That blood boil mist in the cata or mop prepatch was amazing. No idea why that got taken away.
Must… resist… response 
You didn’t read the tool tip did you? Your scourge strike hits 5 targets when you’re death and decay is down. SMH
It’s 4 additional targets but yeah. It still does a pittance for over all damage and among all the other nonsense it costs a Rune and it’s another thing on the list for Unholy set up that triggers the god forsaken GCD. It feels like a mess to me the kit isn’t great and all specs have suffered, none more than Frost which I was excited to play this expansion till it was punched in the nuts and had all it’s ribs broken.
They’re balancing around PVP and Covenant powers instead of making the base kit for all specs and classes solid and feel good. Then stop balancing PVE around PVP, change the stats weights and adjust the spell and talent behavior for PVP, they have conversion code for that because they use it for down scaling stat weights and things all the time. Granted I know it’s no small effort to do but it would be worth it to guarantee player’s will stay subbed and paying, because the game would be better off QOL wise. For the PVE content, Covenants and the like, focus on what the intent of those things are and design them around the base kits without nerfing or having to tweak the base kits so much because the base kits should be finalized and feel good, it’s the covenants that should be nerfed or buffed based on the way they impact the base kits performance and not balancing the base kits performance around the Covenants and Conduits.
And for the love of bloody Arthas, fix the behavior of RUNIC POWER, it’s such an outmoded design for this class, it causes so many short comings from a kit feel perspective and you’re wrapped up in dead zones in too many instances unless your rotation and luck is flawless, and I mean that by saying that having to execute abilities around 2 resources for this class has never felt really good since probably WOTLK. The proc rates for runic corruption are pitiful unless you take Pestilent Pustules then they’re just bearable, the runic power costs of our utility skills like Raise Ally (30 RP, why does this take runic power!?) Death Strike which heals pitifully unless you’re blood and even then yikes Blizzard (35 RP, come the hell on) Give us Death Siphon back if you’re going to cripple Death Strike that much. And Death Coil, it takes a considerable effort to generate enough RP to use it, and it feels like a weird gap filler on a melee class… where one of our most damaging skill isn’t even our melee or even a Death Coil cast, it’s the bloody Pets, which by the way, the Risen Skulker skeleton does more damage in a protracted fight than my base ghoul which can periodically turn into a zombie monstrosity. Not to mention I have to blow 4 runes out of my 6 to cast Death Coil once, roughly speaking…but our most damage skill as Unholy in particular isn’t our strikes, it’s a DOT (virulent plague), and an AOE skill in Epidemic, why?! And for Runic Power, I can’t even remotely imagine why it works like anything other than Mana. I can’t imagine a Death Knight sitting there devoid of Runic Power having to charge up to deal damage… it should work like Energy. In the sense that it starts topped off and skills deplete it and positive procs and CD skills refund it or procs off abilities refund it and or a less programmatically intensive solution would be to make the skills we do have generate it more effectively across all specs and adjust the expenditure from special skills accordingly. Because right now, generation of RP feels like a big hill and expenditure of your whole bar feels all too easy. I know that RP capping was a problem in the passed. There has to be a happy medium here.
The gearing and gear itemization issue haven’t helped things and it’s mind boggling to me that we go through this issue every expansion. After which time they realize they screwed the pooch and kind of sorta fix it, but not really. More ( as in volume ) and more meaningful ( as in itemization ) loot choices for the effort and time I put into the game.
Am I out of pocket here? Or alone in these thoughts and feelings about this class including spec? These feelings and observations aren’t coming from a place where I don’t also understand that there are some exceptional players out there that can make these issues work for them and they’ve seen resounding success. But is that a reasonable metric to build a class around?
Does it feel good? Does it genuinely feel rewarding gameplay wise? I’m not looking for gg easy face roll class. I just want the skills and kit to feel reasonably impactful at base without so much setup and needing 4 or 10 mobs around me to really top meters or be in the top 5. And my feeling extends to all damage classes and specs, I suppose. I don’t know maybe I’m just super tilted about my experience and I’m completely off base.
Hmmm… 
I can kind of see what you getting at, but the gcd and the set up is a bit of an issue. Everything else I’m not necessarily following…
Okay, nvm the topic with core design for the class i can certainly say needs more focus and additions to it over the expansion feature.
Hear Hear!
FIX OUR CLASS!
I thought of another change that could probably be better, in that RP works like Paladin mana and Runes act like Holy power. Most of your skills act on the Runic Power you have at 100% from base, using skills to generate runes consumes it slowly and using more powerful skills that become available when you have enough Runes to execute them. That combat style feels better than the one we have for resources.
That’s kind of the least of my worries, atm. Although, I wish that we could have the freedom to choose what rune generators we can use as we used to like blood tap, runic empowerment or corruption being talents. All of that did feel better with death runes to go along with them.

Enemies in DnD take extra damage from HB, and HBs cast inside DnD with rime freezes everyone inside in place for 3 seconds. Or, using frost strike inside of you DnD causes it hit in a 180 degree arc, 15yds range.
The easy one for UH is give it a % chance to apply a festering wound on hit. A fun one would be anyone that dies inside fights for you as a risen ghoul for 5-10 seconds. Maybe make it tick twice as much in the same amount of time.
For blood, increases leech by 10-20%, and reduce the CD. Or maybe increase your armor and parry inside, reduce the damage of enemies inside, or any number of CCs.
Need to invest some time researching how to play unholy