I’m convinced it’s actually Pillar ramping.
I’d say it’s more the sole dependency on obliterate and obliteration doing 40-50% of the specs damage (not BoS obviously). Add in the requirement for near perfect melee proximity uptime and you’ve got yourself the recipe for a massive rift in damage outputs based on player skill. Also quite a boring rotation as a result.
My 2H oblit bars are empty compared to unholy. I agree with the need to hug your targets, that feels way more manageable tho compared to unholy and needing to play the piano constantly.
what if icecap just reduced pillar cd by 30 seconds?
thats to strong and at one point it did 1 or 2 sec
I feel like icecap being a flat reduction such as 20 secs would remove the double dipping on losing uptime, but at that point should it even exist as a talent? Why not just extend pillars duration to 15 seconds at 1 minute and move more damage outside of pillar windows.
It’s difficult to say what the right approach is because there are so many dependencies tied to obliterate. If I had my way though:
- Remove DnD cleave, shift FSC to left side of the talent tree, increase rune cost to 2, and buff accordingly.
- KM interaction should be with Frostrike, RP needs to have value when not playing BoS, and could potentially make the rotation less reductive.
- Pillar duration increased to 15s
- Ice cap to be a static cd reduction to pillar OR decouple by turning obliteration into a separate CD
- BOS changes to a static duration of X seconds with an optional talent to extend past that duration based on RP consumption. BOS would remain a strong offensive cleave when retuned and wouldn’t be as hard to play around, especially when it comes to M+.
- Chillstreak - increase the untalented bounce range, let it bounce off the DK (could have a PvP talent that creates a shield on the player when bounced off of them then to a target); I think this is a really cool ability but the current way it bounces makes it pretty useless.
- Retune RP spenders to appropriate levels based on above changes.
- PvP talent to reduce disarm duration
- Remove/reduce the overbearing number of negative PvP modifiers.
- make SR cost RP
But that’s just me.