I have reordered some of your post so I won't jump from topic to topic, it will be easier to read.
What is your gauge, when you say they both work?
Is "working" means, you drop CPT, wait 5 seconds, and oh, it explodes as you expect. Yes it does, this not kind of "working" I am talking about.
Here's your example:
You can't prove your point with made-up scenarios in PVP, simply because it is not possible to theorize PvP. Your opponent is not a scripted AI that you would expect to behave the same in certain situations, thus you can't generalize it.
Also if you think that there's little your opponents can do about a stationary 5 second CPT, I urge you to reconsider. However it works perfectly on mindless NPCs and same-level PvP'rs, if that is your point.
I am NOT saying glyphs should only be cosmatic, it is YOU trying to derail my arguements from its point to prove yourself right.
I'll repeat; an ability as baseline, should work just fine and do its job. If its job is to function as a DPS increase and be a DPS cooldown, it should provide DPS increase without any glyphs, talents or whatsoever. Glyphs should alter abilities in a way that they provide benefits depending on your situation (this can be a certain boss mechanic, it is not PvE vs PvP) or your preferred playstyle. Another example to support my cause:
Glyph of Cleansing Waters
I'm not sure if I have to explain it, cleansing works just fine itself. This is another perfect example of how glyphs should be, they should add something cool and interesting, they can be situational, but they should not complete the spell. This would be another problematic glyph if dispelling was difficult without the glyph. If normal dispelling would allow you to self-dispel, and the glyph made the spell usable on others, it would be mandatory. Like most of the PvP'rs use their Ghost Wolves, Resto would have to take this glyph, DPS wouldn't care. This is not being situational as you state, this is fixing what an ability should do baseline.
But as you did with Dark Soul, feel free to ignore this part.
Blue post supports my arguement:
This applies to everything, not only DPS. This is just common sense.Originally Posted by Blizzard Entertainment
Ghost Wolf provides a sort of snare immunity, Glyph of Ghost Wolf is cookie-cutter, it's awfully attractive for PvP and it is mandatory. It contradicts with the glyph design. Thanks for bringing this up, I was looking for this blues.Originally Posted by Blizzard Entertainment
Ghost Wolf's whole point and uniqueness has been the two points I mentioned before. Without them, it is not Ghost Wolf, I repeat.
You are welcome to explain how %30 move speed increase = Ghost Wolf, instead of saying that's just not true.
You are derailing my arguement to accuse me for not proving anything I'm not defending. If you are looking for garbage, there you have it.
Also, you playing PvP in other games is not relevant at all, and obviously enough you are contradicting with your previous statements when you are familiar with high-level PvP, and having a starting point in PvP.
All PvP is 3v3.
In real world, yeah we have other options like BGs, RBGs, World PvP, 2v2, 5v5.
This is Blizzard's official view on PvP. Balance and design is made for 3v3, we are talking about game design, our only criteria should be 3v3.
When you say PvP, it's 3v3, but nothing else. Nobody cares if something is broken for World PvP or even 5v5.
This not my claim, this is Blizzard's official statement.
Both my arguements and yours are not universal facts, they are just arguements. Only Blizzard's statements are universal facts, even if they are wrong, they are the developers.