope I can contribute something.

Please, the others what do you think? What could they add or remove, and why?

cya <3

23 Likes

Very good post. I wish they would remove the degenerative wounds.

7 Likes

Yeah, a bulk of us very much dislike wounds.

Good ideas here, unfortunately the devs do not feel the same way and we will be stuck with wounds for the forseeable future.

I’m just at the point where I want unholy to actually be good in DF (~A tier), not a middle of the road spec.

7 Likes

The truth is, if they eliminate the annoying degenerative wounds, it’s already something and let’s stop depending on death and aggravation
to deal damage in area, in a mythic plus +20 (for example) the tank goes for a good pull, you use outbreak, 2 festering hits dark transformation, apocalypse another festering, death and decomposition (10 added have at least 1 wounds) when you’re going to start using plague hits, the tank comes up with the brilliant idea (to avoid a damage mechanic) of having to take the adds out of range of your death and decay…
goodbye damage in area …
These types of problems and many more, such as the change of objective, would be solved with something as simple as eliminating degenerative wounds with perhaps an idea like the one I raised at the beginning of the post or a much better one, really.
another thing would be our amount of CDS… we have MANY CDs (and more and more) and since there are so many, they are very weak. why not attach it to the main?
Example… when you say apocalypse out loud it sounds terrifying… it sounds like POWER from the underworld, doesn’t it? (sounds like profane specialization, feels good looks good) but what is it? pretty low damage and summons 4 dead that don’t do much damage…
As other dks write in other topics. other classes have 1 cd and do 3 times more damage than us with 5 cds… why not every cd we select as a talent, is attached to the apocalypse and improve our only icon cd?

Example:

Apocalypse, hit etc etc and summon a dead person for each degenerative wound (which we don’t like xd)

if you select the dark transformation talent

Your apocalypse deals a hit etc etc and summons a dead for each wound AND makes your pet transform into a monstrosity etc etc

If you use the talent

UNHOLY BLUST

well it would be like this

Apocalypse strikes etc etc summons a dead for each degenerative wound, transform your pet
And surrounds you with an eerie swarm of insects that (unholy blight description)

even the gargoyle itself could get into an apocalypse but it should last for example 5 seconds, instead of 25 seconds,
then they realize how apocalypse begins to improve in a way that would be a BIG damage CD, summon 4 dead, transform your pet, activate unholy blight, summon the gargoyle

IT’S THE APOCALPSE…
more eye-catching…more attractive…
more fanciful…

a cd called apocalypse that IS scary

and well… they are simple ideas that maybe it would be too much to ask but I have nothing to lose by presenting them here, maybe some developer reads this and thinks it’s a good idea… or a very bad idea hahaha

Excuse my mistakes… I use the google translate good

luck friends… until next time <3

2 Likes

Ojala vieran el post

2 Likes

It would be nice if the unholy stopped using degenerative wounds

1 Like

hi, you can talk more please?

1 Like

It would be good for everyone to leave their ideas on how we can improve the base rotation of unholy and be lucky if some administrator gets to read us <3

2 Likes

30+ sources of dmg are why nothing we press does meaningful dmg

4 Likes

I completely agree. As a core mechanism of AOE, degenerative wounds are really disgusting, and not at all interesting.

1 Like

Simple solution. Make Festering Wounds a simple auto stacking DoT that works like Eternal Agony. Make Festering Strike cleave in DnD.

Shuffle actual damage into Death Coil, Epidemic, Scourge Strike and Apocalypse and reduce pet damage dramatically.

Done.

3 Likes

I still believe that the simplest solution would be the one in the first message,
because most people want you to hit more, more and more, believing that the more you hit the better, and no, the laymen were meta and guess what, the problems continued :confused:
The problem goes beyond the damage, the problem centers on the base rotation of the profane, the degenerative wounds that they do review, 90% of the forum hates wounds, I still don’t understand why we continue with that base, changing targets is hell, killing a quick add is hell, and worst of all, death and decay, has been, is and unfortunately will be an uncomfortable spell, I insist, some dk that makes the mythical 20s, note the day not lost when tank moves death and decay added. they made the paladin dps super comfortable with talents and comfortable rotation, (before it was comfortable now more) the profane remains the same, they made the paladin mega comfortable now with its simple and practical rotation
the layman remains the same
xd or, regardless of the profane, frost or blood, death and decay is a nice spell, unique but not practical, it’s very uncomfortable, put in a talent that death and decay moves under the dk and at least it would help <3, or it’s like the new consecration of the shovel, every 6 seconds, practical, simple, combinable in another rotation spell, end <3

1 Like

In pvp, I like the style: plaguebringer, ebon fever, blight, defile, and using fastering and scourge strike to make the diseases occur faster…

I believe this build has synergy between diseases + rotation.

2 Likes

I still think that something like this would be the solution, not increasing the dps or lowering it, it is REMODELING the way of doing dps,! :c

I would very much enjoy some type of disease type mechanic like the ones we had in WotL. Yes wounds suck. Something like crypt fever ebon plague wandering plague necrotic plague .

I know we used to have problems with only having plague strike and icy touch getting our diseases up at start of combat so they gave us outbreak to help. I do miss having impactful strikes though.

Just make dk feel like we aren’t always fighting developers view/build/vision etc. I do feel that is a common thought from what I see in the forums, could be way off though.

People that play dk really love it and just want all the fun neat things we had originally balanced in todays game, I feel those things made the class feel like an actual dk that’s just me.

2 Likes

making wounds a player buff would be a lot better imo

1 Like

I totally agree.
Unholy DK is now too complex and uncoordinated

2 Likes

I simply think that blizzard should give some kind of response, expansion after expansion the same mistakes continue and what they do is increase the dps or lower it, a class reset is needed, a reworking where each specialization feels friendly with its “fantasy”
the profane dks,
The only disease we have (virulent plague) is the damage in the lowest time of the game, any damage in the time of the game exceeds the damage of the virulent plague and well, we laymen are kings of diseases and it is even shameful. a damage over time of a druid heal exceeds 3 times the damage over time of the unholy dk, (UN HEAL) what’s wrong with the developers? don’t they use the classes? Don’t you have anyone using your classes? Why don’t you read the community? Many people give VERY good ideas to rework the profane dk and still ignore us, :confused:

Death and decay should be an aura under the death knight that moves with you. Same cooldown same duration. Aoe would be no problem then.

1 Like

nah, then you can’t use it as an area slow to grab adds or form a chokepoint in bgs or stop a pillarhump in arena