#0 - Dec. 28, 2008, 3:56 a.m.
1. Arena is totally focused on burst damage. PVE, as well as large-scale PVP, is reliant on both burst and sustained dps. Being able to blast out 10k hits for 3 or 4 seconds is good enough for arena. While that kind of burst can be useful for taking down boss adds and killing healers in BGs, without sustained dps, the boss is not going down or the zerg rush/enemy healers will overwhelm you.
As a result, arena skews damage, and people clamor for both burst and sustained dps, which makes dps very difficult to balance unless you want some classes to @#%% pve and suck at pvp and the opposite for others (see hunters, rogues. Also look at ret pallies right after 3.0).
2. Arena forces you to use only a few people in any given battle, reducing your potential for variety. Thus in order to compete, every class needs survivability, CC, ways to escape CC, burst damage, ways to get into/out of range, etc, which makes all classes the same.
3. Incredible tendency to favor melee. No other type of combat is so confined, and is in the end bad for everyone. For example, rogues were/are tremendously overpowered in their ability to stunlock people to death, leading to crappy sustained (read: pve) dps for "balance." That makes rogues QQ that they won't get invited to raids and everyone who doesn't wear plate QQ about just sort of dying to every rogue they encounter. If arena did not exist, rogues' sustained damage could be buffed and some of their tools removed, making them better at large-scale pvp and pve without screwing over other classes in arena.
To sum everything up, arena is so vastly different from other mediums of combat, requires every class to be the same in order for them to compete, and imbalances the whole game because its focus is radically different from BGs, World pvp, and PVE.
