4th time already that I have seen adjustments made to this hero talent tree. It doesn’t matter how many procs you get or how much you tweak some numbers on it, guys.
Bottom line is that it’s less fun and far more punishing than its deathbringer counterpart. Blood beast has an abysmal proc chance, the rotation is less seamless and sometimes leads to conflicts with managing resources, the requirement to use death strike to fish for procs to retain uptime can feel clunky, and it simply lacks the “impact” that the other hero spec brings.
Vamp strike sounds like squishing a pimple while exterminate sounds like swooshing scythes cutting your enemies down.
PLEASE consider an entire overhaul to the tree with more autonomy and “wow” factor in it because it simply does not feel great to play with, and numbers tuning may eventually make it the meta choice, but I have seen many players begging for more control and an active ability like swarming mists from shadowlands so that the burst windows are more controlled and “cool”.
I only wish to suffer more well.
2 Likes
You better go talk to a doctor about your acne, I’m concerned for you.
I am higher level than you
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Yes and I’m higher than both of you. I agree you need to see a doctor. Real talk though. Sanlayn with the buffs it just got actually outplays Deathbringer right now in both damage and “over all survivability.” I put that in quotes because you are correct with its play style leading to some issues. But the issue isn’t its general rotation but it’s involvement with your core defensive ability Vampiric Blood which leads to problematic down times. This is being fixed in the 10.0.5 patch in a few weeks changing it to revolve around Dancing Rune Weapon. This however is a nerf as proper play puts Vampiric Blood on a much shorter cooldown than DRW. Fixing the abysmal proc rate of blood beast that you mentioned would be a great fix to bringing it’s damage back up to the numbers it holds right now and make it way cooler aesthetically. As for the sound Vampiric Strike makes, I beg to differ. I love the sound affect so they best keep it.
DRW is also a defensive in a lot of cases.
The trigger needs to be independent and tied to an active ability, like swarming mists from shadowlands.
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Taking psychic damage every time blizzard is told that something is a problem because it’s attaching offensive and other stuff to a defensive skill that players would prefer to use when they need it instead of rotationally, only for blizz to go 'yep, heard, loud ‘n clear’ and proceed to move stuff over to another defensive skill.
Why not tie it to death and decay, and have it give a certain # of uses or something instead of being a spam-window. On my knees begging and pleading for a mobile DND skill with a cooler animation.
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DRW is already used offensively. It’s perfectly fine to attach it to that. Almost every spec has a hero talent that adds a button and one that morphs a button. You want a new button the play Deathbringer, you want reduced button bloat then play Sanlayn. They are close enough to each other that it doesn’t matter what you play.
I do like this idea of a mobile DnD but the added affect to cleaving strikes makes leaving DND no longer punishing and it actually extends it’s effectiveness to have only 1 second of time even if you don’t proc Crimson Scourge. Personal I kinda like the burst window. Having on demand damage for a DK is a nice change of pace.
In a lil bit of hindsight, blizz should just made DND follow the DK baseline as sort of a corrupted ground thing. But San’layn turning it into a leeching mist thing would be thematically appropriate in making Heart Strikes leech HP from enemies, too.
I honestly wish Vampiric Strike was straightforwardly a cooler replacement for Heart Strike instead of a proc. Or at least Blood Beast being something active.
The thing is the the “feel of a vampire” happens only through procs, so you get to be a San’layn… but only sometimes.
2 Likes
Just a thought… does San’layn have something that outscale Deathbringer’s Wither Away talent?
I want my DoTs to do dammies!
I don’t think RotA does enough compared to two either. But feel free to tell me what other strengths the Horsemen have over the other two.
This actually is very true. A blood beast spawning like every 10 or 15 strikes would be great. Or if they replaced heart strike overall then maybe every 20 or something. The RNG aspect is the most annoying thing about it because blood beast does a ton of damage and watching it spawn at the end of a pack is just disheartening.