Death Grip - Diminishing Returns?

#0 - March 31, 2009, 9:45 p.m.
Blizzard Post
i hope that this posting is not viewed as: 'qq'. My purpose is more about what the reasoning is behind Death grip not being on a diminishing returns.

My primary enjoyment in the game comes from PVE on my warrior. I use alts as a means to support my warrior. This alt in particular has epic flight/Herbalism/alchemy. My original plan was just to get to 77 so I had the cold weather flying and call it a day. However, I helped a guildie level his Leatherworking and got a full set of Overcast gear. I would not necessarily classify myself as a "twink" player in the "79 bracket", but I thought having this gear and some previous arena experience might be fun to goof off in WSG from time to time.

My experience overall was pretty fun. Had some wins, had some losses. Did some healing...and did a "few" moonfires. One experience that had me scratching my head was the DK ability to death grip.

My first interaction with a DK 1v1 was enough to tell me - hey, you see one of those blue eyed glowing freaks bearing down on you...RUN! Here's what happened though:

Run > Death Grip > Run again > Chains of Ice > Shift > Chains of Ice > Shift > Death Grip.

I spent my entire mana pool just trying to get away...so the next time I had an idea: Cyclone. Not to go into specifics, but Cyclone has diminishing returns. Where I started to get frustrated was the ratio of my Cyclones & Entangling roots to the DKs Death Grip and Chains of Ice were totally disproportionate.

By the end of the first match, I was getting semi good results getting away from this DK that pretty much zero'd in on me as his target. Apparently Druids are fun targets of DKs. What was extremely startling and concluded my participation was the following matches that did not have one, not two but 3+ DKs in the match.

"OH NO" RUN! > Death grip > run > death grip > run some more > death grip > run yet again > death grip.

Essentially if 2 or more DKs merely stood next to one another they could sit there and death grip a single target over and over until dead. I know that for the masses that the game is built around dps, but I actually don't mind healing. In a case like this; however, there is nothing I can do to prevent death. After about the fourth straight chain death grip session, I just lost interest and went back to herb farming. I can not imagine being any form of healer with that mechanic a part of my daily life...i would just never heal again in a pvp setting.

It got me wondering why if a player had been death gripped 2, 3, 4, even 5 times back2back could continue to be death gripped. Why is there not any form of diminishing return on such an ability?

Is this really working as intended?


#67 - March 31, 2009, 11:09 p.m.
Blizzard Post
If you look at the way Death Grip functions, of and by itself, it not only has a cooldown, but has a range, and no adverse effects associated with it.

Cooldown= 35 seconds (untalented 25 if talented)
Range= 30 yards
No damage effects associated with it other than having the other player attack them.

So a single death knight using Death Grip is going to still have to contend with the cooldown and range and you still have control over your character so that you can fight back (other than being pulled closer of course.)

Multiple death knights can play a little ping pong between them (cooldown permitting), and that's understandable that there might be some concerns over that. We currently don't see this as something warranting a change to the way this ability functions at this time, though should we feel it necessary in the future, we would consider it.

#90 - March 31, 2009, 11:50 p.m.
Blizzard Post
Q u o t e:
i think we all know what class Nethaera plays now!


Perhaps you only THINK you do. Then again, maybe it's one of a few, or many... the thot plickens!

Q u o t e:
no adverse effects? Its an interrupt. It completely cancels casting any non-instant cast spell for the duration.


Sure, but no direct damage or hampering effects as a part of the effect other than the brief interruption of non-instant spells.

To address the multiple death knights in PvP that was brought up, it's not often that death knights work in conjunction with each other (unless it really is a premade) to disrupt you in particular. More often, they're simply looking for someone to grab and kill. So while they might stack up with each other, it's rarely coordinated.
#107 - April 1, 2009, 12:21 a.m.
Blizzard Post
Q u o t e:
Wrong, in 5v5, 2 pallies, 3 dks is a popular setup. On top of the 3 silences, 3 interrupts, they can also keep me from casting any meaningful healing spells, simply by chaining deathgrip. Without diminishing returns, it is essentially the vortex from malygos. On another note, Interrupt DR plz?


Understandable that there are class combinations in the Arena that can be very strong. As you all know there are continuing balance changes being implemented in the next content patch, and we obviously aren't going to just call it all done then.

Much of the discussion has been about PvP but there are also PvE considerations to take into account when requesting things such as a change to the range. As others have pointed out it effectively taunts and is useful (provided you're the one that should be doing the taunting.)
#162 - April 1, 2009, 8:10 p.m.
Blizzard Post
Q u o t e:


Neth not to jump in here and be mean or anything but every other spell that drags a person away or closes the gap has a cooldown. I mean wouldnt you and I both agree that deathgrip causes a loss of control on your character? Wanst implementing pvp trinkets the whole purpose to reduce spells and abilites that cause the loss of control of your character.? But heres the problem you cant trinket a deathgrip!

Look at deathcoil that was put on DR and rightfully so. Im curious as to why they think DK;'s are the exception and deserve special treatment ! What about all the other classes in the game with DR on abilities that cause loss of control?


I'm not saying at any point that there may not be some legitimacy to concerns that players have. While something like Death Coil has a diminishing return, it also results in a complete loss of control for a period of time.

I think the conversation for the most part has been pretty constructive, and I'd like to hope that it continues this way. Perhaps the path of least resistance seems to focus on this ability and the idea of a diminishing return, but it would seem an odd sort of change to make since it would need something specific for it to diminish.
#168 - April 1, 2009, 8:37 p.m.
Blizzard Post
Daystar, there is no stun effect as a part of Death Grip. You are able to take immediate action, so I'm not quite sure where you're getting the 1.5 second stun from.
#214 - April 2, 2009, 4:38 p.m.
Blizzard Post
Q u o t e:
Death Grip is not the problem. Death Grip coupled with Chains of Ice is a problem, even if CMs are defending a OP ability as "fine".


I'm not defending anything or agreeing to the assertion that a particular ability is "OP". I think from what I've been reading it comes down to specific and somewhat different concerns that players are having.


  • Death Grip relocates a player and brings them to their attacker versus rooting, stunning where they are or sending them away. The relocation of a player is seen as more powerful than being able to immobilize or cause a player to lose control of their character.
  • Death Grip when used in conjunction with other abilities creates a powerful combination of abilities.
  • Death Grip when used by multiple death knights can create a frustrating experience.
  • Death Grip when used by multiple death knights in the arena is seen as unstoppable.
  • Death Grip prevents a caster from completing any time-based casts and sets off the global cooldown.
  • Concerns over PvP are split between Battleground and Arena with more focus on the Arena aspect due to the prevalence of players utilizing multiple death knights in a team.


Please feel free to correct me if you see any points that are incorrect.

That said, I'll try to run down each of these a little bit further and see where we end up.

Point one being the relocation issue: It was brought up that this should be removed and it made more like an intercept or become an intercept instead. The problem with an idea like this is it takes away a unique mechanic for the death knight and a strategic value to the ability. It's true that being able to draw an enemy to you is a great strategic element. That's not something anyone is denying from what I've seen (including me). But, it's important to note that it's what happens after that that must be taken into consideration. You also need to consider that other classes while they are not moving an enemy into a specific spot also have capabilities of either disrupting an enemy or immobilizing them.

For instance, a priest with Psychic Scream can fear up to 5 enemies to flee. This can be very disruptive of a defensive set up. A hunter can trap, a druid can Cyclone, a mage can sheep, and so on. Many classes have abilities that manipulate another player's capabilities to respond to the fight at hand. It's more about the concentrated effect of multiples of any one class.

Given that the expansion is still "new" in relative terms, it's understandable that a particular new and exciting class is going to be more heavily played. Time may change that and I've seen many people say they have gone back to a main character rather than play their death knight and then many others have found the one class they truly enjoy.

Point two- Death Grip when used with other abilities is powerful. I agree this is true, but I also believe that other classes equally can create powerful combinations of abilities to essentially shut down another player. Again, it seems that we most often come back to the idea that it's multiple death knights that put a magnifying glass on it. If we're looking at singular death knights, then it comes down to how the latest changes (in the next content patch for all classes) play out and whether or not we're moving closer to that illusive balance we all keep staring in the eye.

Point three- Absolutely. Multiples of any class using their abilities on you can get frustrating. I don't believe it's exclusive to death knights.

Point four- This also can be true, but again, like the above, multiples of any class could be seen as unstoppable when placed up against certain combinations of classes. So it continues to come down to continuing to evaluate the balance of classes in an overall viewpoint. While we could balance solely on PvP, we must still keep in mind PvE and how changes effect it as well. We don't balance exclusively for one aspect of the game over the other but do our best to look at the overall effect and how it changes the game as a whole. I know many people don't believe that these are where our efforts go, but it is the truth.

Point five- Noted and understandably frustrating, however instant spells are still available from the moment of being gripped, through the air, and upon landing. It can be a bit like walking on the razor's edge to counter and find a way out of the situation, but hopefully, you're not PvPing alone and can call on friends to help you get the heck out of there.

Point six- There is no doubt that the way things play out in the battleground and in the arena, though similiar have different dynamics due to the amount of players involved, but I don't think they are that far off.

This all said, these concerns aren't flying off into a vacuum. They are duly noted and will be carried on. As we've said in the past, we may not always agree on the end result, but our viewpoint comes from having to look at everything as a whole rather than simply the parts. Each decision and change made can have a butterfly effect and while we don't admit to absolute perfection (due to being human and all) we do our best and look to our community (as one of many resources) for continued feedback whether it's in the words they say, or the way they play.

Ultimately, I don't think it comes down to a concern over this one ability, despite the seeming focus of the discussion. If I'm boiling things down a bit simply, it's because the time it takes to split hairs can be extensive and can often result in merry-go-round discussions that never seem to make it out of their own spin.
#223 - April 2, 2009, 5:07 p.m.
Blizzard Post
Q u o t e:
while i dont think it needs diminishing returns, why am i not surpised a girl player (neth) has barely touched arenas at all


I would strongly suggest, that you refrain from continuing this line of thought. You have no knowledge of my experience in arenas or PvP. You are making an inference based on gender that is not only false, but not constructive to this discussion. I can assure you, I've been involved in PvP activities in many games over many years (including this one). My experiences, however, may be different than yours. Please refrain from attempting to make this about gender. It is purely insulting and diminishing in nature.
#237 - April 2, 2009, 5:20 p.m.
Blizzard Post
Let's please try not to let the discussion devolve into a flame war.
#374 - April 2, 2009, 8:41 p.m.
Blizzard Post
Q u o t e:
Neth, I found your responses in this thread to be quite apathetic. It IS pretty obvious you enjoy playing your DK.

From a Druid standpoint, if I don't bearform from the first second, I am dead. You know what I love? Running from the summoning stone AWAY from Horde (conflict) and being deathgripped right from the instance portal back to a group of five Horde. Gotta love that. Basically I am a free kill to a DK.


I don't think I've been apathetic at all. You have to take into account where I stand given that I am a Community manager. Either I show emotion and people find that I'm biased, or I try to show some impartiality and state our stance, mixed with player feedback as well as insights on both ends (ours and players) and am labeled apathetic.

I will say, despite what you may believe, I don't play a death knight in any exclusive capacity, though I have played one (and do have several that I've made), talk to people who have played one, have fought against them in the arena (dk, paladin combos even), and have even experienced the "ping pong" effect in battlegrounds. I have been purposefully not injecting personal feelings based on these experiences since the discussion isn't about that and it's not beneficial for me to do so. It's about constructive discussion.
#380 - April 2, 2009, 8:45 p.m.
Blizzard Post
Q u o t e:


Constructive discussion has diminishing returns.


Sometimes that can be true, though I can refresh it once it's off the GCD if I'm careful. ;)
#456 - April 2, 2009, 11:24 p.m.
Blizzard Post
Q u o t e:
This blue CM girl just posted a long text of nothingness. She has no idea what she's talking about. Of course Death Grip is a PvP problem, why even mention PvE ? Noone here mentionned PvE except her. She's completely lost when it comes to PvP.

Death Grip is tTHE ability that unbalanced WSG in upper brackets. A WSG game can be predicted just by looking at the number of Death Knights in the teams. A flag carrier WILL be Death Griped and Chain of Iced. There is no "if", it's certain. I have 110 000 hks on my main, I think I know WSG better than this blue CM.

Now you could say "Yes it's overpowered, we're aware of that, we got no plans to fix it at the moment". But saying that we are all basically stupid, and that it's not overpowered is ridiculous. Death Grip is overpowered, period.


I haven't been a "girl" in awhile, but if it makes you feel alright, have at it. ;) I brought up PvE in context with the idea that changes in PvP will affect PvE and should be considered when thinking of changes to spells and abilities.

At no point have I inferred that I thought anyone was stupid. I have continued to reassert that all constructive feedback is welcome. Please refrain from posting insults simply because you disagree with what I've said.

If you feel you have constructive feedback on Community Team performance, you can email to [email protected].