So with the most recent change Abom/Gargoyle now cast 4 putrefies when pressed. That means every 90 seconds we will have a burst of 4 putrefy casts. In that same period we would normally be able to somewhere between 3-5 putrefies based on sudden doom procs, which averages out to about 4. This doubles the number of putrefy casts per 90 seconds, which means that now putrefy will need to be nerfed to half damage to contribute to the same amount to the damage budget. So we get an extra burst of damage when using our cooldowns in exchange for having even less damage outside of our cooldowns.
This cooldown focused design is a huge problem for unholy. Unholy is a spec that tries to do a little bit of everything, we have direct damage strikes and spells, we have damage over time diseases, we have a permanent pet, we have temporary pets. Each one of these damage sources should be a significant portion of our damage, but instead they are all left fighting over scraps because our cooldowns are responsible for way too much of our damage. As we have seen time and time again, having such a limited damage budget stretched across so many rotational abilities means even the slightest buff or debuff can cause us to drop abilities from our rotation with no noticeable dps loss (or even a dps gain!)
I suggest the following:
Buff Scourge Strike damage
Buff Festering Strike damage
Buff Death Coil damage
Buff Virulent Plague damage
Buff Dread Plague damage
Buff Death and Decay damage
Buff Epidemic damage
Buff Lesser ghoul damage
Buff Putrefy damage
Buff Soul Reaper damage
Buff Permanent Ghoul damage
Nerf ghoul damage increase from Dark Transformation
Nerf Commander of the Dead’s damage %
Nerf Abomination and Gargoyle damage, direct and indirect
Nerf Graveyard/Necrotic Coil damage
Remove “Free” putrefy casts from Gargoyle/Abomination
Remove bonus pet damage from soul reaper
I’m so tired of playing an unholy spec where all my rotational abilities feel useless and cooldowns feel like an “iwin” button that plays the game for you. When I go play Cata/MoP classic my scourge strike, dots, death coil ect, actually hits for decent damage I only need to bust out the cooldowns for important boss mobs, meanwhile when I go play remix my rotation cannot kill a mob before it kills me, but my cooldowns let me AOE pull large groups of mobs and take them all out without issue. The Delta is too extreme.
9 Likes
Yes, please, take some power out of our cooldowns so our baseline doesn’t feel so anemic.
1 Like
Does Army even give us any ghouls anymore? I am so confused
It gives you 8, though they only last 8 seconds (12 with Outnumber).
If you have garg or abom, 4 of them instantly putrefy. I do not expect that one to last past the next revision.
Putrefy and the entire temporary ghoul mechanic is poorly thought out bloat that needs to go.
The class was fine without it. Runes, Diseases, and the permanent ghoul were enough.
I do not understand how unholy ended up more bloated after the prune.
2 Likes
Because people said they wanted wounds removed. They never said what they wanted wounds replaced with however.
All that they had to do was figure out target swapping with wounds and up their damage. When you could ignore festering strike and disease application and only like .7% dps for a much more simple rotation, then there is something majorly wrong with the balance of the spec.
I dont see a lot of people saying they even want to touch Unholy in Midnight which is a problem with design.
I think that’s exactly the problem…they didnt have to be replaced with anything…because they were bloat, and so is putrefy. We thought that went without saying.
The added rng really did piss me off a bit.
That was not needed at all.
Blizzard devs and rng. Name a more iconic duo. You’d think we were playing a gotcha game at this point.
3 Likes
Wounds were largely passive there towards the end. Festering Strike was really for Apoc and that was it. You can argue that the design there was bad as well, which removing abilities that should be integral is bad design, it seems like it was better than the direction its going.
But this is Blizzard. I just dont know the direction they are going with unholy other than a poor mans Demo Lock.
2 Likes
Honestly i don’t mind the way they are going you can summon a army of little ghoulys to do your bidding and it seems like they are just going to be constantly summoned.
It’s a heck of a lot better then the wound system since now it doesn’t matter if you have to change targets since wounds arn’t a thing and any ghoul you have summoned already will be attacking anyway.
7 Likes
I’d be all for it if they took care of themselves and didn’t require me to press putrefy every few seconds.
95% of the DK playerbase has been in agreement for years that Unholy has not been fun to play and Wounds/Popping them was terrible game design.
Just because UH could sometimes do good DPS, does not make it “fun” to play.
8 Likes
As I am writing this the beta version is currently unplayable for more then a few minutes if your lucky without having horrible lag and latency but.
Unholy new play style actually feels good to play (when it actually works). Damage is ok never perfect but everything feels smooth to press besides death coil currently not glowing when sudden doom procs.
Everything feels worse right now because the beta is dumpster fire right now and we can’t actually test things without the game only working at 1% brain power.
4 Likes
No one here cares, 95% of DK community wanted Wounds gone for years.
We want to lead an army of the undead not pop pimples
11 Likes
The large majority hated wounds. It was the one part of unholy that I tolerate but always hoped would be gone. More undead the better if it is not for the horrible latency I would be enjoying the major changes so much more.
5 Likes
nerf gargoyle? its already trash as it is, it actually needs to be buffed to compete with abomination which has been given the current unholy aura effect…
1 Like
Then go. Youre definitely the minority. Most did not like pimple popping gameplay. Was not in line with Necromancy. Also your use of cursing is against the forums TOS. So there’s that too.
5 Likes
This is the same gameplay, with an extra step. If you didnt like popping wounds, how can you honestly say this is entirely different in terms of gameplay? Its the same thing with a different visual and an extra step to pop them.
Many don’t like Putrefy. Regardless, people view ghouls differently because the visuals are more in line with the desired class fantasy, annd you don’t have to worry about losing wounds when switching targets. It both looks better and plays better
4 Likes
Wounds dont fit the fantasy of plagues and diseases? A festering wound is an infection, it does fall in line with a lot of desired fantasies about more emphasis on disease.
There were 2 things wrong with wounds. You couldnt swap them, and their damage was too low. They were also largely passive. You had people using Festering Strike 4 times throughout a fight that corresponded with Apoc uses. It didnt even really matter if you put wounds on a new target since the damage was so low.
The ghoul gameplay is kind of worse.
Wounds could boil down to just pressing 1 button press which was Scourge Strike or Clawing Shadows.
Ghoul play is at least 2 buttons, but its 3 to do what you actually want to do which is pop the ghoul. You have to use Festering Strike to apply the buff to yourself, you then have to use scourge strike to summon the ghoul, and then use Putrefy to pop them. Thats 3 steps compared to just 1 with wounds.
That is a downgrade in gameplay. Not to mention having a ton more pets in melee range isnt a good idea because melee already have a hard time seeing stuff in melee range with all the particle effects.
I didnt like wounds, but im not going to pretend that you were constantly pressing festering strike, and the target swapping was the downfall of the spec. Wounds were like 85% passive in DF and most of TWW.