Unholy DK Beta Feedback Thread

#1 - April 25, 2018, 12:57 a.m.
Blizzard Post
Well we have some good news:

04/24/2018 05:09 PMPosted by Kaivax
04/24/2018 12:53 PMPosted by Emrill
Being in beta now, how locked in are certain aspects of BfA class design? Are you still looking at class design as a whole or just addressing bugs or things that don’t function well? In the Legion beta many issues for class design were flagged by players but for the most part went unchanged for whatever reasons Blizzard had. This led to many severe class overhauls mid expansion. Can we expect that again?


I wouldn't call anything "locked" during testing and active development. Our development processes are as iterative as they've ever been, and we're always looking for places where we need to make further changes to meet design goals.

Having said that, we're close to finished with the changes to the rotations and the look and feel for most specs. We’ve still got a few changes coming soon in the Beta to Unholy Death Knights, Frost Death Knights, and Protection Warriors.

We exist! Hurray! Hopefully we get some good info soon. Will be nice to provide some meaningful feedback.

On a serious note, these are the biggest issues I currently see with Unholy:

-Lack of resources to actually have a fun rotation. Apocalypse (the weapon) had a LOT of our resource system.
-Severe lack of "theme" focus. Outside of Dark Arbiter, our diseases and pets dont do much damage for a dot/pet spec.
-Army of the Dead going back to a 10 min CD is going to feel really bad.
-Wound RNG feels really bad. Both consumption and generation of Wounds.
-Our AoE mechanics (DnD/Scourge Strike cleaving) is clunky, not very fun and overall weak.
-Dark Arbiter RNG is absolutely insane and unfun.

Hopefully our changes address some of these.
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#30 - May 1, 2018, 12:40 a.m.
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04/30/2018 05:06 PMPosted by Banterdk
Death coil being 40 RP is a bit concerning, but seeing as it's been changed it's likely it has been tested thoroughly.
We increased Death Coil's cost during Legion because the spec had an overflow of resources. We'll adjust Death Coil's cost to what feels right for overall Rune/Runic Power income in BfA.
04/30/2018 05:06 PMPosted by Banterdk
Festering wound cap being reduced is ... interesting, but important to note that Festering Strike now only gives 2 wounds (seemingly)
Festering Strike applies 2-3 wounds now, down from 2-4. Felt it was important to allow you to at least cast 2 consecutive Festering Strikes initially without fear of overcapping wounds. Max of 8 was kind of a lot, and I think only felt necessary because of Castigator, which added an amount and form of randomness to wound application/consumption that we didn't feel was overall more fun for the spec, which is why the talent is gone right now.
04/30/2018 05:06 PMPosted by Banterdk
The epidemic change (using RP) is wonderful! Definitely makes this competitive
Giving Unholy a way to deal convert Runic Power into AOE damage, especially outside of Death and Decay windows was the goal here. This change to Epidemic hopefully flows better: DnD -> Scourge Strikes -> Lots of Runic Power -> DnD ends -> Epidemic.
04/30/2018 05:06 PMPosted by Banterdk
Corpse explosion is meh, could be okay if we end up producing a lot of ghouls/it's damage gets increased
We thought the fantasy of Unholy being about summoning lots of disposable pets/ghouls was worth trying with this talent. The main worry with Corpse Explosion is that it'll be too dependent on Apocalypse (1.5 min CD) and Army of the Dead (8 min CD), so it's kind of not available often enough, and also might have to be too bursty. Separately tracking and timing your ghoul durations to line up with times when you need the AOE damage might be tough. Gonna keep an eye on this talent and see how it goes.
04/30/2018 05:06 PMPosted by Banterdk
Bit sad Valkyr is going, but not surprised since it aesthetically didn't fit the theme of Unholy.
We were pretty split internally on Gargoyle vs. Val'kyr. Gargoyle is kind of more classic WoW Death Knight from Naxxramas and Val'kyr is the slightly newer WotLK Arthas Death Knight. We thought Gargoyle fit Death Knight as a playable class, a bit more.
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#194 - May 8, 2018, 3:59 a.m.
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Maybe option for a glyph to come in here, Glyph of the Val'kyr: Your Gargoyle takes the form of a Val'kyr/Dark Arbiter. Keep abilities the same but the aesthetics changes.
We're adding a dialog option at a class trainer in Ebon Hold to change your Summon Gargoyle talent to take on the appearance of a Val'kyr. No functional changes.
05/01/2018 05:41 AMPosted by Maxweii
It's certainly possible to line up the explosions, but it does require a good sense of your groups damage, add spawns of a fight and positioning of the ghouls. A bit finicky, and overly complicated at times especially as people become more geared.
Corpse Explosion was a really cool fantasy that we wanted to try as a talent, but had various mechanical problem as many have pointed out. It's being replaced in an upcoming build.
05/01/2018 05:42 AMPosted by Maxweii
All Will Serve really needs something done to it. The common suggestion of a lot of players is to have it scale with Mastery by doing Shadow damage, but with the rewording/reworking of the Mastery this might be unable to be done?
This talent slot is being worked on. Agree All Will Serve is currently pretty lackluster.
05/01/2018 04:59 PMPosted by Leviatharan
Knocking 2 minutes off the cooldown of Army really isn't significant, since we will still only be able to cast the ability once per encounter - and with its high cost and deployment time, that time will continue to be "before the fighting starts."
New talent reduces the cooldown of Army of the Dead by 5 sec (and Apoc by 1 sec) on Death Coil casts. Currently cuts the cooldown of Army by about half during sustained combat. Generally gives a much greater feeling of having an army of the damned.
05/01/2018 07:42 AMPosted by Adlian
[Debilitating Infestation] is another talent that i never picked during the whole expansion.
Going to try replacing this in the tree with a talent we like better, which we added to Blood recently. Grip of the Dead: Death and Decay reduces the movement speed of enemies in the area by 90%, decaying by 10% every sec. (pending further tuning) Brings a uniquely powerful initial snare, which quickly decays in strength. Remains to be seen how the magnitude plays out.
05/03/2018 04:22 PMPosted by Malchior
Resource generation needs to be looked at. Even when running IC/PP theres times where I am sitting on my hands doing nothing for up to 5secs. The proc rate for wounds from IC also needs to be upped as we no longer generate energy for the Ghoul with DC so overall Claw usage is down over legion.
We'll be continuing to tune resources, including Runic Corruption chance as needed. Worth noting is we just added some proc normalization to Runic Corruption - generally not a bad idea to rein in periods of resource droughts and floods.
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#206 - May 8, 2018, 5:10 a.m.
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05/07/2018 09:20 PMPosted by Rothulian
Another concern is Defile. Currently its massively stronger than 1 Scourge Strike + 1 Festering Wound pop. Is that simply a tuning issue that will be fixed later? Most of us really dont want to have to cast Defile for single target.
We don't intend for Defile/Death and Decay to be cast for single-target damage either, and will make changes to ensure this. Mostly will involve 1) increasing the damage of Scourge Strike and 2) reducing the damage of Defile and instead placing its value as a multi-target talent on its increased uptime (it's currently a 20 sec cooldown) compared to Death and Decay. Both of these changes should be in the next build, and we'll continue to keep an eye on this.