Oh, wow. Looks like Death Strike is not healing/shielding anymore if it fails to connect.
This is something I would be fine
if and only if tanks get a passive expertise bonus that ignores boss parry and the SoB change gets reverted because
it doesn't add anything meaningful to our gameplay anyway (do keep the 10 RP/swing though; that's fantastic).
I am fine with soft capping expertise and hit since I want to be at the spell hit cap anyway for Outbreak and because I have faith that all tanks are suppposed to care about exp/hit and not just DKs. If the latter turns out to be wrong, then this needs to be changed to ensure that either all tanks or no tanks consider exp/hit a viable stat.
But as long as boss parry remains in place, this change is absolutely terrible. I - and I assume most other DKs - play this class because we like the control that active mitigation offers us in terms of survivability. In that vein, giving us an unattainable goal of hard capping expertise just destroys this because we lose the reliable control we had once again - which goes counter of timing Death Strikes to begin with. A 7.5% chance to fail landing a DS does not make for compelling gameplay.
On an unrelated note, I'd like to see the Glyph of Death Coil work on ourselves as well. It does not infringe on Conversion either because it shields for less per RP than Conversion would heal but sometimes a shield, as relatively tiny as it is, would be superior to reactive healing.
With how things are, we barely got any useful glyphs to use on a boss fight that does not involve adds; AMS one, maybe (this also depends on how the magical damage is dealt; if it's like Inferno Blades, you may want to keep it unglyphed so the Death Strike heals don't overheal; or if you need to keep the AMS buff longer to primarily prevent debuffs and damage reduction is secondary) and... that's it.
Glyph of Dancing Rune Weapon is hilariously useless and actually makes you a worse player for using it as it stands (if you need the bonus threat every 90 seconds, save up on Runes and RP instead for whichever made you even consider glyphing this). There are
ways to fix this glyph and make it desirable but right now it's not a good glyph.
Glyph of Icy Touch, while nice, is not something you will do in a raid setting where other classes can provide the dispel without a survivability loss. It's nice for PvP and 5 mans though.
Glyph of Death and Decay also requires adds to be useful and said adds also need to be snareable so it's outright useless on most boss fights.
So we have, what, 1 new glyph that we'd use most of the time (
maybe) and maybe a 2nd if you like VB? This is really not acceptable. :/
And what about Blood Tap? Is the controlled aspect really worth having only an effective 33% conversion ratio from Rune Strikes into Death Runes? A 50% chance may or may not be too much depending on how you need to time Blood Tap to make the best out of it but getting something inbetween 33% and 50% is not really possible unless Blizz is fine with 1 Rune Strike giving us 1.x charges or something instead of the usual "cleaner" numbers.
EDIT: Actually thought of a way this could work: Give us back Blood Tap as a base talent at 30 seconds. If you spec into the Blood Tap talent (let's call it Improved Blood Tap) your Rune Strike reduces the Blood Tap CD by, say, 10-15 seconds. Any Rune Strikes you do with Blood Tap off the CD would give you charges like it currently does and which you could use to instantly refresh Blood Tap with. /EDIT
PS: 33 second diseases still not a possibility? The 3 second grace window we had was nice because sometimes you just had to DS the moment diseases ran out which delayed the application of Outbreak even further. Would be great to have this back.