Unholy is not in a good state in Beta

I won’t lie I had very high hopes for this rework but the way the new unholy is this will actually just make me not play retail ever again lol

It is way too simple. I’m not really interested in it any more. I think I will play WW monk in midnight. I kinda liked the wound mechanic…

Personally, I feel like Timmy and friends do too much. Not enough spotlight on the DK. More agency should be placed on the DK. Dark Transformation, for instance, could be a DK buff. Right now, you cast it and forget it. Boring.

The problem is how the spec interacts. Frost rework was good because it fundamentally changed how you played, along side having such a dynamic skill like EWR.

There is almost nothing in UH talents that really change how you play. All passives. Really needs work. But at least the theme for the most part is getting there, even if diseases feel like an afterthought.

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I mean that was the whole point of the rework:

Was to make unholy and other specs simpler

For unholy to increase our overall use of our minions (and diseases but not much was added to them)

So really devs nailed both these aspects. I really do enjoy the rework it but I agree I would like to see more to do with us instead of minions a bit more even if it bonus so certain abilities or stats based upon how many minions we have or certain types of minions are in play. But all an all I am so far enjoying the direction.

I’d like to see minions and diseases work together a little more. Maybe with the Apex talents, when a ghoul with Putrefy hits diseased target, it eats some of the disease duration to deal damaged based on the disease eaten, and gives a stacking buff to your permanent ghoul and when that buff reaches a certain amount of stacks, it frenzies the ghoul, causing it to hit the target with a new disease that you can’t refresh and increases its attack speed/damage for 10-20 seconds or transforms it into a magus that casts Necrotic Coil.


I don’t particularly hate the way Unholy even plays on live, my main concerns were with the amount of “chore” buttons that were prerequisites to dealing damage - - (Alright lemme press Abom, Dark transformation, Unholy Assault, Apocalypse, Death and Decay and THEN I can DPS this pack! Oh it’s already halfway dead and now my cooldowns feel half-effective.. ) which has pretty much been resolved.

If Blizzard feels the call to iterate they probably will but I’m pretty pleased with the overall changes and direction. The rework to Runic Empowerment/(Festermight) giving an incentive to RP dump is a welcome change.

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This was how Blightburst originally worked and it was bad.

I have no issues with this at all. We can all agree wounds were bad; however, the player was the one in control of applying the wounds and popping them. It was the DK doing the dmg. This new version you set it and forget it. I just wish it was more to the DKs favor and less on pet AI that goes wonky all the time. This I’m not a fan of. Blizzard pet AI is notoriously bad, especially in some dungeons. The fact that we are summoning/raising a bunch of undead minions for our dmg just amplifies this.

It would be cool if they gave us the option of more of disease build (no permanent pet but still a few minions) for those that want the rot dmg.

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This isnt exactly true. All the other sources of wound application surpassed the wounds that the DK applied themselves. They were borderline passive towards the end.

Their damage sucked, and target swapping wounds werent good even though their damage were garbage that it didnt matter if they were applied. Even in DF with a certain build you would only lose .7% damage if you dropped wound application and disease application. People held onto the belief that you HAD to do these things because the other build wasnt disclosed by Taez even though he said it existed and showed the sims on it, just never showed the build.

People were also using Festering Strike a total of 4 times prior to 11.2 in an entire encounter.

Wounds were better than whatever this ghoul nonsense is. Its basically wounds with an extra step for bursts. Festering Strike to gain the buff, scourge strike to apply the wound (with a dot tied to it through ghoul auto attacks) and then another to pop your most recent wound.

Instead of just the ghoul applying a lot of your wounds and you just popping with scourge / clawing.

But this is always what happens. New thing happens, people get hyped, 2 weeks into using it everyone says it sucks instead of listening to the warnings, then they act like they have always been against it.

Eh I like it. They playstyle of a necromancer is to have your minions do the majority of the combat. I like the new iteration. Its not perfect and could use something more but I like how it plays.

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The Unholy pet is a ridiculous bugged out mess. They refuse to fix. It summons when you dismount, it wont summon when you enter combat….. it is sad. I was forced to either quit this game or change to Frost Spec.

Some annoying grinding and some tweaks, my main is bare able. Stat wise…kind of..whatever…Seasons almost over, no reason to max out anyway…..

By the looks of this “rework”, Unholy is an absolute disaster. The Frost choice wasnt a bad idea LOL. Jc.

But hey! Who needs class design when you can have an entire expansion dedicated too…..

putting flowers in your new sims cabin!

Wounds are terrible game design. They felt like trash to apply and they felt like trash to pop.

I like the direction UH is headed in as i want to be a commander of the undead not Dr. Pimple Popper, I just dont think its solid right now.

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Then so is this because its the same game design.

You didnt even have to apply them at the end. It was almost entirely just passive damage.