As a quick summary of my issues with this patch:
Unholy Rune Consumption/Demand is still way, way too high. Half of those abilities are reactives, and I simply don't have the runes for them half of the time:
Anti Magic Shell
Anti Magic zone
Help! :( That's not even counting Corpse Explosion, which I simply never take.
If anything, blood of the north (or a talent like it) needs to be in unholy, not frost (especially now that frost strike uses RP, and too much of it IMO).
Frost damage output is pretty lackluster. I think this mostly revolves around how horrible RP generation is and the fact that frost strike is doing far less damage than excepted. You dared to say it, Ghostcrawler, but Frost strike isn't fun to use quite yet. :P
RP generation is low, while RP consumption is high. Solo grinding mobs is one thing, but in a more dynamic and less fluid environment, I find myself struggling with my RP abilities and Unholy Rune abilities.
I still don't like how restrictive it is to use things like hungering cold and dancing rune weapon in a dynamic (pvp) environment. I have to either run around with 100 RP the whole time waiting for a chance to use these abilities to their fullest, or hope the fight lasts 20-30 seconds so that I can build up a ton of RP (which involves 2 rotations, minimum), and A) hope the target is still alive, B) Hope that I'm still alive, and C) Still have a need to pull out, say, a DRW. By then, either the target or I am usually dead, or the target is low enough that I don't need DRW anymore.
DRW and hungering cold are simply too cumbersome to use reliably. They take way too much planning and reservation to use, which is odd, since they have such a low cooldown. You think you'd be using them all the time. Unfortunately, this is a scenario where what's on paper doesn't live up to practice.
DRW and hungering cold are only good in situations where it's OK to never have a need to blow RP on anything other than those abilities most of the time. It simply takes too long to generate the RP needed to make these abilities truly effective.
DRW is especially annoying to use in a fast-paced environment too, as you feel rushed to simply push it out before it's ready. Rushing to build full RP means that your runes and strikes will be on cooldown, so you shouldn't bring it out then, either. It's incredibly frustrating. Great for solo PVE, but a pain in the you know what for pvp, again, especially if you want to be using other things like death coil, death pact, IBF, etc.
Please, please, PLEASE give DRW and HC a fixed duration and RP cost. They are 51 point talents. Make them friendly to use.
Death Strike is fantastic, and is pretty much what I was wishing it to be. I hope this doesn't get changed. It's our anti-mortal strike. The damage on it is actually quite low, but the healing can be fantastic. I especially like how vampiric blood can negate mortal strike on us. Pretty cool. =]
It also seems that scourge strike, while doing roughly 58% weapon damage as shadow, is doing MORE damage than frost strike, which is supposed to be doing 100% weapon damage as frost. \O_o/
Scourge strike is doing 1400 damage non crit, 4450ish on a crit.
Frost strike is doing slightly less, but for 50RP instead of a single rune? What? :(