Currently, the damage from the Festering Scythe and Festering Wounds is so low, and so frustrating to stake and then burst, that making the Festring Scythe (strike) passively hit like a warrior’s Cleav on all targets in front of us will not change our position in the table in any way.
In a single target situation, this percentage for the improved Festering Strike is worthless. It just absorbs our attention unnecessarily.
Creating the strongest build for festering wound will not improve its situation compared to the alternative disease build. In every scenario, diseases are better, stronger and more pleasant to use.
What’s the point of choosing a game for festering wound?
Is the developer able to answer this question?
For it to be better than Diseases and Epidemic it would first have to do more damage than Diseases and Epidemic for me to actually want to click it, and then be more pleasant to use in many scenarios.
I also don’t understand why I have difficulty accessing the build with diseases and I am forced to choose Vile Contagion, Pestilence or Infected Claw to get lower to Superstrain.
We currently have a lot of garbage skills, and these are:
- Improved Festering Strike (should be baseline)
even with this talent, Festering Strike and Festering Wound do not fundamentally change our game or table layout in M+ or in raids. It does negligible dmg.
- Runic Mastery
very weak. Maybe if it increased our Masters like a set bonus and cost 1 talent point, it would be of some use in the new expansion.
- Festering Scythe
this should be the baseline for Festering Strike so that there are no problems with applying wounds to multiple targets when we really need it and not at random moments, e.g. outside of combat.
- Vile Contagion
another talent that will likely never be selected until it is actually removed from the talent tree.
Only a strong buff beyond the balance of our festering wounds can give hope for this talent.
However, in law it will be very weak in every scenario - as it has been so far. Another garbage talent on your skill bar.
- Death Rot
this makes absolutely no sense and makes even more sense to use Epidemic instead of Death Coil for even 2-3 targets during a fight just to save stacks on those targets.
Any mistake or interruption in combat causes your game to start over again and you are penalized -10% of shadow damage.
- Ruptured Viscera
maybe if it ran as fast as The Blood is Lifie (blood beast) in the San’layn tree, MAYBE then it could make sense. However, it currently deals very little damage and often misses targets, which is why it has been a junk talent since it was introduced.
- Improved Death Coil
something that seems to be a sure thing to work as a baseline (it hits 3 targets in total), and in the improved version, after selecting this talent, your Death Coil attacks 2 additional targets and when there are no enemies nearby, it is not split, but hits 3 times one target.
This, in turn, would improve the throughput and appeal of talent like Coil of Devastation and Rotten Touch
- Unholy Aura
this should act as a passive buff with no range requirement and cost only one talent point - because it is a very boring talent.
-Pestilence
Absolutely unnecessary and unnecessary talent tree filler.
Maybe if it always applied wounds to all targets it would make sense.
Paradoxically, if it had a 100% multi-target wound application rate, it would go some way to solving the multi-target wound application problem, making the Festering Scythe talent even more useless.
However, it is still a thankless and annoying way to play the game because it forces us to play in a place where everyone else won’t because we are all forced by the game to be constantly mobile during combat due to damage and area effects that negatively affect us . This almost always happens in M+ (dungeons) and PVP.
-Cleaving Strikes
It just doesn’t work in dungeons and PVP. Even an extended buff does not solve the problem.
Scoruge Strike should always hit up to 8 targets near 12y, and Festering Strike should hit everything we see in front of us.
We don’t need anything else for this - for playing with festering wound. You’re forcing it on us, so do it at least to make it tasty and pleasant, like pizza.
OTHER MY FEEDBACk
That’s why we’ve added even more things to track:
- Wounds
- Festermight
- Gift of the Sanlayn
- Incite Terror
- Death Rot
- Festering Scythe
- Icy Talons
- Plaguebringer
- Diseases (+Infliction of Sorrow)
- Unholy Ground
- DnD/Defile
- Rotten Touch
UPDATE - also:
- Whitemane’s Famine
- Trolbane’s Icy Fury
- Cleaving Strikes
- Vampiric Strike
Thank you for achieving your goals. Unfortunately, I am dissatisfied to report that the changes have gone in the wrong direction.
We haven’t received a style change for the Gargoyle yet. What you offered is consistent with the second sentence, i.e. offering a different choice, but it is still a different choice, not a change of Gargoyle style.
This change does not change the Gargoyle’s style, in fact it bypasses it
In BFA we didn’t have anything like Vile Contagion and it was the best game you managed to implement for the wound mechanics.
If you want find ways to make the friction of playing with them less, You should:
- just remove the cost of using Vile Contagion and make the disease spread to all nearby enemies after using this skill and infect them with 6 stacks of festering wounds. That’s all. It’s so simple.
- make Festering Scythe a replacement for Festering Strike (i.e. a core skill for us) and remove the 20 wound condition for empower.
- Festering Strike always applies 3 wounds
Basically, you could give a choice between Festering Strike and Festering Scythe.
Festering Strike could be heavily buffed and act as an execute, it can even passively apply Soul Reaper and Outbreak for passive disease application and apply 6 wounds to the target, while Festering Scythe can function in an AoE environment as a basic wound building skill
Has anything changed in this regard or is it exactly the opposite of the goals you set?
Our opener still looks the same.
This isn’t bad overall, but it’s a shame you couldn’t offer at least one change that would make us play without a skill or two.
You could easily get rid of the hideous Outbreak. Apocalypse could work together with Dark Transformation (you once offered this). You could add this choice in talents, but I don’t know why you wouldn’t want to do it.
AND OTHER
MIX Build- Wounds with Pets
PVE - Dungeons
Festering Scythe is totally useless in this build.
I completed the HC dungeon and at no point did I get the slingshot for the improved Festering Strike. This does nothing to improve my rotation in terms of changing targets or quickly applying wounds to detonate them quickly.
If I don’t control it, it will still be useless.
I suggest changing the whole idea.
- Or it will work on request, e.g. when there are two enemies without wounds nearby, your Festering Strike will turn into Festering Scyhte.
- Or it will be a permanent replacement for Festering Strike.
In my opinion, Sudden Doom is working very well and I am very happy with it.
However, this sometimes causes unintended problems.
When I use 2x Festering Strike and it only applies 4 wounds to the target and I use Death Coil (with Sudden Doom), I have a problem with using Apocalypse because I just lost one wound to the target.
- To solve this, you can increase wound application for Festering Strike from 2-3 to 3.
- You can also remove burst wounds for Sudden Doom,
- However, I understand why you introduced such a change - it’s nice in an AoE situation when Epidemic causes an explosion of wounds, and above all because there are situations when we can’t use Scoruge Strike and then Epidemic comes to the aid of our rotation.
I don’t want to stop using Sudden Doom (if possible) when it gives me Icy Talons and Doomed Bidding or Death Rot (if I choose it), or because of the benefits of A Feast of Souls or Fury of the Horsemen.
Instead of the current version, you can use my ideas:
- Festering Strike always applies 3 wounds to the target
- each stack of Unholy Blight also applies a festering wound to the target
- once you do this you can remove Vile Contagion outright or make Vile Contagion an improve for Unholy Blight
- change Festring Scythe into Scourge Scythe - thanks to this change we will always be able to use Scourge Strike to burst wounds on 5 or 7 targets without using DnD/Defile.
this gives me better control over what I want to do and I can better plan the application of wounds in an AoE situation.
In this build, but I suspect that also in other configurations I will always want to click Epidemic, although due to Whitemane’s Famine and Trolbane’s Icy Fury I will feel embarrassed because then I will be forced to spam Scoruge Strike - this is not a good combination. This is already frustrating and unpleasant.
Theoretically, I don’t need to use Outbreak because I have Unholy Blight every 30 seconds. So why are you forcing me to keep the Outbreak skill on my bar? I do not want it. This annoys me.
Most of the time in the game, this skill is redundant. Same with Soul Reaper - because it is a skill that only gives benefits when the fight is over.
Therefore, what you should do is remove Outbreak and Soul Reaper should additionally apply Virulent Plague for 5 seconds. Its range should also be increased to, for example, 15 or 20 yards.
Such a change would mean that we would have one less useless skill on the bar and the skill itself would be used (in total) more often than 2-3 times per fight.
During the fight, I don’t know which Horsemen is active. I would like to see some aura, some buff, because I don’t know, for example, when DnD will move with Mograin (is it him or someone else?)
I apologize for the bitterness in my posts. Please understand.
I want to help improve the best thematic spec in the game.
PS. I also believe that Deathbringer should be included in the basic class DK tree, and in its place there should be a Necromancy tree as a hero specialization.
PS2.
- I’m having trouble following Darion Mograine’s DnD - so this idea just doesn’t work. Additionally, Darion attacks a different target than me.
- I also have a problem with tracking down Trolbane’s Icy Fury because I don’t know when it activates,
- and I also have a problem with making the most of Whitemane’s Famine because when it appears, the situation often forces me to press Epidemic.
- Only Nazgrim does not cause any problems because it does not introduce any additional mechanics to perform in order to achieve bonuses. His presence has a passive effect.