@Kaivax - No replies are allowed on main post so I’ll feedback here.
It’s great to see that DK’s are getting a ‘mini’(?) rework and I understand that it I have yet to see the changes however I can respond on what you have said in you post Here
Blood, I feel, isn’t in a bad way. The game play can feel a tad dull at times but overall is probably one of the better specs within the class. I believe the biggest ‘Change’ needed is making sure Blood keeps its more enjoy game aspects without bloating the spec significantly.
One way this could be done is by interacting with the thematic of the spec more. Blood is all about self healing, about using blood of your foe. - I’d like to see something like Shadow priest Vampiric talaent aas sharing that healing love would be amazing.
Changing breach to that 30s is, and I’ll probably get many different takes (Which is great! Do reply with your own ideas, feedback is feedback and always good in some form!), Great IMO. Breath build was very odd to play and enjoy. It felt amazing if you managed to keep it up but felt really bad if you missed anything or it just dropped off due to 0 generation availability. This is not a great way to play the game/spec.
An idea of mine was: Breath - You imbued your weapon(s) with the breath of the queen of frost wyrms. Each time you make an attack with a weapon for the next 30s your attacks apply a stacking DoT on the target(s) - Each stack reduces movement and attack speed by x% - At the end of the duration or upon reactivation you breath in the DoT dealing X damage to all targets within X range and gain y% attack speed bonus.
Please, also do not forget about 2-h Ob build. Many people love this spec and playstyle.
Unholy is interesting in the sense that its all over the place, it kind of knows what it wants to be but kind of not. Do you go minions or spread diseases?
Overall though, Unholy has so many areas of macro management that it becomes less enjoyable and more spreadsheet gameplay. The opening, I’m glad you’ve said, is very complex and while this eases up after the opener you still, during a fight, have too many areas to manage.
The identity of the class is odd. This needs to be fixed first and foremost. Learn into either side but make it less spreadsheet and more enjoyable. Make it so minions do the diseases and interact with them, make it so there’s less to manage and more to enjoy.
If your going minion build, build more on this. Make the class more about summoning and less about diseases, less about maintaining things on a target yourself and more about buffing your rotten friends. More about making more of them. You could make Army of the Dead a passive, i.e. Spend rune power to spawn minions, when you reach 10{?) your ability changes to Army of the Dead, spawning double the minions for X seconds and empowering your minions.
Diseases - if going this build you could go 2 ways, one would be 0 minions, you remove the ability to summon them but instead focus on the diseases aspect gaining DoT damage and effects Or limited minion build. Bring in Festermights brother, FesterRot. Make it so you can have these 2 minions for Aura damage and applying diseases you interact with?
But please, please do listen, a large pool of DK players dislike Festering wounds as a gameplay mechanic as it is. I know your stats may show different but this is as we have no choice really. It can stay but not as it is. Its unenjoyable, its another thing to manage, its bloated.
Overall I’m happy to see DKs getting that love, our cold dead hearts need it.
I do feel that Blizzard need to be brave here though. We don’t need tweaks or mini changes. All 3 specs need an overhaul and a full class rework is called for.
I’m looking forward to testing DK when i do gain access to Alpha/Beta.
However if one thing out of all of this is taken into account…
Be Brave. Rework us.