Ideas for an Updated BDK Tree

I really enjoy playing BDK, however as of lately it does not feel great to play. It’s still the self sustain power house that it’s always been, but it’s lack of damage and talent selection leaves a lot to be desired. Below I tried to outline what I think may be a better solution to the talent tree.

For my design I took a lot of inspiration from the original tree. The top section is much the same. I moved Crimson Scourge to a baseline ability, and did some slight rearranging. This allows you to only have to take the amount of talents needed to continue pathing.

For the 2nd section it is essentially the same layout as the previous tree but with new pathing and talents. The goal was to use the small rows of 3 talents to allow players to pick a talent for the situation and continue pathing, not feeling like they are locked into a certain talent to access further talents. These small rows typically change an aspect of our gameplay (defensives, resource gen, etc.)

For the capstones I had 2 possible builds. I tried to open up the possible options in the capstones by freeing up the amount of points to spend.

It’s quickly thrown together but you can find a drawing of what I envisioned for the layout in the link.
https:/ /docs.google.com/document/d/1UZTDH-PuCaVLafSvcLoSKePaBlxwC2RZ6t1O43L_wL8/edit Just hoping to spark some constructive conversation about how BDK can be fixed and hopefully something at blizz happens.

Section 1
1.Heart Strike(1) - Unchanged.
2.Vampiric Blood(1) - Unchanged
3.Ossuary(1) - Unchanged
4.Marrowrend(1) - Unchanged.
5.Improved Vampiric Blood(2) - Unchanged.
6.Death’s Caress(1) - 2nd charge or remove CD.
7.Improved Heart Strike(2) - Unchanged.
8.Blood Boil(1) - Unchanged.

Section 2
9.Rune Tap(1) - Unchanged.
10.Leeching Strike(1) - New Position. Healing now affects party members.
11.Foul Bulwark(1) - Unchanged.
12.Dancing Rune Weapon(1) - Unchanged.
13.Hemostasis(1) - Unchanged.
14.New Talent(2) - Death Strike now strikes (1/2) additional targets while inside DnD
At x/y% effectiveness.
15.Voracious(1) - New Position
16.Improved Bone Shield(1) - New Position.
17.Bonestorm(1) - New Position.
18.Insatiable Blade(1) - Unchanged.
19.Defile?(1) - The extra mastery could be strong defensively in M+. P.S fix defile hiding ground effects.
20.Sanguine Ground(1) - New Position.
21.New Talent(1) - When a charge of bone shield is consumed there is a
x% chance to generate a rune.
22.Heartbreaker(2) - New Position.
23.Blood Tap(1) - New Position
24.Everlasting Bond(1) - Unchanged.
25.Rapid Decomposition(1) - New Position.
26.Coagulopathy(1) - Quality of life ask, increase duration to 10 sec.
27.Gorefiends(1) - New Position
28.Tightening Grasp(1) - New Position

Capstones v.1 (Unholy capstone layout)
29.Tombstone(1) - New Position
30.Death’s Due(1) - New talent. Night fae Death’s Due.
31.Pugatory(1) - New Position
32.Shattering Bone(2) - Unchanged.
33.Bloodshot(1) - New Position
34.Rampant Transference(1) - Death’s Due Legendary.
35.Iron Heart(1) - Unchanged.
36.Red Thirst(2) - Unchanged.
37.Swarming Mists(1) - Replaces Bonestorm.
38.New talent - Superstrain(1). (Tune secondary dots if needed.)
39.Umbilicus Eternus(1) - Unchanged.

Capstones v.2
29.Shattering Bone(2) - New Position.
30.Pugatory(1) - New Position
31.Red Thirst(2) - New Position.
32.Swarming Mists(1) - Replaces Bonestorm.
33.Death’s Due(1) - New talent. Night fae Death’s Due.
34.Iron Heart(1) - Unchanged.
35.Umbilicus Eternus(1) - Unchanged.
36.Insatiable Hunger and/or Impenetrable Gloom(1) - New talent. Venthyr legendary and/or conduit.
37.Rampant Transference(1) - Death’s Due Legendary.
38.Bloodshot(1) - Unchanged.
39.Blood Feast(1) - Umbilicus now grants a shield to all party members for x% of the initial shield.

2 Likes

They need to give bdk it’s base kit and not hide it behind talents.

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