Don't make me laugh. They're not nerfing Devouring Arrow at all, and it's still the best Hatred Generator by far. As for RoV, extra damage on the skill is not a good enough incentive to use a 30 sec cd skill except for some rather specific circumstances. Take into account the really bad targeting depending on the runes and the limited utility and more often than not you won't need it for anything.
That being said, this is a good opportunity to talk about some of the issues with the other skills that I've personally noticed. While I haven't finished Inferno, as some will undoubtedly gripe, I doubt you need to finish Inferno to notice these things, you just need to run into Act 1 and 2 undergeared a couple of time and it's enough.
The reason I'm gonna write all this is because I haven't seen these issues mentioned that much if at all on this forum (I don't follow the US one) and I'm keeping my fingers crossed that Blizz will notice.
Thus Hatred Generators:
-Entangling Shot: The issues with it are, stupidly low damage, pathetic AoE and very limited utility in Inferno. While the 60% slow and the low damage can cut it in Normal and Nightmare, by the time you hit Hell, you start noticing a pattern. Mobs run faster, and they also get less affected by slows. While it's still effective on trash, you'd basically need to stutter step forever to keep an elite slowed, and you certainly wouldn't really be able to hit efficiently off-screen. Worse, elite packs are at least four and rarely ever clustered enough to hit all of them even if you use the extra targets rune. Quite frankly, even doubling its damage wouldn't offset the lack of utility...
-Bola Shot: The issues here are rather obvious. The delay for the explosion, the low damage on the main target and the even lower damage on the secondary targets, not to mention the rather small AoE. Worse, the runes are rather bad as well. Thunder Ball is barely noticeable on Hell and completely useless on Inferno. Bitter Pill procs like crap. Impending Doom just has you wait longer. The range is also nothing special and you still need to aim this a lot more than Devouring Arrow. A 30% damage increase won't cut it, not by a long shot.
-Grenades: This skill is so terribad I don't know where to start... If not for the Gas grenades and their ridiculous LoH proc, this skill would not be used, period. The damage is low, the range is pathetic and aiming is horrible. Even the AoE doesn't seem to be that good if you ask me. Though, one easy fix for it that I can think off is making them explode on impact with enemies. That and a significant damage increase might make them more noticeable, at least on lower level difficulties.
-Evasive Fire: Some people do use this, oddly enough, but they're being silly IMHO. Why is that? Well, first of all, the range on the skill is terrible and the discipline cost is mostly a waste of a much needed resource, because the backflip is short. The runes don't offer that much utility either. I've tried it out a bit and found it cumbersome to use, especially in Inferno where I would rather keep the mobs as far away as possible, and generally outside of the range of this particular skill.
Conclusion: Devouring Arrow still trumps all of these skills by far. The damage boost it offers with the last two runes is huge and even some of the earlier runes have their utility, particularly as you level up. The range on it is incredible, the aiming is very easy and hell, one shot can hit a target three or even four times. I've lost count on how many times I noticed ridiculous damage spikes from this skill even without crits. On single targets, Hungering Arrow is incredible and I actually spam it more than even my hatred spender since it's just that !@#$%^- good if I don't need the AoE that Lightning Ball provides me with. Considering the need to kite for most DHs, then it should be no surprise if even with these buffs, the other skills won't be used at all in the end game.
I think I'm gonna add another post for Hatred spenders and all the other issues when it comes to diversity...