Potential fix for Wound gameplay DF

Just an idea but , why not have the first talent in the UH tree a choice node between Festering strike/wounds or another disease that has interaction with your other diseases, or your pets.

I enjoyed the superstrain legendary and will further echo what a lot of other DK players are saying and that , being tied into Wounds isn’t fun or rewarding gameplay. It also somewhat pidgeon holes you into half of your gameplay. If there was another option on the table like another disease or pet mechanic this could further be factored into runic power spending. Lots of potential on the table but just isn’t being fully utilized

Also, from a PvP pov I don’t really enjoy necrotic wounds. Some classes getting flat MS while DKs having to use all 6 runes to get the max stack of NS is questionable. Yes Apoc can get you 4 stacks fast but there has to be a better way to design this.

I’d also consider merging Grip of the dead at reduced effectiveness into Defile

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Necrotic needs to go back to old play, straight absorb all heals rather than a % of healing reduced. Then it makes sense with rune play,

Either that or make it so whilst at least 1 wound on target healing is reduced by 30% and is instead used to heal the DK by a %.

Like now but better.

Necrotic wounds talent 1 point

Festering wounds become necrotic wounds, whilst at least one wound is on a target all healing done to that target is reduced by 30%. This instead heals the deathknight by X%

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Sounds okay but going into DF where would they put that talent. It’s tricky and doesn’t open up a different starting path away from Wound gameplay.

I’d rather see adjustments made to Necrotic wounds separately. I think at current it’s just a huge rune dump to get what other classes get for free with MS.

I like the idea of it absorbing healing rather than reducing the strength of the heal. I’m not sure if it healing the DK by % will make it able to be balanced. If it gives flat 30% absorption and heals the DK. And I’d rather the the flat Absorb.

I just feel you have to spam Scourge / clawing too much at the moment to stack up NS for not too much value other than additional pressure while still hitting like a damp wet brown bag

Bring back 12% necrotic strikes. :frowning:

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I mean where it goes in the tree is not our problem that’s for designers to deal with.
We already get any healing done returned to the DK now, just its capped same as it should be in this hence % without a number.

It seems your not bothered about anything other than removing wounds. Which is fine, each to their own.
I don’t mind wounds I just wish they did more, and were easier to obtain.

Currently you have to spend too many runes to make them, then spend runes again to pop them, its a little muddy.

wound generation is too expensive and forces an un natural level of downtime in popping them especially in AOE where its cost prohibitive so you ignore it. Except mass popping is probably the most fun part in AOE.

wounds need to be cheaper to build, and not increased with RNG which throws the rotation right out of whack.

I just want an alternative on the table really. Something disease or pet play related would be nice. If wounds stay as I said it’s dictating a large portion of gameplay.

This. Agreed.

True on dictating an amount of play, though i dont midn that if they actually do something, its a kind of core mechanic of damage but doesnt do much.

Wounds could have negative effects, diseases could interact with them through talents and provide alot more flavour to the spec as well as utility.

I do agree currently its kind of hit 1, use 2 to pop 1, if talented some splash damage occurs. Its quite stale.

Theres alot they could do with it with some imagination and make it fun.

But it currently does need to be tweeked to avoid large gaps in play.
I dont like RNG being used to reduce my runes cooldown timers or generate wounds, it naturally creates big gaps at un predicactable and often crucial.

Death coil could dor example always grant a runic corruption, or reduce the CD like barbed shot does for hunter.

Make the damage and flow controllable, RNG should add random procs to add additional damage and be a fun element, not be a core part of the spec to work.

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