#31 - June 19, 2012, 8:58 p.m.
Shadow of Death wasn't removed for balance reasons really. It was removed because it was very hard to get working correctly. At some point when such a huge percentage of bugs are caused by one ability, it's time to take a serious look at whether or not that ability is cool enough to justify the attention it gets.
This is super rough to the point of inaccurate, but consider a matrix, where the first value is impact on the game and the second value is work involved to get it functional, bug free, and sans exploits.
Impact - Big, Work - Small = no brainer.
Impact - Big, Work - Big = painful, but worth the investment.
Impact - Small, Work - Small = eh, probably still worth the investment.
Impact - Small, Work - Big = kiss of death. :(
Now please don't infer that questioning the bang for the buck of "big work" somehow means we're lazy or cheap. (I personally qualify, but that shouldn't reflect on the team as a whole.) What I mean here is that there are a limited number of developers on the project and a limited number of hours in the day. Every hour we spend on feature X is less time spent on feature Y or else longer you have to wait to get any new features. (Yes we can also hire more people to a point, and we always are. If you're awesome, check our web page.)
Everything I said about Shadow of Death is also true of Divine Intervention. :(
A non-exhaustive list of examples of class abilities that are very hard to get working that we still support are Mind Control / Dominate Mind, Spirit of Redemption, Vanish, Blink and Heroic Leap.