TLDR: Replace festering wounds with a resource on the DK instead of the target, remove the need to stand in DnD, and slightly ease the cooldown issues.
Issue #1: Readability
Festering wounds have been controversial since their inception. Though they have a few differences with RNG and AOE they essentially break down to being a worse version of death runes, as they have basically the same purpose (more scourge strike damage), while making target swapping, chain pulling, and windup all the more awkward. The resource displays are also very unfriendly to players, you are expected to track the number of wounds on top of a target frame by reading that tiny number while it moves around your screen and compare it against your static ui elements of runes and runic power. There is a reason people say this spec is “unplayable” on stock ui.
Suggestion #1:
- Remove Festering Wounds, Festering strike grants 2-3 “Necrotic Power”(Name can be anything) which are a resource that lives on the Death Knight of which you can have 0 to 6. When you Scourge Strike it consumes one Necrotic Power to deal additional shadow damage to the target. Necrotic power could be displayed as simply changing the appearance of your runes, you could reuse the old death rune art so all the death knight resources are displayed in the same place preventing eye strain.
Issue #2: AOE
I will admit one advantage of the festering wounds design is the AOE scaling, it’s roll is somewhat redundant with epidemic, as they are both AOE attacks that trigger AOE attacks, but it does give us something to spend runes on in AOE. It however requires the Death Knight to remain stationary within Death and Decay, which proved to be very unpopular though powerful enough that we do it anyway. Think of it like a more forgiving rune of power on a less mobile class. So the question becomes can we maintain a decent AOE rotation without AOE spread debuffs, and can you reduce the requirements to stand within your own death and decay? I think yes.
Suggestion #2:
- When Scourge Strike consumes a Necrotic Power any target currently within your death and decay takes bonus shadow damage. You do not need to be standing in your death and decay to trigger this effect, this effect replaces the current “Cleaving Strikes” effect. This would be another massive quality of life improvement. While we would still need to keep the enemies in our death and decay to deal damage, we are free to run around, dodge aoe, and better compensate for our limited mobility. The backend spell effect can be separated from the shadow damage on the primary target, so the two can be balanced separately and our single target does not need to suffer if our AOE becomes too strong.
- Infected Claws could be changed to “Your ghoul’s claw attack has a 30% chance to gain a Necrotic Power, increased by 15% for each addition target hit with sweeping claw.” and Pestilence could be likewise 10% per target hit max 1 per tick. Unholy Ground could give 5% haste if at least one enemy is within your death and decay. Vile Contagion and Festering Scythe would need a complete redesigns.
Issue #3: Cooldowns
The last part of Festering wounds is Apocalypse. If you were to consider our Festering Wounds to be combo points, this ability is our only finishing move! but also has a cooldown? this skews our resources too hard in one direction, as it’s the only situation that can burst multiple wounds on a single target (outside Doomburst in PvP) it messes up our opening and creates a hard to balance feast or famine resource situation. The solution thus far has been the Unholy Assault Cooldown, as it can give us the 4 wounds we need at the start of a fight, and every second Apocalypse after that. However we already have a cooldown stacking problem, and this cooldown is an incredibly powerful flat 20% damage. Unholy Assault is also the least flashy of all our cooldowns if we need to shave a cooldown players would miss this one the least.
Suggestion 3:
- Remove the resource requirement from Apocalypse so it stops skewing the rest of our rotation and remove the Unholy Assault cooldown from the talent tree, possibly replace it with a passive that just increases the damage of scourge strike, festering strike, death coil, and soul reaper to compensate for the cooldown damage lost while buffing sustained damage. This would diversify the final tier talents to: “disease/direct damage/pets” instead of “disease/cooldowns/pets(also cooldowns)”.
These suggestions are ranked according to what I perceive to be most important, with 1 being the most important and 3 being the least important.