#78 - Feb. 7, 2013, 3:33 a.m.
Not trying to quote out of context, but a 10% difference will never sit well with the bulk of the community. I'd even go so far as to say a 5% difference is probably too much. Yeah it's come a long way, but it simply doesn't work in the community's perspective on damage output.
I know, and I get it, but I also think that's kind of unfortunate. Due to vagaries in individual player capabilities, differences in class ability mechanics, latency, encounter design, the moon phase, etc., getting dps numbers within a couple % points of each other is extremely difficult. In some cases, it's not even desirable. What I mean by that is, it's cool that some classes perform better in specific encounters when their unique traits become valuable. As I said earlier, being top dps is fun, if it's you. It can be fun OR frustrating to shoot for that target if it isn't you. Regardless, the point of good dps is defeating encounters, which is much more a product of the raid's efforts as a whole, and their collective skill and knowledge.
Would we like dps (and tanking, and healing) output to be even more balanced, just on principle? It would be awesome. Is there a point of diminishing returns where constantly tweaking those things doesn't significantly impact the success or failure of players and raid groups in general? I think that's also the case. I'm not saying we can't do better, but we do have to prioritize our time to yield the best overall experience we can provide. We've made progress over time, and we'll continue to try to do so. In the meantime, I hope that most players feel like they can choose the class they want to play, and not feel like that choice is holding them back from being a productive member of their group.
This notion that a thin layer of elite players is leading the masses down the wrong path is cute. It's way more likely that your lab results, for whatever reason, don't translate perfectly in a live environment.
Oh, we know for a fact that lab results don't always translate into a live environment. I didn't use the word 'wrong' because it would be... well,
wrong. Our theory crafting community is smart, and their analysis is sound. The specs and classes they advocate have been proven to be strong and effective, and
are the top performers in many cases.
What I'm suggesting is that often other specs can still be viable, competitive,
and better than they're presented to be by parses, but that's not always reflected because they didn't make the initial theory crafting cut.