Long detailed post ahead.
I feel the current iteration of the Sanâlayn tree promotes degenerate gameplay and exacerbates issues within both specs. If this tree continues with its current design I desperately hope the other two trees with be stronger so I donât have to consider playing with it.
UH, and blood to a lesser extent, suffer from weak rotational damage and a reliance on cooldowns/Trinkets to do big damage⌠I donât understand why this isnât a tree that promotes a strong increase in rotational damage outside of CDs.
If I was to offer feedback on this tree Iâd say to lean away from a haste buff and make talents that synergize with and remove pain points associated with death and decay.
Put down the pitchforks DK community and hear me outâŚ
Vampiric strike: Instead of procing essence of the blood queen have Vampiric strike reduce the cooldown of death and by 1 seconds.
Blood-Soaked Ground: Add a component that Death and decay is now centered at the players feat and moves with them.
(Move with us like Remorseless Winter not like ravager, but as long as it moves quickly ravager gameplay would be fine.)
Frenzied Bloodthirst: Remove the Essence of the Blood Queen component.
Incite Terror: Rename it âFont of Bloodâ and Rework the effect to extend the duration of Death and Decay.
Upper Choice Nodes: Both of these look like interesting and viable utility choices that Iâm fine with.
Infliction of Sorrow: Rework this talent so Vampiric strike always causes diseases on the target to deal a single instance of damage and extend their duration by 3 seconds.
(having it deal damage based on remaining time will mean reapplying disease before every Vamp strike. No Ty.)
Visceral Regeneration: Replace with a passive that cause vamp strike to apply a disease that deals minor shadow damage. Rename the Talent to âBlood Taxâ.
The Blood is Life: Most importantly this should not interact with UH mastery or talents that boost pet damage, otherwise it will scale poorly for blood or be too strong for UH or both. I would personally remove its AOE component and have it charge your current target before exploding for single target damage as this is significantly easier to balance and wont cause a significant swing in damage if it doesnât proc during specific pack in M+ or add fazes in Raids.
Sanguine Scent/Pact of the Sanâlayn: Remove Pact keep scent. (Potentially waiting to pop CDs till you see a blood beast or not getting a beast during the right part of the Gargoyle window sounds incredibly unfun.
Gift of the Sanâlayn: Complete Rework. Have this talent increase the radius of death and decay by 5 yards and while death and decay is active you gain 10% speed and your auto attacks deal X% additional damage as shadow damage.
(The auto attack damage is meant to provide an increase to single target damage as my proposed changes drastically increase AOE damage with almost no boost to single target, and also vampires are quick and its thematic without causing gameplay issues.)
If it isnât clear from what I outlined above the gameplay I am aiming for with these suggested changes is to aim for 100% uptime on a Death and Decay that will move with you, there by removing the pain point of being forced out of the area by mechanics and increasing its size to compensate for potentially not being able to get as many enemies within its areas as would be possible if it remained ground targeted.
The secondary goal of my suggestion was to remove an additional minor buff to track and almost all non deterministic damage from the tree. DK as a class has enough RNG and complexity in the base talents trees.
The trinary goal was to make it easy to balance. As this proposed tree has very little scaling and random damage it should be easy to buff or nerf as needed to accommodate the other 2 trees and the overall DK damage profile.
The quaternary goal was to synergize with the disease build for UH and dancing rune weapons ability to apply multiple diseases.
The quinary goal was to keep the Theme set out by the idea of a Vampire Knight completely intact without compromising on gameplay.