Hello friends, it’s no secret the San’layn have been poorly received, so I figure lets try and identify all the issues and present possible solutions as a community. This way we can all be disappointed together when blizzard inevitably ignores our suggestions! Feel free to add your experiences with problems, or you own ideas for solutions in the replies below. I do ask that you please be specific about whether you are talking about the unholy version, the blood version or both.
I’m going to kick this off by listing off what I believe are the top issues holding the talents back and creating awkward play experiences. Then I will try my hand at suggesting fixes for these problems, anyone can feel free to build off of this or to come up with their own list of problems and/or solutions. I have roughly organized these with what I consider the most severe problems at the top, and what I consider the least severe on the bottom.
– ISSUES –
Maintaining Essence of the Blood Queen (Unholy & Blood)
Essence of the Blood queen is a really strange buff, hypothetically it could be maintained 100% of a fight, but RNG can make this impossible even with perfect play. This also leads to an issue where as a blood DK you may be inclined to use Death Strike even though you don’t need the healing just to hope for the Vampiric Strike proc to maintain your 7% haste for another 20 seconds, which clashes with the design of Death Strike and wanting to save it for reactive healing after taking a large amount of damage.
Cooldown attachment to defensive cooldowns (Blood)
The only way to guarantee Vampiric Strike is to use Vampiric Blood (or the preposed change to DRW), which means this is the only way to ensure your haste and damage buffs is to use a defensive cooldown offensively. This clashes with timing these defensive cooldowns to specific mechanics or using them reactively to pull yourself out of a bad situation.
Double RNG of Blood Beast (Unholy & Blood)
Blood Beast being a proc on a proc is kind of ridiculous. If the RNG to get a vampiric strike wasn’t already bad enough having that Vampiric strike also have a small chance to proc a Blood Beast is worse than the Casino Strike of old. Powering up the Blood Beast with your shadow damage and having it explode for 1/4 of that damage as AOE sounds neat in theory, but considering how random this proc is you can get an extremely variable amount of damage from it. Even when using your cooldowns to spam Vampiric Strike there is a good chance you will not spawn a Blood Beast, or you will spawn one at the end of your cooldown spike, or even spawn one on the last hit on an enemy or pack of mobs, in all cases effectively wasting the proc.
Standing in Death and Decay (Unholy & Blood)
Requiring us to stand in our death and decay to get the damage reduction and a higher proc chance for vampiric strike is extremely limiting. The class already suffers from mobility problems and this just exacerbates them. Furthermore the other two competing hero talents (RotA for unholy and Deathbringer for blood) give you their damage reduction just from normal rotational activities and thus allow you to stay fully mobile while benefitting from them.
Ignoring Festering Strike (Unholy)
During your Dark Transformation cooldown there is currently no incentive to use Festering Strike, or to worry about festering wounds. This is because Festering Wounds do not receive any sort of damage buff, and they also do not extend the duration of your cooldown window like Death Coil can.
Infliction of Sorrow desyncs your Superstrain diseases (Unholy)
Vampiric strike increasing the duration of your diseases during your usual rotation doesn’t provide any real benefit as we still have to reapply our diseases at the same timing to reset Blood Plague and Frost Fever for about half of our disease damage. On the other side of things, consuming Virulent Plague at the end of our cooldowns to deal all of it’s damage at once leaves our target(s) with just Frost Fever and Blood Plague at nearly full duration (Thanks to unholy blight) which we must refresh to regain our Virulent Plague damage. In both cases you are required to use outbreak to reset about half our disease damage, meaning the cast of outbreak is at about 50% effectiveness, mitigating the value gained from Infliction of Sorrow.
– POSSIBLE SOLUTIONS –
Make Vampiric Strike reliable (Unholy & Blood)
Instead of Vampiric Strike being a 10/15% chance per Death Coil/Death Strike/Epidemic just make every 3rd Scourge/Heart Strike a Vampiric Strike instead. This solves the issue of needing to rely on RNG to maintain your Essence of the Blood Queen indefinitely, the issue of Blood needing use Death Strike sub optimally to fish for procs and the issue of San’layn not feeling like it is adding anything while you are leveling. I would also change Sanguine Scent to just make every strike into a Vampiric strike when your target is below 35% hp.
Allow us to use Blood Beast when we want it (Unholy & Blood)
Instead of Blood Beast being a proc on Vampiric Strike make it just replace Dark Transformation for unholy and Raise Dead for blood, switching out our ghoul for a Blood Beast for the duration. This allows us to gain from the Blood is Life and Pact of the San’layn talents when we actually need them instead of almost never seeing a Blood Beast, let alone when we actually want it. Furthermore Raise Dead is not a defensive cooldown for Blood and could thus be a good place to attach the Gift of San’layn talent that wouldn’t encourage use to use defensive cooldowns offensively.
Attach our damage reduction to Essence of the Blood Queen (Unholy & Blood)
Make each Essence of the Blood Queen increases damage reduction by 0.5% per stack. No more standing in death and decay, we are now free to use our limited mobility to it’s maximum potential just like we can do with Riders of the Apocalypse or Deathbringer. Also increase the max number of stacks gained from Frenzied Bloodthirst from +2(max 7) to +5(max 10). If the Blood Soaked Ground talent needs a bit more spice, add in extra movement speed in the form of the speed tertiary stat per stack of Essence of the Blood Queen.
Integrate Festering Wounds into San’layn (Unholy)
Make Essence of the Blood Queen increase single target damage of Festering wounds by 5% per stack, this way there is an incentive to use festering strike during our cooldown window instead of just ignoring our core rotation. This also secures San’layn as the shadow damage/“enhance the Death Knight” hero talent while keeping Riders of the Apocalypse as the generalist/“bury them in pets” hero talent.
Change Infliction of Sorrow (Unholy)
This is the suggestion I have the least confidence on, and would appreciate the opinions of other Unholy Death Knights. Infliction of Sorrow for unholy has a weird sort of synergy with our diseases that both penalizes the use of Superstrain, and pigeonholes us into Plaugebringer even for pure single target damage. I would suggest avoiding both of these problems and changing the talent into a new dot that deals significant periodic damage to any target inflicted with at least 1 festering wound, and does NOT increase in damage with additional festering wounds. My logic is that this would bring back the more traditional dot heavy unholy without overkilling our current spammable AOE dots, while adding some value to the Pestilence talent for AOE encounters. This would also uncouple us from the Plaguebringer talent for single target while still making it the optimal choice for multi target. Finally this would further encourage us to keep at least 1 festering wound up, even during cooldown windows meaning there is more reason to press festering strike.