Originally Posted by
Zensunni
This is a fair point I suppose, but in practice I think what you are referring to as 'control' is a concept that comes through in gameplay due to synergy, namely taking advantage of it or failing to. I suppose something like doing a proper opener would fall into this category, and there you'd have a valid gripe when you get screwed on wounds.
But tbh, missing out on your opener being perfect now and then isn't that big a deal, and the people that act like the world is ending cause their opener got messed up are probably just bad and looking for an excuse for their low DPS (I've had ~90% parses where my opener was off).
In general though, I think a lack of feeling in control with any spec is a matter of synergy, mobility, and the contents of what the spec's skills do. For example, I think UH has a good amount of control for a PvE DPS spec due to the ability to AMS damage, heal, and dps at range. With proper setup, the spike/aoe thing on Tichondrius for example is like a 5% reduction in DPS as any decent player has 8 wounds up for it and goes into a Necrosis/DC dump while they 'hide'.
Lastly, anecdotally, I've raided quite a bit this expansion and i just don't see this RNG in my outright performance. My DPS on bosses is largely similar every pull, and when it's very high or low, it's identifiable as a result of my good or bad playing. I think the RNG of the spec is passive enough, and small enough in terms of its effect on DPS output that it's not a problem, as compared to something like roll the bones, which is high level and has a huge impact on DPS. With the incoming death coil change, I think Unholy is about to have one of the most satisfying rotations in the game, and I'm jusssst about to a place where I'd tell people that don't like the RNG of UH to just go play another spec. In terms of gameplay design, UH is a success - kudos to the dev team for finally putting the last piece into place (the DC change).