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  1. Unholy gameplay feel improvements/feelings/suggestions for 7.2.5
  2.  
  3.  
  4.  
  5. MAJOR ISSUES WITH UNHOLY:
  6.  
  7. UNHOLY COST VS REWARD STRUCTURE ISNT BALANCED WHEN COMPARED TO FROST DKS.
  8. -Frost DKs largely use 2 buttons to fulfill their rotation: Obliterate and Howling Blast. No cost vs reward structure, just reward.
  9. -Unholy has to expend a lot of effort in order to generate damage.
  10. -Festering Strike: random amounts of Wounds generated.
  11. -Wound damage: VERY low baseline because Wound talents are too strong. So are legendary bracers.
  12. -Our RNG occurs ONLY on the "damage cost" side. On the "damage reward" side we only pop 1 wound at a time baseline.
  13.  
  14. UNHOLY OVERVIEW:
  15. -Unholy spends a LOT of time and resources to generate damage.
  16. -Baseline, Festering Wounds do SLIGHTLY more damage than a Virulent Eruption (something we get for free).
  17. -That doesnt feel rewarding.
  18. -Festering Wounds as a mechanic are ONLY important because of legendary bracers and bursting sores.
  19. -RNG is acceptable when the reward fits the cost. Right now, it just doesnt. We need rewarding RNG baseline.
  20.  
  21. SUGGESTIONS:
  22. -Make Festering Wounds stronger baseline without throwing talents out of whack.
  23. -Make it worth using...give it a X% chance to cause a Virulent Eruption? Buff our next SS/CS?
  24. -Festering Strike was vital in previous expansions with our diseases and now, it just doesnt feel very important anymore.
  25. -WE WANT Festering Strike to be important.
  26. -But simply becoming a combo point applicator isnt enough. It needs more attention.
  27.  
  28. BLACK CLAWS (BC)
  29. -OVERVIEW: Very disruptive and frustrating to deal with. Almost no positive effects.
  30. -CANNOT be used at the same time as Apocalypse.
  31. -Why: It pops wounds before you can combo, dropping wounds below 6.
  32. -Very weak in damage contribution (even in AoE).
  33. -The entire strength of Festering Wounds is Bursting Sores and Legendary Bracers. Weak trait due to weak source.
  34. -Leads to using more festering strikes which can lead to bad RNG.
  35. -Why this matters: Because FeS consumes 2 runes and feels weak.
  36. -Because we lose control of our central mechanic and lose resources we cant always readily replace.
  37.  
  38. BLACK CLAWS SUGGESTIONS:
  39. -Make this an alternative to bracers:
  40. -How: Apply it to Scourge Strike/Clawing Shadows.
  41. -How: 50% chance for SS/CS to pop 1 additional wound.
  42. -Make it resource neutral:
  43. -Why and How: Death Coil cost increase solves resources. So make this pop a wound, NOT consume it, and NOT generate RP.
  44. -Change it: Popping a wound reduces the CD of Army of the Dead by X seconds.
  45.  
  46. BLACK CLAWS CLOSING:
  47. -It would be one thing if it was disruptive and strong. Its not.
  48. -Its not only disruptive, removes our control of our central mechanic, but its EXTREMELY weak.
  49. -In its current state, it cannot be saved.
  50. -If you buff it, it becomes more disruptive.
  51. -It either needs to be remade, or have its damage compensated somewhere else.
  52.  
  53. INSTRUCTOR's FOURTH LESSON BRACERS LEGENDARY
  54. -Unholy is 100% reliant on this item.
  55. -Unholy has no choices on legendaries: Its always Bracers + some other legendary. Period.
  56. -We would like to have more choice on our legendaries.
  57. -These have incredibly bad anti-synergy with Black Claws.
  58. -They provide huge swings in damage and resources.
  59.  
  60. LEGENDARY BRACERS SUGGESTIONS:
  61. -Nerf them and make Festering Wounds much stronger baseline.
  62. -We want Festering Wounds to matter WITHOUT legendary bracers. Bracers should simply boost an already strong mechanic.
  63.  
  64. DEATH'S HARBINGER:
  65. -There isnt much to say here. 3 runes is too much.
  66. -We would like it nerfed down to 2 runes and have the damage compensated somewhere else.
  67. -It leads to a MASSIVE gain in resources that we dont need.
  68.  
  69.  
  70. MEDIUM Issues:
  71.  
  72.  
  73. ARMY OF THE DEAD (AotD)
  74. -OVERVIEW:
  75. -This ability leads to degenerate play and overall bad feelings.
  76. -It is best used 4-7 seconds pre-pull to effectively remove its rune cost via natural rune regen.
  77. -This ability is only worth using when paired with Bloodlust, period.
  78. -Our damage is balanced around it. So if AotD isnt used at the start of the fight, our damage feels weak all throughout.
  79. -Our damage in Mythic+ feels incredibly weak on bosses when AotD is on CD.
  80.  
  81. ARMY OF THE DEAD CLOSING AND SUGGESTIONS:
  82. -The problem is, its not powerful.
  83. -The strongest parts about AotD are: The Death debuff and the explosion that occurs when they die.
  84. -While AotD ghouls are up, we simply dont care about their damage.
  85. -They melee for something abysmal like 10k damage. Its just not worthy of its CD and rune cost at this time.
  86.  
  87. SUGGESTIONS:
  88. -Remove the rune cost and lower the CD or truly buff it to be worthy of a 10 minute CD.
  89. -Compare this in power level to Demon Hunter Metamorphosis and its not even remotely close.
  90.  
  91. MINOR issues:
  92.  
  93. MOVEMENT
  94. -You want us to be slow. Thats fine. But give us the reward for being slow.
  95. -Slow specs were supposed to be rewarded with higher on-target DPS.
  96. -Unholy definitely does not have higher on-target dps. So provide us with the dps or give Unholy movement.
  97.  
  98. NECROSIS
  99. -This only applies when Death Coil hits the target.
  100. -This has been problematic twice already this expansion: Krosus and Helya.
  101. -The delay in receiving the Necrosis buff has caused us to lose GCDs to wait for the buff to apply due to travel distance.
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