Home » PTR, Patch Notes, Spells

R.I.P. Glyph of Death and Decay

admin January 7 2009 8:48 am 21 Comments

There was a blue post today updating the 3.0.8 patch notes and I’ll make another post here in a few minutes outlining that notes. But, I felt the need to have the death (no pun intended) of THE premier tanking Glyph have it’s own post.

Glyph of Death and Decay is THE single best tanking Glyph. Sure it is mainly used for trash pulls/heroics but being able to pull large packs and have some of that damage mitigated from the cower was just huge. Not anymore. As of the most recently released 3.0.8 PTR patch notes, Glyph of DnD is being nerfed and completely removing the cower effect.

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Don’t get me wrong, 20% additional damage will be a nice DPS and TPS increase to an already awesome AoE threat ability…but it’s just not the same.

Is this change a shining example of PvP “balance” that nerfs PvE utility? I don’t PvP much at the moment, so my question is does this really make a huge difference in PvP?

I’ll still use the glyph, but today is a sad day for AoE tanking.

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21 Comments »

  • Neuromancer (Drak'Tharon] said:

    Wow talk about taking out a very useful and FUN tool for PVP. GG!

  • Vilereaver said:

    Yeah, it is definitely OP in pvp right now. It’s easy to get out of the area of effect, but with a 20% chance on each tick (every 2 seconds?) it causes a LOT of cowered members of the opposite faction.
    It’s ridiculous that they’re getting rid of the effect. They should make it 5% chance if they’re finding 10% is too good- all my tanks love it when I drop DnD. It was nice while it lasted.

  • Klinderas said:

    I would say that this shouldn’t affect PvP too much.
    Largely because 3 runes for and AoE ability is a huge drain in utility and resources.
    Granted it comes back, but half of your runes are gone for 10 seconds.
    I would imagine that DnD wasn’t really used in PvP

  • Frappuccino said:

    Glyph of Death and Decay is a HUGE tool for PvP (and PvE). It’s easy to get out of, but it’s easy to get pulled back into. You run out, I Death Grip you back and Chains of Ice you. In it’s current state, Glyph of DnD is overpowered for both PvP and PvE. I love the hell out of it, and I’ll surely miss it when it’s gone, but everyone that used this glyph should’ve seen this coming. Even in PvE it’s overpowered. To have your tank aggro 5-6+ mobs in a heroic and have half the damage completely removed from a glyph is a little over the top. WotLK, in it’s current state, is too easy as it is. Don’t need glyphs like this making it that much more ridiculously easier. I’ll just pick up another major since I don’t use DnD for the damage.

  • kendro said:

    Death and Decay glyph, granted was a great tool for pve, it helped Death Knight aoe migitation alot, seeing this from the tank and healer pov, I hope that something will help to replace this lost tool.

    I will have to speak from a pvp persective that this glyph was entirley overbudgetted. A twenty percent chance to “stun” anyone inside the aoe effect is pretty much an aoe Stunherald, the very thing that blizz stated they wanted to, very much, stay away from in this expansion.

  • PsychoRaven said:

    It was clear it was coming. I’ll miss it just because it was cool as hell. However as mentioned it did make DnD feel very overpowered. More so in say Wintergrasp where you have a ton of Death Knights.

  • Dødskriger said:

    Aside from the obvious cower nerf, you will also see this spell do less damage even WITH the new glyph. (As unholy only though)

    “Crypt Fever: It is no longer possible to have a duration longer than the disease which caused it. Will also no longer incorrectly increase Death and Decay damage.”

    Taken form the patch notes

  • Ghouled said:

    Bullshit change. Another example of how PvE gets screwed because of PvP.

  • Frappuccino said:

    @Dodskriger
    The lesser damage is simply a bug fix. Our spells’ damage is based off of attack power, not spell power. This should’ve been the case.

    @Ghouled
    This isn’t an example of PvE getting screwed due to PvP. It’s Blizzard balancing abilities that are used in (and nearly equally overpowered in) both situations of PvP and PvE. If you have three DKs as DPS in a heroic, each with the glyph, the healer wouldn’t pretty much only have to be awake for boss fights and fights versus undead. Say you have two DKs. The cower is a 20% chance, and DnD procs every second for 10 seconds. That’s an average PPM of two cowers per mob per cast per Death Knight. Now run with two or three Death Knights.

  • Frappuccino said:

    After reading my post, I didn’t seperate the ideas of having two DKs in a group from the PPM of the Glyph proc. Those numbers are on a per DK basis. 8 PPM per DK. And if you consider the cowers don’t have diminishing returns and they last two seconds, saying PvE is getting screwed is quite naive.

  • Sithril said:

    It’s just not the same … teh fear effect was all that made D&D so cool in my eyes , after they changed the graphics – yeah , most people hated it , but my guild somehow loved it :P

    Now that the fear glyph is gone , It’s just another ye-old-common AoE spell . I’m a theorycrafter by my self but what’s better on the maths – it’s the cool a fun factor that’s going out .

  • Bigstackstwo said:

    I think instead of changing it, they should do what they did with the Zul’Aman bear. Replace it, not change it/delete it for current holders. I don’t know, I just hate having great things gone… forever. :(

  • Frappuccino said:

    @Sithril
    I agree. I’m in love with the glyph the way it currently is. It will be missed :(

    @Bigstackstwo
    What kind of suggestions would you be thinking? Keep in mind there’s a big difference between a mount with no special function (ZA bear) and a glyph such as DnD that constantly cowers targets. If they changed it for just one person, they’d have to change it for everyone. I’m interested in hearing other methods you have of changing the glyph, though, outside of just increased damage. Lower victims’ chance to hit? Stats? Occassional root? I think a chance to root victims would be quite powerful without giving it the overpowered factor of making them lose complete control for two seconds.

  • Vaizard said:

    It needed to happen.

    It was good to the point that DK’s were using it against ONE target in pvp. Hell, the typical thing you’d see from most of them was

    1. Precast DnD
    2. Death Grip with ‘Get over here %n!!!’ macro

    Regardless of any purpose, a (primarily) AoE tool shouldn’t be that desireable to use for a short fear on one target.

    As far as ebon plague goes, it wasn’t the 13% magic damage thing they’re referring to. If you’d notice, DnD (and currently unholy blight as well) get the 30% disease modifier off of it. 30% is a LOT, and it wasn’t really intended. Its another relic from early beta where DnD and UB were diseases (as well as the whole thing with DRW and runic power mastery).

  • Sheeperofmen said:

    For all of you DK’s QQing about this think about it…what if mages blizzard caused a 2 second stun? Or a hunters volley? A druids Hurricane? The idea behind PvP is that you fight, not sit there stunned, in capable of fighting till you’re dead(of course unless you are a rogue)

  • Frappuccino said:

    I agree the 2sec cower is OP (as stated above), but I don’t really think it’s fair to compare DnD to others’ AoE abilities. Mages have sheep, hunters have traps, druids have cyclone. Granted DKs have Chain of Ice, but that doesn’t cause loss of character and can be dispelled by the person that’s afflicted.

    In short:
    I, as an Unholy DK, agree the Glyph needs to be removed.
    Comparing DnD to others’ AoE isn’t a good comparison.

  • Nekromantia said:

    People need to quit pretending that relying on this glyph would make or break a tank. I have tanked enough heroics to buy chest, boots, and relic, and have never had the glyph. I think I have died to AoE trash pulls maybe 3 times that I can count. The glyph was a crutch, good riddance.

  • Grictor said:

    Im really sad to see this go =\.

    in my opinion they should just should have added something to the glyph like “Your DnD ability has 20% chance of making the enemy cower but it now costs an additional x runes or x runic power”

    kinda saw this coming but id rather have something other than just a damage buff.

  • Anamdarr said:

    I love this glyph. Not for pvp but for use in pve. If the problem is pvp people crying about it then simply make the glyph become inactive when entering a pvp enviornment or when you become pvp flagged or have players being immune to the effect just like undead are. I use dnd reguardless of the mobs I am fighing to make just one more ticking dot on the mobs, but when I get a cower effect it makes it even better. Taking this away will not kill the spell completely but it will hurt it alot. There are many ways they could go about this that would prevent it from ebing removed completely.

  • Nitnoy said:

    Humm…so a Pally with a 6 sec stun, on a 45-60 sec cooldown, isn’t OP? How about adding that and a bubble that makes them immune to damage but allows them to do damage? D&D is a talent that some DK choose to use. If stun is the issue, then move it down a talent tree for those wishing to use it. Don’t nerf an entire class because people QQ about something.

  • Grictor said:

    @ Nitnoy

    D&D isnt a talent, its an ability that all deathknights get with the option of getting a glyph making it have a chance of making the enemy cower in fear for 2 seconds. there is nothing to move down the tree in this case. Its a helpful tool, but i dont believe that the change in this was a nerf to the entire class.

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