Feedback: Death Knights

This thread is dedicated to leaving feedback on Death Knights in Midnight. Look in this thread and in the Midnight Alpha Development Notes for adjustments and bugfixes made throughout the testing period.

Please note that off-topic or inappropriate posts will be strictly removed.

Apex Talents

Many Apex Talents are available for playtesting and may be selected using specialization tree points in the final specialization tree node. The current User interface (UI) is temporary for playtesting purposes and will be replaced with a final UI later in development. As with any test cycle, we will be adding more Apex Talents to the test over time and not all will be available with the start of the alpha test.

To help us refine Apex Talents, please consider the following questions as you playtest:

  • How gameplay-impacting, exciting, and fantasy forward is your Apex Talent to you?
  • Are your Apex Talents and new Hero Talents meeting the approachability goals laid out in our Combat for Everyone in Midnight article?
  • Are there cases you would consider not selecting your Apex talent?
  • Does the Apex talent disproportionally favor a particular talent build or Hero Talent tree?

For feedback regarding the changes on making the combat system more approachable for players of all skill levels, leave your feedback in the Combat Approachability feedback thread.

Thank You

We greatly appreciate all your feedback and are very excited for you to test out all the changes in Midnight!

Blood

Going into Midnight we had a few pain points with Blood Death Knights that we are looking to address. On initial pull, Blood has an incredibly long ramp up time to both get their defensives rolling but also their offensive power. The main culprit is due to how we turned Boneshield into a damage throughput resource because of the existence of Shattering Bone and Insatiable Blade. Going into Midnight we have removed Shattering Bone and re-distributed its power into Blood’s baseline damage abilities for a more consistent throughput that doesn’t require all the hoops to jump through to start dealing damage. On the topic of Boneshield, we’ve also reduced the number of abilities that deduct from it such as Tombstone and Bonestorm. As a tank you have a lot of things to consider in your role and adding what was essentially a third resource to spend felt like it was slightly too much. Not to say we can’t explore this design in the future, but we will need to be much more cautious and deliberate with these ability designs to ensure its not encroaching on the already existing resource system of Death Knights.

The other notable change for Blood is focused on making them more reliable in high end Mythic+ keys. Blood historically (outside of the very strong Sepulcher of the First Ones tier set) has been great at low to mid-level keys but started to fall off at higher end keys where their Death Strike healing can’t overcome the damage they start to take. To alleviate some of this we’ve made a pass on Death Strike and all its modifiers to reduce its overall healing but at the same time we’ve re-distributed that power into their baseline defensives, talents, and Boneshield. The goal being to make their damage intake a little more predictable at higher keys and prevent them from “falling over” before they can start to get their other defensives rolling. We love that Blood has carved a niche for itself as the self-sufficient tank and we don’t want that to change. We look forward to hearing your feedback to the above changes as well as the other changes not mentioned as we continue into Alpha and beyond.


Frost

In Midnight, we are looking to iterate on the Ghosts of K’aresh Frost Death Knight rework by implementing better tuning knobs that allow for the two prominent builds, Frostbane and Breath of Sindragosa, to be able to compete in single target situations.

We’re also updating Obliterate to be partially dealing Frost damage, so that we can fine tune the throughput difference between casting it with Killing Machine or without where we believe is needed.


Unholy

In Midnight, our primary goal for Unholy Death Knight is to deliver fantasy and gameplay that truly embody what it means to be a master of disease and raising the dead. We found Festering Wound to be mechanically overbearing and decided to move away from it. We’re overhauling the core abilities of the spec to create a new rotation that interacts more deeply with your diseases and summoning powers.

To deliver this vision, we’ve introduced a new type of summon called the Lesser Ghoul, placing it at the heart of Unholy’s baseline rotation. Festering Strike now grants a buff that empowers your next couple of Scourge Strikes to summon a Lesser Ghoul—instead of applying a debuff to a single enemy that needs to be spread and tracked throughout an encounter. We’re also updating Army of the Dead to summon these new Lesser Ghouls, and restoring it as Unholy’s primary cooldown by reducing its cooldown to 1.5 minutes.

We recognize that simply having cool ways to summon armies of the dead doesn’t necessarily create meaningful gameplay. That led us to design a new Rune-spending ability called Putrefy—the third rotational partner alongside Festering Strike and Scourge Strike. With Putrefy, you’ll sacrifice your oldest summoned Lesser Ghoul to explode and deal Shadow damage to nearby enemies. We’ve intentionally placed Putrefy early in the specialization tree to enable further fun and meaningful interactions you can opt into. And for those wondering about targeting—don’t worry, we’ve got you covered. Just press the button and enjoy the show as your Lesser Ghoul explodes spectacularly.

Now that we’ve covered summoning, let’s talk diseases. In Midnight, we’re introducing a new single-target disease called Dread Plague, which will work alongside your AoE disease Virulent Plague. As with summoning, simply applying cool diseases isn’t enough—so we’re redefining some core abilities and bringing Runic Power spenders like Death Coil and Epidemic into the mix. Scourge Strike will now cause your diseases to inflict an additional tick of their periodic damage at a percentage of their effectiveness, while your Runic Power spenders will extend their durations. Extending disease duration becomes important because we’re also introducing a powerful disease consumption mechanic via a talent called Blightburst. When talented into Blightburst, the explosion effect of Putrefy will consume a significant portion of your diseases’ remaining duration and deal that amount of damage instantly.

By leveraging the concepts of Lesser Ghoul and Putrefy, we aimed to unify the summoner and master-of-disease fantasies. We hope you’ll find all the other talents we introduced fun and engaging—especially the new Apex Talent, which we believe will fully immerse you in this redefinition of Unholy Death Knight.

8 Likes

First impressions after a few hours playing with the new Unholy feedback, please take with a grain of salt.


First thing that stood out to me while playing out a basic rotation was the Resource situation. While it’s not as bad as Unholy has been previously in terms of resource waits, I found myself waiting for both Runic Power and Runes quite frequently. Even with the Resource talents in the tree, it didn’t help a whole lot.

Now, some of this can be boiled down to pressing Festering Strike a bit too much, being a first go at it and all, but I do feel the resource situation as a whole needs a bit more adjustment. It’s just not very engaging to sit there AFK waiting for resources, more so if your talent build doesn’t take the resource talents present.

While I did see there were some adjustments to resource generation, mostly in Runic Corruption being bumped up to 2% per runic power spent, and Sudden Doom adjusted to make Death Coil free again, these changes just don’t quite do enough baseline for the specialization resource-wise.

On that note, making Sudden Doom cause Death Coil casts to be free again just reintroduces the problem it was reworked to solve. The proc feels terrible if it causes us to waste resources while we are trying to spend resources. At the very least, Death Coil should always cost something to prevent this, making the current Sudden Doom implementation just awkward to play with.

Most of this, I believe, boils down to the 2 rune cost of Festering Strike; if there were something we could do to make this 1 cost, a random proc, spending runic power, something, I feel it would alleviate a lot of the wait time. Most of the time, I was waiting for 2 runes to be available to be able to press Festering Strike again.


The next thing that stood out is the talent tree itself. While there’s plenty of new talents, and they all have a purpose, the tree feels a bit… hollow. The total number of nodes itself seems lacking, like there’s just not much choice to be had when choosing pathing or a build to play with. Comparing it to Blood with a similar structure, it’s a lot more obvious due to just how dense Blood’s tree is.

I feel like a lot of that is due to the sheer lack of nodes past the 20 point gate, unlike Frost and Blood, Unholy basically just gets everything down here, aside from 1 penultimate, and 1 capstone. Some more talent density past that point would probably go a long way in feeling like there’s more build diversity.

Another note, in the Class tree itself, Raise Dead is the first node in Unholy’s line, being Raise Dead is a bit… strange now. With Unholy getting the permanent ghoul from level 1, that first node just doesn’t do anything at al.


Now, onto the abilities themselves. I’ll start by saying, thematically, it was absolutely nailed, incredible job making Unholy feel like a harbinger of the undead and pestilence.

Dread Plague itself feels a bit too short duration-wise, coming from the previous iterations of Unholy, where a lot of the time our diseases were automatically applied. I’m just having to press Outbreak a ton, and it just doesn’t feel good to press. Some of this can be attributed to the resource situation mentioned above, since we are a bit starved at the moment, it feels a bit bad having to spend some of our limited resources pressing Outbreak. This is exacerbated by the limited amount of Runic Power we have, causing us to extend Dread Plague a bit less than I believe is intended.

Ignore this; it might have been bugged when I was initially testing it. Retesting today and dread plague duration feels fine.

The Apex Talent, Forbidden Knowledge, I have a few minor concerns about. Most notably, changing Death Coil to a mixture of Physical and Shadow damage. Currently, it deals very little Shadow Damage, meaning, a bunch of its damage is reduced by enemy armor, and doesn’t scale with our Mastery. This makes me a bit worried that long term, we may get enough Mastery to where we just don’t want to take our Apex talent in Single Target. That doesn’t really feel like a great situation to have be as a potential.

On the other hand, 4 points in Forbidden Knowledge, alongside Gargoyle in Single Target feels incredible to play as a replacement for our nuclear launch sequence openers of the past. Rather than a dance of cooldown timing and sequencing, we can now just go in and start absolutely blasting. With the reduced GCD, and the Runic Power injection, it flows incredibly well. Insane job here, creating a sense of adrenaline without relying on what Unholy traditionally has to create that effect.

Festering Scythe, while I don’t mind it functionally at all, the Animation currently is absolute beans, needs some work to give it better visual impact. Hard to even notice it going off as it stands unless you’re looking for it.

Death and Decay, now feels a bit… useless. Unless you talent Grip of the Dead for the slow, it doesn’t really have much of a practical purpose. Alongside this, Mograines Might from Rider of the Apocalypse now only really serves as an annoying circle you have to follow around with its terrible pet AI for a 5% damage increase. And Blood-Soaked Ground for San’layn now suffers a similar issue, where it encourages you to drop Death and Decay for no real reason. I feel like these should be looked at again.


Finally, as I’m sure everyone saw it coming, Abomination Limb being a choice node in Blood Death Knights talent tree. Just… why.

If the goal of Death Grips is to be the reason why we are brought to a group, as a replacement for a traditional Raid Buff, there can’t be this disparity between Blood and DPS Death Knights. It would be like if Holy Priest randomly got a Power Word: Fortitude that is 20% Stamina instead of the baseline 5%. It makes no real sense to do it this way. You can give Blood other utility that isn’t Grips to encourage Blood to be brought to a group, alongside giving all DKs the same ability for Grips. Even giving Warriors a mass grip in Champions Spear… but, Abomination Limb, and Gorefiends are just “too powerful” for the Raid Design team? Doesn’t seem like that’s the case to me.

And on that note. I want to bring up again, Control Undead, and Unholy Death Knight’s lacking utility in general. Unholy can’t use Control Undead due to the absolutely colossal DPS loss it causes. Prevents us from being able to use our now core cooldown, Dark Transformation… even though it’s thematically a very Unholy ability. This naturally just reduces Unholy’s ability to be wanted in groups. Unlike Frost, and Blood with unique utility in their talent tree as well, with Gorefiends, Abomination Limb, Frostwyrms Fury, Remorseless Winter… Unholy just doesn’t have anything like that, unless you count the Single Target only slow from Magus of the Dead’s Frostbolt I guess? But, even still, Control Undead needs looked at, as well as Unholy’s utility in general.

60 Likes

Hi! I wanted to provide some feedback for the Unholy DK rework. Some background on me: I’m not a world first raider, but I think it’s important to hear feedback from all walks of life so hopefully you guys agree. Generally my guild gets AOTC every season, and I personally get 2500 on a few alts and 3000+ on my main every season. I have gotten at least 2500 and AOTC every season on Unholy since Shadowlands, and have played DK since WOTLK, but again I am not a mythic raider.

Ok now to the feedback. Overall I’m super excited on the direction Unholy is going. DK has always been my favorite class thematically and has the best transmog imo. But I’ve always felt UH and Frost have been a bit clunky and some seasons that prevents me from wanting to main DK.

I’m going to start with what I call Showstopper issues which to me would prevent me from choosing DK as my main in Midnight. And then I’ll do the rest of my feedback afterward.

Showstoppers

  • Without tracked debuffs in the cooldown manager, diseases are frustrating to maintain as it’s so easy to lose track of them. Frustrating enough for me to lean towards maining another class
  • While I strongly prefer managing Lesser Ghouls over Wounds, there is a huge issue right now with putrefy which I hope doesn’t go overlooked. I’m not a theorycrafter, so I cant say with 100% certainty, but my read on the spell currently would incentivize me to press putrefy when the oldest ghoul is about to expire. But there is simply no way to track this currently. It’s very important that something is changed to prevent this, otherwise it will be very frustrating or maybe even impossible to try to maximize damage with the spec
  • Skip this point if suggested changes aren’t important. But to me there are three straightforward solutions. #1 is to have putrefy do extra damage based on the amount of lifespan is left on the decayed ghoul. You could simply have it do bonus damage based on how many auto attacks it has left. #2 is to just do the explosion damage, but not destroy the ghoul. #3 is to think about having lesser ghouls have infinite duration. I think this actually could work and feel really thematic and interesting.

BUGS

  • It seems like Dark Transformation isn’t trackable by the cooldown manager right now. There is an entry for that buff, but it is greyed out for me as if I haven’t selected the talent. Maybe it’s just using the old spell ID
  • Sudden Doom isn’t flashing Death Coil/Epidemic right now

General Feedback

  • NOT A SHOWSTOPPER, BUT FEELS BAD - I’m not a fan of Dark Transformation being off the GCD. The efficient solution to this is to basically macro all of your abilities to also cast DT, kind of what Frost is doing on live right now, which is something I don’t want to do. I would suggest just treating DT like Hunter’s Bestial Wrath: put it back on the GCD and have the minion dash to the target and do immediate damage
  • NOT A SHOWSTOPPER, BUT FEELS BAD - The Lesser Ghoul buff needs to be trackable by the cooldown manager. There are many times where I would go to press putrefy, but run out of ghouls, and waste a GCD.
  • NOT A SHOWSTOPPER, BUT FEELS BAD - Putrefy does not indicate which ghoul will be targeted, and because of this it is possible to putrefy a ghoul that isn’t near any enemies and waste the cast. I think this problem would be exacerbated in m+ when you are running between packs often. I wish Putrefy would cause the targeted ghoul to first jump to your enemy on cast to prevent this issue
  • The move away from Wounds to Lesser Ghouls is not only much more forgiving to play, it’s also more thematic and just plain fun
  • The change to festering scythe is great and will make it much lest frustrating to play in m+. I do wish it had a visual so I could tell exactly where the affect is being applied, though. Right now it’s hard to tell.
  • Overall very happy with the playstyle on alpha besides the issue with maximizing lesser ghoul damage and putrefy timing. Hopefully that can be addressed in some way.
10 Likes

So, testing a bit more, wanted to bring up a major concern I have with the new iteration of Unholy’s longevity, Playstyle variability. Honestly, there’s just… none. None of the talents really impact the gameplay loop, and especially not the capstones.

If we were to compare this to say, Frost, which has some different playstyles built into the capstones to allow some variability in gameplay feel, potentially season to season, based on how the tier set interacts. Unholy, on the other hand, is just always the same gameplay loop, now even in AoE. It’s bound to get stale, feel samey very, very quickly with no rotational variation potential. Sure, there’s Rider vs San’layn to throw a bit of spice in there, but it really feels like it needs more.

On a similar note, currently, the capstones don’t really feel like capstones. Just, “oh, my Festering Strike does an extra thing”, “Oh, my Putrefy does an extra thing”, or “Oh, my Army does an extra thing.”. Id really like to see these changed to be more build-defining, rather than just random “X does Y as well”

22 Likes

Phase 1+2 Initial Blood Death Knight Feedback

Here are my impressions on Phase 1&2 Blood Death Knight changes after straightforward mechanical/bug testing and doing some preliminary modeling/analysis on the current state of the spec on alpha.

Initial Post Requested Feedback for Apex Talents

While the rest of this post goes into more depth on all changes, I want to quickly address the high level questions asked in the original post:

  • How gameplay-impacting, exciting, and fantasy forward is your Apex Talent to you? While, as a long-term Blood player, I’m a little fatigued from Dancing Rune Weapon-related bonuses, Dance of Midnight does check the boxes for class fantasy and being impactful (though not in the way of actually changing gameplay rotation significantly on its own). I’m not sure if I’d label the effects “exciting”, but “mildly interesting” might be more aligned with my feelings on them.
  • Are your Apex Talents and new Hero Talents meeting the approachability goals laid out in our Combat for Everyone in Midnight article? The Apex talents are certainly not overly complex; even if the parry-based proc ends up being something we react to, it is a simply enough effect to track. The new Deathbringer talents are perhaps a little too simple to the point where two of them look like at least partial placeholders (the Permafrost one is more bogged down by blood-specific tuning concerns for that talent). The new San’layn talents are also mostly straightforward, though I may have non-complexity-related reservations about Infliction of Sorrow as explaned in the remainder of the post.
  • Are there cases you would consider not selecting your Apex talent? At current tuning, the rank 4 of Dance of Midnight is strong enough on its own (while boosting the value of rank 1, 2, and 3 in the process) to make skipping the Apex talents a bad idea in all situations. So, no.
  • Does the Apex talent disproportionally favor a particular talent build or Hero Talent tree? Yes, Dance of Midnight is extremely favorable to San’layn, which is disproportionately strong during Dancing Rune Weapon and has perks (Infliction of Sorrow) that are triggering during Dance of Midnight procs that would normally only occur once per manual Dancing Rune Weapon cast. It also single-handedly provides a significant increase to the value of haste as a secondary stat.

The remainder of this post is more generalized feedback on Blood and the full list of changes.

Identified Alpha Bug List (So Far)

  • Soul Rupture is affected by spec aura/coag/brittle (it probably shouldn’t be, since this is double dipping).

  • The Blood is Life double dips on Versatility damage multipliers.

  • The Blood is Life double dips on Incite Terror damage multipliers.

  • The Blood is Life with Pact of the San’layn does not appear to count shadow damage contributions from Consumption

  • Bloodied Blade’s 10% Strength buff only multiplies base strength (not strength from items or other sources) (the stacking strength buff works properly).

  • Bloodied Blade procs that result in a Vampiric Strike generate RP (the damage amp and it not costing a rune are working fine).

  • Vampiric Strike as cast by Dancing Rune Weapons appear to always hit up to 5 targets even when Death and Decay is not active.

  • Tightening Grasp won’t silence in an AoE if Gorefiend’s is used on a silence-immune target.

  • Unholy Bond gives Rune of Sanguination an additional 20% damage multiplier on Death Strike on top of all other advertised effects.

  • Incite Terror does not appear to give 300% extra benefit to Vampiric Strikes cast by Dancing Rune Weapon

  • initial Reaper’s Mark hit has no DRW interaction

  • The DRW unit associated with Everlasting Bond expires 2 seconds too early for unknown reasons (in other words, one of the two despawns early)

  • Visceral Strength no longer states that it gives Blood Boil Bone Shield generation on 2+ targets, but it still does.

  • Sanguinary Burst is not affected by the spec aura

  • If the Boiling Point buff expires naturally the echo happens 3 seconds later

  • Marrowrends that spawn Dance of Midnight DRW units will not gain duplicate Bone Shield generation from pre-existing Dance of Midnight DRW units.

  • Infliction of Sorrow only affects the player Blood Plague copy, while Consumption affects copies from DRWs as well.

High Mythic+ Blood Tuning (Mitigation and Effective Health)

Blood Death Knights historically have high effective mitigation (including self-healing) at the cost of lower effective health, since their mitigation is heavily based on self-healing and you need to take the damage before you can heal it. This results in a tank specialization that is more challenged by one-shots than other tanks, at least when it comes to Mythic+ content where enemy damage done is mostly consistent. In raid settings, the overabundance of defensive cooldowns for Blood Death Knight has generally enough to cover for this weakness, since raid is often only challenging tanks for partial combat windows. In order to make Blood Death Knight survivability less lopsided (where they do disproportionately well against lower damage intake and struggle to deal with consistently high damage intake), trading mitigation for effective health is a change that, in concept, many players with higher Mythic+ experience on Blood Death Knights support. Because, as of right now, the focus in higher key levels strongly shifts to juggling defensive uptime buffs in a way to prevent the player from instantly dying, since there are limits to how much raw Death Strike healing can help against the growing threat of instant death, especially after Blood Shield generation was reigned in after Dragonflight. Pruning some defensive abilities, such as Lichborne (which was never overly impactful), Rune Tap (a strong defensive cooldown option with skill expression, but one that disproportionately benefited raid survivability over M+), and the weakened parry effect of Dancing Rune Weapon (never the most reliable, but reasonably effective against a high volume of incoming melee attacks nonetheless), will technically be hurting Blood Death Knights in their capacity to survive burst damage deaths, but, if Blood’s baseline is tuned high enough to compensate for this, it could create a healthier gameplay loop where tanking trash pulls with no defensive cooldown up is not instant death in higher M+ (the armor bonus we are being given so far is non-trivial and seemingly equivalent to a 15% DR effect being active all the time). Overall survivability is a combination of our mitigation and effective health, so the net impact on our survivability is hard to determine at this time given the significant buff in baseline EHP from armor vs. the loss of effectiveness for DS healing and defensive cooldowns (and, as of the current alpha phase, no way to really stress test this in-game relative to other tanks).

It is worth pointing out that The War Within attempted to take Blood Death Knights in a similar direction with regards to survivability tuning at the start of that expansion (though seemingly for the sake of nerfing BDK survivability in raid relative to other tanks at the time), though (A) the armor buff was not nearly as sizable in comparison to the amount of Death Strike healing that was lost in TWW S1 and (B) Death Strike healing was nerfed in non-traditional ways at the time that caused some weird secondary effects:

  1. The removal of Death Strike healing “double dipping” on damage taken events effectively removed haste scaling on Death Strike healing, significantly weakening the stat defensively (offset to some extent only for San’layn as a high performing pure damage stat).
  2. The “double dipping” change indirectly nerfed Blood Shield coverage in Mythic+, so their base health bar had less support from blood shielding when dealing with high damage intake (this was never 100% reliable, but Dragonflight did allow you to bad your health bar with a lot more shielding).
  3. While the stated intention of the lower Blood Shield caps was not to cap Blood Shield generation while actively tanking, we saw exactly this occur in the second half of The War Within in higher Mythic+ dungeons (particularly with Vampiric Blood up since the Blood Shield cap was not adjusted by Vampiric Blood health) when it was/is possible for Blood Shield generated from a single Death Strike (with no pre-existing Blood Shield) to be capped by the unadjusted 50% Health Blood Shield cap, further limiting effective Death Strike mitigation and Blood Shield shielding protection in these circumstances. It can be argued that removing “double dipping”, alone, was enough to fix any concerns of unhealthily large off-tank Blood Shield pooling, assuming that was even a main contributor to Blood Death Knight’s superior raid tank survivability pre-TWW (a hard question to immediately answer, though going off of death statistics it looks like Blood Death Knights no longer have a competitive advantage in raid tank survivability anymore in any case). So, if we are looking to improve BDK high M+ prospects, making tweaks to some of the Blood Shield cap changes, at a minimum, might be worth consideration to remove overcap potential. Though, yes, the 27% base Death Strike nerf should lower the current incident rate of Blood Shield capping while being the active tank to some extent (even after accounting for the second rank of Gloom Ward).

There is certainly a segment of the BDK population that never liked the prospects of haste being disproportionately weakened at the start of TWW S1 from those changes, since, for one reason or another, people seem to be drawn to that secondary stat in a way that can’t be explained by performance alone. I’m not personally invested in that preference, but I figured I’d at least point out its existence. Granted, Dance of Midnight provides a new non-trivial haste-scaling mechanic at this time.

The Simplification of Bone Shield and Threat

Targeting Tombstone and Bonestorm is an effective way to make resource management much easier with Bone Shield, to the point where, in many situations, it isn’t much of an active consideration at all (particularly for Deathbringer). Not only did these abilities make Bone Shield a more involved resource to manage, but they also had some non-intuitive usage conditions that were heavily based on talent interactions. “Ramp time” certainly wouldn’t have been a chief complaint, since those cooldowns were more about speeding up our next cooldown window than ramping into our initial one, but they were “tacked-on” abilities for the rotation and they weren’t insanely interesting on their own. Though the two immediate effects of this is that we lose a significant amount of cast-based uptime on Dancing Rune Weapon (which is offset by the apex talent at the moment), and Shattering Bone was a talent that greatly reduced Blood Death Knight’s issues with uncapped AoE threat generation.

That said, whether intentional or not, the removal of Shattering Bone might not actually cause uncapped AoE threat generation to be an issue because, back in Season 2 of Shadowlands, there was another solution to threat issues in the form of Night Fae (particularly their conduit Withering Ground that eventually increased Death and Decay damage by up to 150%). The 130% damage increase to Death and Decay damage for all Death Knight specializations mirrors this conduit effect, so maybe threat will still be in a decent place (Though it should be noted that the target capped nature of San’layn’s reliable upfront damage makes it much more vulnerable to threat issues). With the removal of yet another Death and Decay synergy effect (Shattering Bone), the damage increase also helps to ensure Death and Decay doesn’t get de-emphasized too much in the rotation.

San’layn Awkwardness

Leaving off from the Bone Shield discussion point, San’layn started to gain some (marginal) incentives to start using 2+ target Blood Boils and (failing that) Death’s Caress over Marrowrend at the end of the War Within (in part due to the increased focus on Heart Strike/Vampiric Strike-related benefits, especially during Dancing Rune Weapon), making Bone Shield generation a little more convoluted if the player was trying to extract as much value as humanly possible, though the tooltip removal of the Blood Boil Bone Shield generation (even though it still occurs in-game) might mean that part of it is eventually going away in a future build. The exact state of Death’s Caress over Marrowrend in alpha is unknown at this time, though the ideal state is probably to remove cases where Death’s Caress is superior to use in melee situations outside of a bottomed-out resource state. It wouldn’t surprise me if Death’s Caress use remained a (marginal) gain all-around for both damage and net RP generation for San’layn in the current build since the shift of San’layn from being more Blood Beast focused to caring a lot more about Vampiric Strikes and Infliction of Sorrow are still in play.

Speaking of Infliction of Sorrow (and while this is very subjective), I’d say Infliction of Sorrow is an awkward source of damage that doesn’t feel particularly fulfilling even relative to the TWW S1/S2 RPPM Blood Beast procs:

  1. Infliction of Sorrow is very rotationally sensitive, especially during Dancing Rune Weapon, to the point where rotational disruptions or errors are disproportionately penalized.
  2. It cares very much about having pre-ramped on Blood Queen stacks that are constantly maintained.
  3. (no longer an issue) It used to care about being meleed enough for sufficient Dancing Rune Weapon cooldown reduction.
  4. On 6+ targets your Blood Plague extension targets and the 5 targets you ultimately consume Blood Plague off of are constantly shuffling, so it has a lot of jank under these circumstances in particular.

Whatever the future of San’layn is, there are potentially more engaging aspects to pursue than emphasizing Infliction of Sorrow in its current form. For better or worse San’layn has a much more “fragile” gameplay loop than Deathbringer.

Further Pruning

Soul Reaper is a talent that provides marginal-to-moderate single target damage gains at the cost of making the rotation more complicated in a way that isn’t overly satisfying. I don’t think it will be missed by most people; even those who were proficient in its use and who like skill expression talents probably wouldn’t miss it (just because of how clunky it always felt).

Blood Tap was a talent that lost its place once Blood Death Knight reached a certain level of resource generation. In a world where Blood Death Knight already has no rotational downtime, you are not gaining additional Heart Strikes from nothing, but are, instead gaining Heart Strikes at the cost of Blood Boil casts (a much smaller benefit). With the current state of things, Blood Tap is a good candidate for pruning and also in line with removing Bone Shield consumption-related effects.

Blooddrinker originally had a niche as a single target damage increasing talent, but stopped performing that role well starting in late shadowlands and never really reclaimed that specialty (any other specific niche) since then. The RP generation and single target damage reduction perks added in TWW did not manage to help it gain traction and it is a good candidate for removal, though it did have some uniqueness in being one of Blood’s few ranged abilities.

Rune Tap was one of the few lost abilities that actually had a lot of value in harder content and had skill expression, though, if pruning defensives is the name of the game, then it is understandable why this was targeted over more core and iconic defensive cooldowns.

Sacrificial Pact never felt like a good use of Runic Power or cast time even before talking about the loss of the ghoul and the long cooldown. It was a good target for pruning and, even with aggressive re-tuning would have still been a clunky ability even though the ability has thematic roots in a Warcraft 3 ability.

Heartrend, Ossified Vitriol, and the removed portion of Reinforced Bone were all very marginal and not too engaging.

Future Potential Pruning Targets: It is worth mentioning that near-zero-impact talents like Leeching Strike and Blood Feast survived the initial prune, though, given that we already have a NYI node in the talent tree, it could just be a case of not enough meaningful replacement options being immediately on-hand. Relish in Blood and Perseverance of the Ebon Blade are not quite as worthless as the first two mentioned talents, though thay have also been rather lackluster talents that now have little pathing value (since we can get Rapid Decomposition without them now). If not for a redesign, there would have been another talent to add to this list that also would have reduced potential button bloat…

The Reimagining of Consumption

Consumption has had a long history of being a relatively lackluster ability that was more defined by tacked-on secondary effects than anything inherent with the base skill itself. For the longest time its damage on cast was lackluster and its healing barely moved the player’s health bar. In Legion, it saw its first rise to relevance as a powerful healing cooldown when it gave your entire group 20% leech for 15 seconds… which was later removed for obvious reasons. More recently, the fact that it gave 2 runes was the main highlight of the ability, since this resulted in it being one of the largest resource generating talents in the tree.

In Midnight, there appears to be a reimagining of changing Consumption from a glorified Blood Tap and into a slow windup powerful slam that deals heavy damage with some defensive perks. I think this concept for Consumption has a lot of potential to differentiate it from other abilities in the kit, while also giving it a good feel. That being said, I do think there are two weak aspects to it. (A) I don’t see much reason for this to be an empowered ability with clunky spellqueuing over a standard ability with a longer than normal cast time (a 2.5s cast that can also have the 30% snare effect if desired, for example), since there is not much argument to send it at less than stage 3 at the moment outside of freak circumstances, and (B) the awkward damage reduction effect doesn’t really help offset the loss of defensive tempo when using this ability. If you want to give this a heavy hitting and snappy feeling not just offensively, but also defensively, you could, for example, just have it generate a %HP absorb shield (we just removed Tombstone, we can certainly just steal that effect since it isn’t really being used anywhere else). Other ways to make this less defensively awkward exist, but a shield effect wouldn’t be adding resource bloat, at least.

In any case, this talent is extremely competitive in its current form for pure damage reasons.

The Awkward Return of Abomination Limb

There was a community sentiment surrounding the removal of Abomination Limb for Blood in particular that was different from Unholy/Frost considerations; several people liked how its pulsing damage helped to consolidate threat on pull setup in M+ even in situations where the grips had only minor grouping value. While it is understandable why we might not want Blood to have two concrete AoE grip options that the dps specs don’t have by making this a choice node with Gorefiend’s, it should be noted that removing the pulsing damage reduces a lot of the reason why this was an appealing ability on Blood in M+ in the first place, especially when it is competing with the lower cooldown and added silence of a buffed Gorefiend’s Grasp. Outside of very specific situations where having grips over time or longer range of the Abomination Limb grips are seen as significant enough advantages (both of which are generally raid-specific circumstances, if they show up at all), there seems to be little reason to take this version of Abomination Limb over Gorefiend’s Grasp.

Blood Mist and Swarming Mist

Before the Season 3 and 4 tier set rose to prominence in Shadowlands, Season 1 Mythic+ on Blood Death Knight was dominated by Venthyr largely on the back of how useful Swarming Mist was relative to the other covenant abilities (in addition to relatively strong soulbinds); even in Season 2 when Night Fae started to rise as an option that provided a lot more damage for an acceptable survivability cost, Venthyr remained a competitive option before its lack of synergy with the final tier set forever hurt its prospects for the rest of the expansion. That being said, the damage of Swarming Mist, while helpful for AoE threat generation on a one minute cooldown, was never its main selling point. Instead, the main selling point was the impact that its very high runic power generation had on the player’s survivability back during a time where resources (and defensive uptime) were much more constrained. The War Within Season 1 made it so Death Strike can’t heal from the same damage event more than once and, in doing so, it has drastically reduced the defensive value associated with Swarming/Blood mist RP generation since it no longer results in any increase in raw Death Strike healing throughput. Without that defensive impact, the ability is not going to be nearly as impactful as it once was and there is a very real question if it becomes a meaningful choice over competing talent buckets (Purgatory/Umbilicus Eternus/Dance of Midnight/Bloodshot) in actual Mythic+ situations (in raid you can shave off defensive options and make room for it if you are not being sufficiently threatened by the poss). The prospects of Blood Mist and Sanguinary Burst as competitive talents are not helped by Plague Infusion, which only provides more Blood Plague charges (generally the first thing to fall out of the rotation when resources are plentiful, making it a zero-impact talent in a lot of cases). Furthermore…

There is also the question of whether or not it is ideal to tie the effect to Dancing Rune Weapon. It reduces button bloat, yes, but we are strengthening an already strong cooldown window (albeit it is weaker than it once was defensively). From a damage perspective, more Death Strikes from the RP generation might accomplish more damage during Dancing Rune Weapon, but, even then, that was never the main benefit of this ability. Plus…

The Creep of Dancing Rune Weapon Effects

Particularly with San’layn, itself, which has a large number of enhancements to the Dancing Rune Weapon window that have only been more emphasized with the tier set from TWW Season 3, adding Blood Mist into the mix only seems to be escalating power concentration into Dancing Rune Weapon (though, yes, bonus Heart Strike RP generation during DRW has been nerfed and the given parry rate has almost been cut in half).

I understand that tying offensive abilities to purely defensive cooldowns is not a situation that is too appealing for many people, but making Dancing Rune Weapon the universal solution to what to add new effects to as our only offensive cooldown is starting to feel like it might be a little excessive. San’layn, alone, already places a massive emphasis on it. Not to mention…

Apex Talent DRW Enhancement

The Apex talents adds further benefit to Dancing Rune Weapon in the form of further damage enhancements (amplifying heart strike and a flat damage increase), damage reduction, resource generation, and making Dancing Rune Weapon a random proc in addition to the baseline defensive cooldown cast (to the point where, at the moment, most uptime comes from the Apex talent and not the normal ability cast).

This adds complications to hero class balance for obvious reasons in any case, but, putting those tuning issues aside, we are just adding a lot of focus to DRW (and it should be said that the random procs trigger both Gift of the San’layn and Infliction of Sorrow). On top of that, shifting most of DRW uptime into a random proc effect is a stylistic choice that I’m somewhat skeptical of at a minimum, even if it isn’t as strong defensively.

That said, the talent does appear strong enough in the current iteration (for what it is worth) for the Apex talent to not be skipped as long as you can put the full 4 points into it.

Other One-Off New Blood Talents and Talent Dynamics

Deadly Reach - 3 target Death Strike cleave all the time is very strong in situations where multi-target damage is desired, even for Deathbringer. As a mid-tree talent, it is hard to justify passing it up in multi-target content. It is certainly a noticeable talent in any case. It also greatly amplifies the marginal power of Hemostasis.

Lifeblood - Recycles some of the lost baseline Death Strike healing, except without a direct tie-in to Blood Shield. Respectable impact, but to the point where it is skippable for more aggressive builds (particularly raid-oriented builds, but even in something more survivability centric like M+ the amount of healing provided very well might not be enough to make the cut unless it ends up being needed for pathing).

Boiling Point - Blood Boil is generally only used over other abilities for Blood Plague application and very specific circumstances; this adds one more proc-based circumstance to prioritize a Blood Boil cast over, at least, Heart Strike. A solid damage talent that is situationally hurt by its talent tree position if the player decides against the AoE grip choice node (and no one is considering pathing through Leeching Strike).

Old and New Blood Talent Dynamics

From the Raid perspective at the end of The War Within, players often play the max damage talent build with deviations based on how hard the encounter is. First, you will generally see everyone play with Purgatory in any context remotely considering raid success, while some of the more impactful survivability talents (Red Thirst/Foul Bulwark/Rune Tap/Voracious) gain consideration on encounters that have more obvious kill potential on the tank (it should be noted that the damage sacrifices start off as quite minimal when picking up a lot of these talents, and some are better suited towards burst considerations vs. steady incoming damage). Builds going more defensive than all of these options are rare, with a recent (outlier) example being Mythic Broodtwister having people go talent builds that would be more at home in Mythic+.

In the Alpha tree from a raid perspective, Purgatory, Foul Bulwark, and Red Thirst would remain the first-line survivability options to explore in the situation of threatening bosses, with Lifeblood maybeeeee taking the role Voracious had before (new Voracious is effectively hard-locked due to pathing into Coagulapathy since Blood Feast is a non-starter, even if you have no intention of getting the other talents in that column, but Lifeblood’s appeal is worse than old Voracious as a standalone talent). So the raid talent dynamics with regards to damage vs. survivability considerations have not changed too significantly, except that some of the damage-specific options are more conditional (Deadly Reach not doing anything in a pure single target encounter, for example). AoE grip is now also much more accessible by default, since max damage oriented raid builds would be interested in Boiling Point in some capacity (which is not true of current builds).

From a Mythic+ perspective at the end of The War Within, players are generally utilizing hybrid offensive/defensive builds that tend to lean a little more offensive for San’layn (due to increased Heart Strike and Death Strike talent synergies) relative to Deathbringer. As such, the more powerful defensive talents that were left out of more aggressive raid builds (Purgatory/Foul Bulwark/Red Thirst/Voracious/Rune Tap) became talents that were always or mostly picked. Deathbringer picks up most end-tier talents except Bloodshot, which it has very poor synergy with, while San’layn has a bit more decision making with regard to Sanguine Ground vs. Bloodshot vs. Umbilicus Eternus since Bloodshot has a significantly higher power level on San’layn relative to Deathbringer. As such, Deathbringer’s decision-making mostly boils down to allotting talent points between a number of more ambiguous mid-tree options (Heartbreaker/Consumption/Rune Tap/Bloodied Blade/Iron Heart/Gorefiend’s Grasp). San’layn’s mid-tree options are a little more constrained due to having interest in Improved Heart Strike even in M+, so, even after forfeiting Rapid Decomposition to pick up more of these synergistic talents, it is often deciding, in addition to its late tier talent choices, if it wants to drop mid-tree talent points in Improved Vampiric Blood to leverage for Gorefiend’s Grasp and/or Hemostasis (a talent that benefits from its higher base Death Strike damage).

In the Alpha tree from a Mythic+ perspective, Deathbringer doesn’t have to make too many hard choices at the moment. It is now able to pick up all of the talents before that it was previously pulled between without any additional tradeoff (Gorefiend’s included). While competitive Deathbringer in The War Within were not seriously considering giving up Sanguine Ground, Purgatory, or Umbilicus Eternus for Bloodshot before, Midnight simply allows us to take all four and the Blood Mist line does not seemingly provide competitive enough damage benefits (while its defensive benefits are seemingly trivial with the previous Death Strike nerfs). Even if TWW Deathbringer doesn’t get much out of Bloodshot in Mythic+, Death’s Reach and better pathing makes it suitably appealing in Midnight. While Improved Vampiric Blood was an obvious choice over Improved Heart Strike for Deathbringer before in M+ content, Dance of Midnight and Bloodied Blade noticeably put their thumb on the scale here to make Improved Heart Strike look strong enough to the point where Deathbringer might just take both in M+ and Deathbringer would be conflicted on which one to drop to include other talent points (which was not true previously). Part of this is due to the fact that the method of pathing around Improved Heart Strike (Relish in Blood) is not an appealing talent point investment. In this context of allocating the final few talent points, Lifeblood doesn’t seem strongly positioned to compete with remaining points unless it ends up gating a strong NYI talent or if the player strongly believes that Gorefiend’s adds less value than Lifeblood. Boiling Point is a consideration over talent points in Improved Vampiric Blood. San’layn has an identical talent decision-making dynamic, even if its marginal talent values are somewhat different. All in all, the talent flexibility in M+ appears to be very low in this talent tree iteration for what it is worth.

Just a small note about the Phase 2 Bloodshot and Consumption talent movement; it doesn’t change any pathing implications at all with current tuning, you have a strong incentive to take Bloodshot/Iron Heart/Consumption in all cases.

Phase 2 Class Talent Tree Reorganization

The Phase 1 trees had the obvious problem of having too many talent points but not enough useful ways to spend it to the point where you basically were able to get all talent points you cared about. Phase 2 appears to try and change that by making Unholy Momentum and Gloom Ward 2 rank nodes (both effects that blood, at the very least, is interested in, and this change adds some much needed talent point constraints that were needed to make any decision-making in the tree meaningful). That said, this comes at the tradeoff of making Death’s Reach, a very nice quality of life talent for Blood, hard to justify since it cannot be acquired in addition to Asphyxiate (which will mostly limit its usage exclusively to Death Grip-oriented raid encounters where Asphyxiate has not value); this makes enfeeble harder to justify as well, since Blood Bonds is of questionable value for Blood. As for the other new talents, Permafrost, even with a 100%+ enhancement from Deathbringer, is still a hard sell in situations where multiple utility options can be successfully utilized (a fixed amount of healing has lower relative value for Blood vs. Frost and Unholy, which applies to the Death Pact talents, as well). Death Notes has potential, particularly when playing San’layn, but is going to be hard to predictively evaluate.

And, maybe it is just me, if we (understandably) don’t want to make Death Pact a good defensive ability because DKs (as a class, but mostly the dps specs) already have solid survivability, maybe it should just be pruned like the other defensives? It isn’t even being used all that much in rated battlegrounds, which should be significantly more favorable to an ability like this than PvE situations.

Short Note about Secondary Stats

The main secondary stat effects from preliminary modeling appear to be as follows:

  • Critical Strike gains damage-wise to a small extent since parry slowing Bone Shield consumption is no longer a negative.
  • Versatility and Mastery remain the strongest defensive stats as the only two stats significantly affecting Death Strike healing mitigation, but the Death Strike healing nerfs have slightly narrowed their lead.
  • Haste’s defensive value is still low after its Death Strike healing scaling was effectively removed in TWW S1, but it gains significantly in the damage department by scaling Dance of Midnight Dancing Rune Weapon procs. This is especially true of San’layn given the synergies with Gift of the San’layn and Infliction of Sorrow currently in-game.

Overall defensive dynamics still look similar with Vers and Mastery providing the most defensive value via Death Strike mitigation and/or damage reduction effects, with Critical Strike looking more effective than Haste in the back. For damage, Critical Strike seemingly has a more noticeable advantage over other stats for Deathbringer now; Haste is seemingly reasonably competitive for damage with Deathbringer, but it has an insane damage advantage over all other stats with San’layn. Haste value is obviously going to be highly sensitive to the final tuning of Dance of Midnight in any case.

31 Likes

One quick addition, this is also true of Blood Mist and Sanguinary Burst.

2 Likes

Death Defiance in the class tree appears to be very bugged right now and for whatever reason causes enemies to be capable of one shot killing you while you have this talent selected. Just a heads up. Reported via the Bug tool but wanted to let others here know that the talent node is bugged.

1 Like

While Alpha severs have been on fire a bit, and I haven’t been able to test properly due to it, still wanted to get some early feedback in on this weeks changes.


Soul Reaper - I REALLY I like what was done to Soul Reaper here, reintroducing it with instant damage, and a pet/disease debuff to flesh it out and mesh with our kit. Ontop of Reaping’s interactions with Putrefy now, in general, absolute win here.

Festering Scythe - I’ll talk about In more detail further down. Generally positive changes, though.

Putrefy - While these changes give it some instant feedback, and that’s great, still sacrificing the ghoul instantly does still lead to the same min/maxy conundrum where you’ll want to wait til the Ghoul is as close to expiring as possible to maximize the damage. I just don’t think there’s a reasonable way around this with its current design. Could try to make it increase damage based on how long the ghoul has left in its duration to try to reduce the gap between a 7-10s remaining ghoul being putrefied and a 1s remaining ghoul, I guess? Just doesn’t feel like an intuitive solution. This issue presents itself mostly in our opener, really, because we just hit Army, and we want to hit putrefy to get the benefits of doing so, but we just summoned those ghouls. Later in an encounter, it’s fairly unlikely that this would be an issue due to having 4-6 ghouls rolling at all times.

Sudden Doom - Changing this back to -20 Runic Power on Death Coil is a decent start to reduce the frustration of resource waste, but, this still suffers the same issues during Forbidden Knowledge. Necrotic Coil and Graveyard are both 20 Runic Power cost baseline after all. But during Forbidden Knowledge windows, we already received a massive injection of Runic Power from the 2nd and 3rd points spent, as well as Gargoyle if talented. Means that we will basically be at or near our Runic Power cap, with a lower cost spender to boot. If we get an unlucky Sudden Doom proc or two around that time as well, we just sit there wasting resources from Superstrain, Runic Attenuation, and possibly even Runes from Runic Corruption procs, and natural regeneration while we are trying to get our Runic Power under control.

It just feels like this Forbidden Knowledge window is way too flooded with resources. While it feels great to play, it puts newer players in a situation where an intuitive answer isn’t clear. Should they prevent Runic Power waste? Rune waste? Should they focus on summoning ghouls to extend Forbidden Knowledge, wasting Runic Power, or should they focus on dumping Runic Power for the Necrotic Coil/Graveyard damage? This could get incredibly overwhelming very quickly. While all that isn’t an issue with Sudden Doom directly, I imagine that Forbidden Knowledge is something that every player will want, and the toolkit conflicting with itself like that is just not a great thing. Doesn’t really feel right for a proc to not feel good to get, and instead be a frustration. As it stands, Sudden Doom isn’t an exciting proc to get. Instead, it’s a band-aid on unbalanced baseline resources.

Blightburst - I feel like this still synergizes WAY too well with Infliction of Sorrow. Now providing an extra kick to our plague’s duration outside of the San’layn kit. Now with Vampiric Strike, Death Coil/Epidemic and Putrefy all extending diseases, it’s going to ramp out of control incredibly quickly. While I love Infliction of Sorrow, I’m just not sure how you can integrate it well with Unholy’s core kit as it stands without that happening. It will just lead to a ton of headaches trying to balance San’layn between Blood, and Unholy, where Unholy benefits from the tree several orders of magnitude more than Blood does. Last weeks capping the duration on Dread Plague and Virulent Plague isn’t really a great answer to this either, as all it accomplishes is putting a hard cap on Infliction of Sorrow’s damage potential, taking away its reward for playing well. While I know that part was reverted, I just can’t think of any clean way to do this without reimagining how Infliction of Sorrow, or Unholy’s base disease extension kit works.


The Core Rotation, while fine for Single Target, needs a LOT more for AoE. As it is currently, there are no gameplay differences between AoE and single-target. No talents that can change that up, unlike, say, Bursting Sores in previous expansions. It’s really bad for that to be the case; the lack of gameplay variability based on target count just means we are doing the same thing, all the time. Changing between pressing Coil and Epidemic just isn’t enough. It will get incredibly repetitive incredibly fast. There really needs to be some sort of AoE-specific interactions with our kit that make us change up what buttons we want to press, and why we want to press them.


The Talent Tree itself, while I went over a lot of the issues with this in my WoWhead article on my First Impressions of Unholy, just in case it wasn’t read, I’ll reiterate the most important pieces here.

Army’s location on the tree stinks. It’s a required point spent for both Forbidden Knowledge and the Rider of the Apocalypse tree. It should be more easily accessible.

Too many nodes are just “x does y% more damage” more so in the post-20-point portion of the tree. This is meant to be the defining section of the tree for the build you chose. What about 1.2x disease damage is build-defining? It’s just not, and should be higher in the tree.

Ancient Runes needs to go. As it stands, it’s 2 points that provide more value than all 3 capstone nodes combined per point spent. All while being the most boring reimagination of Festermight, with no gameplay implications at all. You just do your rotation and have a 10-20% strength buff because of it. What about this screams “Unholy”? It’s uninspired and just eating points in the tree for no good reason other than trying to keep the status quo with Festermight, and doing so incredibly poorly.

All 3 capstone nodes kinda suck.

While Reanimation is the closest to feeling like a capstone node, all it does is make Putrefy a bit stronger of a button, rather than changing how players think about Putrefy as a button itself. It’s got no gameplay implications, unlike, say, Frostbane, which would change how players think about Frost Strike. Being in the middle of the tree, as it stands, this feels like it should play into both of the major themes going on. Both Undead and Plagues. It feels a bit too skewed towards undead currently, and I would really like for it to also interact with our Diseases in some way to polish off that feeling of being the hybrid capstone. Doing just a bit of both could really help change the way players think about Putrefy as well, adding to that capstone feeling. Maybe something along the lines of converting the sacrificed Ghouls into Diseases on targets hit by Putrefy? Alongside turning them into magus’ of course.

Festering Scythe is the worst of the bunch in this regard. What about this makes this the disease capstone? My diseases tick 35% faster? So they get an awkward 1.42s tick time with Ebon Fever also talented? Or 2.22222222222222222s without Ebon Fever? While the change to be a combo action helped in the gameplay feel of this button a bit, it doesn’t solve the issue of it just sucking as a capstone node. It really should be the defining factor of a disease-based build for where it is on the tree. What about pressing Festering Strike 1 more time for more ghouls, and minorly boosting our disease tick rate screams that “This is the pinnacle of my plagues!”… nothing, honestly, and that sucks.

The same general principles apply to Raise Abomination and Summon Gargoyle. Players want to go down to the capstone of the undead side of the tree to reach the pinnacle of necromancy. Sacrificing some of our army ghouls to do so, making you just… summon less of them? That just… doesn’t feel like the pinnacle of necromancy to me. What about these 2 nodes screams, “You’ve reached the pinnacle of Necromancy!” Once again, nothing.

All 3 of these nodes feel like they should be penultimate talents at best, providing similar impact to Magus of the Dead, where you just summon extra guys. The Undead side really should never be skimping on the number of ghouls we summon. That’s the main reason we go down that side of the tree after all, summon more undead, make them more powerful. All it does currently is take away from the theme of that side of the tree. Why should it?

And why a gargoyle, for that matter? Gargoyles just don’t feel very… “Harbinger of Pestilence, bringer of the Undead” to me. I know this was once a major cooldown for Unholy, but if we are re-imagining the spec, why stick to those bounds? Why not let us summon a Lich instead?


Overall, the changes are going in a positive direction, but there’s still a LOT of work that needs to be done for this iteration of Unholy to not feel half-baked and uninspired.

25 Likes

Earlier this afternoon, a hotfix applied to the Alpha fixed an issue that was causing Death Defiance and Death Notes talents to unintentionally increase damage taken.

2 Likes

Unholy’s updated 4 set. Not interesting, not exciting. Resource effects are a terrible route to go down for not just Unholy, but DK in general. The specs either operate well baseline with a good balance of rune regen, and runic power generation, allowing us to fill basically every global (a tiny bit of downtime waiting for resources is fine, if not ideal, to cover for movement/downtime in a fight). This makes resource effects like the tier set, Festering Corruption, and Superstrain either entirely useless, or required to make the spec not feel terrible to play. Please, reconsider anything to do with resources in the talent tree, tier set, or any of that. It’s not a good position to be in where a spec feels terrible baseline, and needs a tier set, or talent to flow properly. Or, if it flows properly, these effects do quite literally nothing, and don’t feel exciting to get.

As it stands on Alpha at the moment, even taking no resource talents (no Superstrain, no Festering Corruption, no Gargoyle), we already have more resources than we can spend, leading to resource waste. The tier set, as it is currently, could just read “Putrefy Damage increased by 20%” and the damage result would be the same. The 0 rune cost Scourge Strike effect will have no impact on DPS because we are never struggling to be able to press Scourge Strike.

Having too many resources is an issue, even if some might not consider it to be. It turns the design of the spec from a resource balancing game, into a damage per button press game. If you have the resources to press whatever you want, there’s just no dynamics there, you press whatever button does the most damage. That goes directly against what the Rune and Runic Power system was designed to do; create a flow between spending Runes on our strikes to generate Runic Power, then spend that Runic Power to regenerate Runes, creating an ebb and flow pattern that feels incredibly good to play with. Its one of the most unique resource systems in the game, and part of why i love DK. Making us ignore those core resources is, in my honest opinion, one of the worst things you can do to a DK. Whats the point of the systems after all if you just dont care about them?

Please, just… create a well balanced baseline resource flow for Unholy. Remove all the resource BS from the tree, and tier set so they arent just wastes of bytes in the games code. Let us engage with our resources in the way they were designed to be engaged with.

Unlike Frost DK’s, Unholy is a Thousand Cuts specialization, where none of our buttons hit incredibly hard, there’s no button we are fiending to be able to press, unlike Obliterate with Killing Machine. On Alpha at the moment, Scourge Strike accounts for like… 2.5% of our damage, the Lesser Ghouls it summons, like 5%. Which is why this the tier set isn’t interesting, exciting, or impactful. What about pressing that button is exciting when it does no damage? Let alone a free proc to press it… the same number of times we already would, but, now we just flood even more with resources we cant spend fast enough.

21 Likes

In Phase 4, I am having issues with Breath of Sindrogosa… or I am an idiot for some reason. When it is available, half the time it won’t work when I press the key.

Phase 4 Blood Death Knight Tier Set Feedback

Here are my impressions on the Phase 4 Blood Death Knight tier set after some preliminary modeling/analysis on the Tier Set (which is not available for actual in-game testing at this time to my knowledge).

  • Blood Death Knight

    • 2-set bonus: Your Blood Boil deals 15% increased damage and generates 3 Runic Power

    • 4-set bonus: Your Death Strike deals 8% increased damage has a 20% chance to grant a charge of Blood Boil.

No specific guidance was offered on what Tier Set feedback should focus on, so I will be doing something more freeform:

  • What’s going on here? The tier set focuses on two of our three core abilities, Blood Boil and Death Strike (with the untouched core ability being Heart Strike), with the disproportionate focus being on Blood Boil, though most of the numerical impact comes from the raw damage increases themselves at this point in time (and seemingly the Death Strike damage increase). The Runic Power generation on Blood Boil is of some minor value but, similar to the Blood Boil damage increase itself (and ESPECIALLY for the 20% chance to get an extra charge of Blood Boil on Death Strike) is limited by how Blood Boil is normally treated in the Blood Death Knight rotation.

  • Heart Strike vs. Death Strike vs. Blood Boil? The relative priority between these three abilities, in most situations, is Death Strike > Heart Strike > Blood Boil with regards to which the player generally finds most valuable to cast more, though a few specific conditions (such as applying Blood Plague in the first place and, presumably, Boiling Point procs from the new talent) can temporarily elevate the priority of Blood Boil above one or both other options. Particularly with regards to Heart Strike and Blood Boil, even though some situations can result in more damage for a more Blood Boil-centric approach, the loss of Death Strike damage (and often more importantly the lower resulting access to Death Strike healing) for that potential damage increase looks like a poor tradeoff if it is even a damage gain to do this at all (for San’layn especially, they have a lot more to lose by undercutting their Heart Strike and Death Strike throughput). So, unless tank survivability isn’t being challenged at all and there is an incentive to use Deathbringer in that situation, you don’t have too much reason to elevate Blood Boil prioritization. As such, if the player is swimming in resources, Blood Boil is the main ability that starts to become underutilized relative to other things. This makes the 20% chance to grant a charge of Blood Boil generally near-worthless as well, since total rotational downtime still seems to be near-zero on alpha (even though total resource levels are less than before), meaning those extra Blood Boil charges usually won’t be utilized for anything (also a problem with the talent Plague Infusion).

  • Can this be changed? Yeah, sure. If someone were to give a large enough damage advantage to Blood Boil (or some way to offset the usual defensive disadvantage of using the ability), there is a point where people would start trying to min-max Blood Boil usage even if it came at the cost of significantly hurting their Heart Strike → Death Strike loop. To some extent we saw this in Season 3 and 4 of Shadowlands where the tier set made Heart Strike so powerful via Dancing Rune Weapon extension benefits that players were purposefully wasting Runic Power/Death Strike casts just to use Heart Strike more. There were obviously mixed feelings about this gameplay loop back in Shadowlands and there would also probably be mixed feelings about having the player do something similar if Blood Boil casts were emphasized; it would be possible to do, however, though it might require a stronger tier set than what is desired for a Season 1. An alternative approach might just be to tweak the design of the tier set so that the 4 piece bonus, at a minimum, is more directly relevant than gaining Blood Boil charges.

  • Does the tier set disproportionately benefit a particular talent tree build or Hero talent tree? Since San’layn is very Death Strike-centric, any benefit playing into that, either directly or indirectly, will benefit San’layn more than Deathbringer. We do see that here to some extent.

Season 1 tier set bonuses are not usually too crazy if Dragonflight and The War Within are any indication, but this is a little more bland than both of those other Season 1 tier sets if we are being honest. Dragonflight Season 1 obviously had misgivings about being tied to Bone Shield consumption, while it is easy to argue that The War Within Season 1 was just effectively providing a flat damage and damage reduction multiplier with extra passive steps, but both had some elements of uniqueness going on even if they were not changing gameplay decisions.

Miscellaneous Feedback/Bugs Not Previously Covered

  1. The advertised 25% increase to Bone Shield armor compared to live does not appear to be applied. The baseline multiplier on live is 126% strength converted to armor, while alpha is 125% strength converted to armor; effectively the same thing, except the slight change makes me think this was just an oopsie on the implementation attempt.

  2. Brittle procs for Death Strikes seemingly put the Death Knight in combat, which has some implications for reviving at a graveyard after dying in Mythic+ and being unable to mount, as well as potentially disrupting combat drops via Shadowmeld. This would be a minor quality of life issue to fix.

10 Likes

With this weeks changes, i decided to play through the leveling experience as Unholy. See how it feels overall, get some actual gameplay analysis rather than just target dummy testing. The experience has me concerned.

The first thing I noticed while going through the leveling experience was just a general lack of damage outside of cooldowns. Now, I know Unholy is generally a more cooldown-oriented specialization, but without cooldowns, I genuinely struggled to kill more than 2-3 enemies when questing. Only thing that really felt like it was doing damage when it was pressed rotationally was Putrefy. This lead to just a slow experience where I was sitting there beating on the same 2 targets for a lot longer than I expected to be. This also led to just taking more damage due to the length of the encounters, and forcing me to swap from pressing Death Coil to pressing Death Strike just to stay alive.

This is a pretty far cry from previous leveling experiences as Unholy, where we could generally mass apply our DoTs, drop a Death and Decay, and blast the enemies down with a combination of Clawing Shadows, and Epidemic. Was pretty consistently able to pull 6-10 enemies in TWW’s Alpha around this same point as Unholy.

I think the major pain point here just comes down to the Lesser Ghouls themselves just… not doing much damage at all. And even if they were doing a bit more damage, they are single-target only. When compared to Festering Wounds before them, Lesser Ghouls do absolutely do more damage in Single Target for being a rotational thing, but they are seriously lacking something, anything for AoE.

Next thing I encountered is to do with the new talent, Pestilence. Frequently, I’d find myself in a bit of a frustrating situation with the outbreak replacement portion of this effect, where I’d go into a new group of enemies with Pestilence ready to use, but Putrefy on cooldown. This meant that I just had no way to apply my diseases, as you can’t press Pestilence without diseases active on your target. Putrefy was on cooldown, so I couldn’t apply that way. Only option was either to wait out the buff or cancel the buff to allow me to use Outbreak normally. Not sure what to do about this one, honestly, maybe if Pestilence is pressed without enemies in range with diseases on them, cast outbreak on the current target instead? Since as it stands, in this situation its just a glowing button you physically cant press, no matter how hard you try.

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and now for some bugs i noticed

Putrefy’s single target hit from the ghouls is double-dipping mastery. It’s in the allowlist for Mastery: Dreadblade, as well as being sourced from a guardian, which naturally scales with the Aura subtype 531 portion of our Mastery.

All Will Serve’s Blighted Arrow doesn’t scale its crit damage with Mastery: Dreadblade’s secondary crit damage effect.

Pestilence can trigger when casting Scourge Strike, even if the target doesn’t have Virulent Plague or Dread Plague present on them.

Plague Mastery doesn’t increase the crit damage of Infected Claws

Virulent Plague (Erupt)’s critical strike damage is unaffected by Mastery: Dreadblades crit damage effect.

Foul Infections does not increase the critical strike chance of: Dread Plague, Dread Plague (Erupt), Virulent Plague (Erupt) or Infected Claws

The first talent point in Scourging does… quite literally nothing? Base Scourge Strike behavior seems to be 35% of 3 seconds worth of Disease damage, no matter our talent configuration.

Scourge Strike does not trigger Trollbanes icy Fury if cast on a target with Trollbane’s Chains of Ice

Infected Claws damage does not increase with mastery.

Infected Claws can not crit.

casting Graveyard doesn’t force Whitemane to cast Epidemic with Let Terror Reign talented.

casting Necrotic Coil doesn’t force whitemane to cast Death Coil with Let Terror Reign talented.

Infected Claws counts as a “Disease” for the purposes of Ebon Fever, and Morbidity, but can not proc brittle.

Coil of Devastation has the “Disease” label on its debuff, but isn’t counted as a “Disease” for the purposes of any talent.

24 Likes

Phase 5 Blood Feedback

Infliction of Sorrow + Unending Misery vs. Consumption

The recent change removing Infliction of Sorrow’s Blood Plague “consuming” effect after Gift of the San’layn ends removes the concern of this effect triggering on every Dance of Midnight proc and downplays Infliction of Sorrow as a source of damage (both of which are arguably good things). However, it does cause a weird dynamic to occur.

Blood Boil can normally only extend Blood Plague duration up to 31.2s (30% more than the base duration of 24s). Infliction of Sorrow is not limited by this cap and can, instead, keep extending Blood Plague by an unlimited amount. Since Unending Misery increases Infliction of Sorrow’s Blood Plague extension effect from 3s to 7s on your main target, since the secondary effect “consuming” Blood Plague is gone, and since it is possible to achieve a very high cast frequency of Vampiric Strikes with 66%+ Dancing Rune Weapon uptime, it is now possible to infinitely ramp Blood Plague duration on a single target, where 20% of this duration is converted into damage with each Vampiric Strike.

That being said, Consumption is in direct conflict with this dynamic, since it is “consuming” a % of overall Blood Plague duration to immediately cash it in for a 100% damage conversion instead of getting a repeating 20% return on an ever-increasing duration in pure single target encounters. As such, it might situationally be worthwhile to ignore Consumption usage to maintain a snowballing Blood Plague duration on a prolonged fight against a single target with the current design.

If infliction of Sorrow’s extension effect changes to become capped at 31.2s like normal DoT refreshes, then that will effectively make Unending Misery a do-nothing talent in the hero talent tree. Removing Unending Misery, alone, would possibly limit Blood Plague extension enough so that it would be extremely difficult to effectively snowball Blood Plague duration to a meaningful extent. In either case, both the current snowballing damage dynamic as well as the direct anti-synergy between Infliction of Sorrow and Consumption is probably undesirable, if I had to guess.

Unintuitive Incentives with Echoing Fury

For Blood, Echoing Fury provides one stack of Exterminate on Dancing Rune Weapon cast. That being said, Exterminate has no Dancing Rune Weapon interaction and Exterminate stacks last for 30 seconds, much longer than Dancing Rune Weapon. The situation in both TWW Season 3 and Midnight Alpha is such that the player wants to sit on Exterminate buffs until after Dancing Rune Weapon has concluded, since, unless (in TWW Season 3) a Reaper’s Mark cast is ready to go or (when not talenting Reaper’s Onslaught) a Reaper’s Mark debuff is about to explode and grant you two fresh stacks of exterminate, you are not going to lose this (or future) Exterminate stacks by waiting out Dancing Rune Weapon first, which allows you to emphasizing abilities that are amplified by Dancing Rune Weapon during the Dancing Rune Weapon window and to also potentially get more effective Bone Shield generation out of the Exterminate cast by the time you use it.

This dynamic isn’t necessarily a problem and it is something that happens a lot anyway in TWW, but it is a little weird that, for Echoing Fury, the Exterminate stack is being provided at the least appealing time to actually use the Exterminate proc.

10 Likes

I feel like there was a misunderstanding in the feedback about “gameplay variability”. I was more approaching that feedback from the standpoint that, there are no talents that change how you approach an ability, change how you think about how you would use it. Similar to how bursting sores changed how you would approach festering wounds, and death and decay previously in AoE scenarios.

The amount of RNG now shoved into unholy is… quite frankly abhorrent, if I wanted to gamble, id go to a casino. The RNG introduced this build is just… far, FAR too much in terms of gambling to do damage. There was plenty enough RNG before, and now its just frustratingly excessive. The kind of RNG swings that frustrate players and push them away from the game. I know I personally don’t want to play a spec that could trigger 6 magus’ in a lusted opener with Reanimation one pull, then 0 the next, leading to like a 20% overall dps swing.

Ancient power as well, this change fixes nothing. This talent is still just a power vacuum in the spec, eating up WAY too much potential power from the rest of the tree. As it stands currently, you’ll probably average around 11 stacks of ancient power, that’s 11%, or 22% strength depending on the number of points put into it. Generally, 1% strength is about equal to a 1% overall dps gain, meaning, this singular node is competing with entire hero talent trees in terms of power. Thats just not okay for how uninspired and boring it is as a talent. To be balanced with the rest of the nodes around it, it would need to be like 0.15% strength per point per stack.

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Related to the feedback above, generally, the specialization feels like its falling into the same trap it did with Wounds already, but, replace wounds with Putrefy. WAY too much of the tree is focused on this singular ability instead of spreading out the love, focusing more on diseases, focusing more on pets. Abomination and Gargoyle both putrefying ghouls absolutely feels like a cop out as well. What is there to differentiate these talents in this choice node as it stands? They are essentially the same thing, with a different visual. Press army, summon an extra thing that putrefy’s 4 of the 8 ghouls. It boils down to strictly a numbers choice, rather than gameplay or scenario choice.

Spoiling things a bit, abomination is just strictly better, 100% of the time with current tuning. Deals roughly 70% more damage than gargoyle does in single target, while also providing a very minor aoe component with disease cloud. Theres no choice here, and would like to see gargoyle get some love in terms of differentiating it from Abomination. While gargoyle does have the Runic Power increase with army use, so does forbidden knowledge, so unless you enter army with less than 10 runic power (you wont), some of it is going to waste anyways. Essentially boiling this node down to Gargoyle damage + like, 1.5 “Extra” necrotic coils (if you were able to spend that runic power on the necrotic coils at all with Forbidden Knowledge’s abysmally short duration.) Minus the damage death coils would do instead of necrotic coil… TLDR, its like a 0.2% increase. And with current tuning, Necrotic Coil just doesn’t deal enough damage to make up for the difference in abominations power.

As it stands currently, in single target, Forbidden Knowledge as a whole only really amounts to a 3-3.5% dps increase or so due to the opportunity cost of the death coils youd be casting anyways. So, while it looks like 5-6% of our overall dps, its really not due to this opportunity cost.

Same thing applies to Abomination and Gargoyle. Army on its own is about a 2.5-3% dps increase talent node from the ghouls alone. Taking Abomination, or Gargoyle reduces this down to 1.2-1.5% from the ghouls, while adding ~2-3% from the gargoyle/abomination themselves. Now, with the putrefy addition here, putrefy is doing an absolute TON of damage. WAY too much damage if you ask me, its amounting to like 30% of our overall DPS when you account for reanimation magus’. Absolutely outshining the point of the node itself, summon more pets. I really, REALLY do not like this direction for the pet side of the tree. Its not about putrefy, its about PETS, let us summon more guys. Let our guys do AoE without putrefy. I dont want this singular ability to become the spec, but thats the direction its going currently.

And once again, im going to harp on Army’s position in the talent tree. This mistake was made, and learned from with Frost in TWW with its Frostwyrms Fury placement. Now its in the middle of their tree, and accessable with basically any talent build. It serves the same function as Army does for us, being their Apex talent trigger, and Rider of the Apocalypse summon trigger. Why are we being punished in this regard with this subpar placement of army on our talent tree?

31 Likes

For blood dk (mostly San’layn):

Some issue with the new talent Dance of Midnight (When you consume a rune you have a chance to call a Dancing Rune Weapon to your aid for 6 sec.), while the strength of the node is pretty good the rng on it is pretty high and it feels a bit weird to have sometime like 6 dots running.

What I like about Blood dk was the amount of control you had on Dancing Rune Weapon with abilities that would reduce its cooldown in TWW, this was thrown out the window. Moreover the San’layn playstyle with a good management of cooldowns was able to keep bone armor running mostly for free while right now you have to press Marrowend a bit more moreover with a higher cost if you play San’layn which doesn’t feel great.

I do feel also that the Consumption ability got a lot of power stacked on it. I think it’s an ability that can be cool but that’s it’s probably doing too much atm and it doesn’t feel great to want to reduce the duration of your dots if you’d just want the defensive/damaging capability of it. Moreover I’m not sure the charging effect feels good enough in term of feeling gritty to use, having a bigger cone effect with maybe even some cc could feel great.

Some small QoL and flavor that appeared in my head when reading the talent name, the talent “Deadly Reach” makes it so deathstrike can hit 2 additional targest but what if it extended also its range by 5 yards, giving you opportunity to use it while running better.

Now to talk about buff tracking which has for me been a weakness for blood as blood has to manage bone shield, coagulopathy and if you play San’layn some more with essence of the blood queen. And has other procs which don’t need to be tracked as much but still can be played around. I feel reducing those could do a lot of good while I’m not sure how you would go around it.

For unholy:
I mostly feel Putrefy cooldown is too high and relying on sudden doom proc to reduce its cd too rng. It does feel great to have 3 charges in pvp and would like to see this in pve. It is a bit counter-intuitive to sacrifice a ghoul to use it and I’m not sure how I feel about that.

Could be interesting to have the army of the dead icon change if you pick abomination or gargoyle as I feel those makes more sense if you specialize into one.

Festering strike would feel much better if instead of 2-3 stack of Scourge Strike it gave 3-4.

I really like how the upgraded death coil feel, necrotic coil feels really good while the other upgraded ability of Epidemic called Graveyard doesn’t really feel any good. I think it should do more like making your magus cast aoe shadowbolts.

I saw the talent Rapid Variant and I thought it could be cool to have an option to make it so you spawn ghouls when enemies die.

I feel the next step in the fantasy is to let unholy dks turn into a skeleton Lich during army. But that might be for later. :wink:

9 Likes

Unholy feels clunky. The buff you get from ghoul builder is just wounds again, but on you now instead of the target.

Was hoping for more visual clarity on class mechanics, like sudden doom type indicators when things were ready. As it stands now you have to stare at the action bars for the little number indicating how many ghouls can be summon from the ghoul spender. You also need to be spamming putrefy on cd, which feels like a worse version of blood boil.

Dot management in the changelogs read like it was going to be mostly managed by strikes but thats not how it plays. Feels like i need to outbreak more than retail.

Sudden doom procs arent free now? Oof.

This rework feels more like a reskin of existing abilities and a downgrade to gameplay loop.

8 Likes

Initial thoughts on Frost:

The idea seems to be “Frostwyrm’s Fury is our ‘big’ 90 second cooldown”. I don’t particularly love the ability, but it’s just gonna be another set and forget talent point it seems.
In terms of new interactions, I like the free Exterminates that they copied from the current tier set on live, but it could also just be tied to Reaper’s Mark like in the tier set.
Unfortunately that’s about where the positives end for me. I wish there was a way to test max level characters, but the new Apex Talents look awful. Increased damage on Frostwyrm’s Fury is boring at best, if it’s even tuned well enough to feel impactful. I hope that recalling the Frostwyrm will be automatic if it travels its full distance, but I really don’t like the concept. Then there’s Chosen of the Frostbrood. This is just a copy paste of Empower Rune Weapon, is there no other possible effect that can be added to be interesting? It feels like we’re already barreling back towards significant wasted resource already, and it’s made even worse with the new tier set giving a charge of Empower Rune Weapon. I feel like we need 200 maximum Runic Power to not grossly over cap in the opener.

I’d really like to see the Runic Power cost increase in Icy Onslaught removed, or the whole talent changed. It feels very bad to play with, and I don’t want a world where a talent that feels bad to use is the best performing.

I’d also really like to see dual wield come back, and stay back for PvE. After playing with a 2 hander all tier, Killing Machine procs feel much less smooth and it’s much more common that you don’t get your full Pillar of Frost extension from The Long Winter. The amount of power baked into Obliterate alone to make 2h better also just makes other abilities feel more lackluster than they should.

I would like to see more UI customization in some areas. On live, I have my Runes as 6 bars with timers above my Runic Power bar that also shows a number in the lower middle of my screen. I have my Killing Machine indicator show on both sides of my character (as it currently shows with two stacks) and they turn red when I have two stacks instead. I’d really like to see options like these included, especially if Weak Auras don’t work in the coming expansion, so that I can continue playing my spec how I have been.

TLDR:
Make Frostwyrm’s Fury baseline if it’s required
Change the Apex Talents significantly
Don’t push towards significant overcapping of resources
Change Icy Onslaught
Spread Obliterate’s power out (bring back dw)
More UI customization

2 Likes

Currently, Unholy from a theme of being a necromancer is really cool.

The way it plays during cool downs, is really cool.

When you don’t have cds… feels a little bland. (Meaning without cds, not fun)

Army in combination with Raise Abomb/Gary is very powerful. This in combo with Reanimation and other magus talents goes nuts. Having 5+ magi at once along with your ghouls and riders is legit like sending out an entire army toward your enemy. But it isn’t without downsides.

These two capstones with how they interact ect makes the disease size of the tree feel very bland. There is nothing on the disease size that changes how you play. The frost rework was so good because it fundamentally changed things in a dynamic way. (ERW for example).

Pestilence as a capstone without a doubt needs a higher proc chance. But I wish there were other ways to interact with diseases. Maybe making sudden doom could be an avenue to do this. The disease talents as a whole are just damage increases, so whatever sims best will be chosen. No thought to it.

Going back to the undead theme, I wish we had more undead in general. Spawning 5 magi at once is interesting during your burst, but I think it be cool if we had even more types of undead. There are several cool ways to add more to the spec thematically (Undead zerkers, rogues ect) and ways to interact with the undead. menacing undead having an additinal effect of increasing the duration based on runes or rp spent for example would be a fun addition that helps change the flow of gameplay in a fun way. (not my idea, but just an example of something small that changes things in a fun way.)

Currently, there is very little reason to choose gary over the abomb. I think those 2 really need something unique about them in order to help give a reason to chose one over the other. (Not numbers tuning, but gameplay wise) so wanted to say, I think it would be cool if the apex talents turned you into a lich itself. Or maybe that is something that could replace gary for one of the capstones. (Keep abomb for the pet amp, but make the other option turn yourself into a lich Keep the 4 ghouls being putrefied, and have some type of effect that happens while you are a lich. (Idea is maybe making your RP spenders that effect the target with dread plague put a stacking intensity disease on the enemy. That way there is a little more synergy with some disease things. Not sure but these two def need something changed.)

Festering strike/scythe: I am not sure how to feel about this. I dislike the combo like gameplay, I didn’t like it for ret and was happy to see it go. IMO, Festering Scythe should just be a complete replacement for strike.

Ancient Power: Why is this talent still in game? Festermight was such a crutch for years. IMO, this talent even with its nerfed state should just be deleted. It isn’t engaging gameplay and forces abilities to be tuned lower because of the str stack. This should just be removed completely.

Overall, I still feel like the UH rework needs some work. Comparing it to frost is night and day with how the reworks fundamentally change gameplay. UH feels like it wants to be a pet spec, but is still trying to deal with diseases at the same time without hitting the mark of either in terms of gameplay flow.

General Tree:

I am genuinely surprised the tree hasn’t had more updates. Why is a talent like Control undead still in the tree? (even more so when UH can’t even use it without a dps loss).

Death Pact: this talent has had such a negative side for so long. The talent to try and make it better, death’s defiance, just feels bad. Needing a modifier to make another talent feel fun or desirable is not great. I really wish Death’s Pact was changed.

Choice Node with Death’s Reach and Asphyxiate is really negative imo. Why is this a choice node? As someone who enjoys pvp, and pve, Death’s reach imo should be a choice node (if it even needs to be one) with Grip of the death, and make the Asphyxiate node a choice node with Strangulate. Having a silence in pve would go a long way, especially in mythic+.

Unholy bond: FC has been the default for so long. Why not make this make FC baseline, so other rune forges could actually be used. With the undead theme of UH, it be cool to actually rune of apocalypse.

Insidious Chill: This just reminds me on how Grips are considered the DK raid buff, yet Blood has abomb back… Can Dks just get a real raid buff finally?

The 2 talent point haste node imo is boring and was only changed when cleaving strikes was changed. It should be removed. Replace this with something else and give the haste buff as a raid buff as this point or something.

There is plenty more to add, but this post is already long as is, and not even formatted all that great. Thanks for reading and keep it up! DK is looking to be really cool for midnight!

Edited to try and format a little better.

9 Likes