There are big changes for DPS. Both of us have strong desire to glance at it without delay. It might take a little time before it all feels right. But rest assured that we're doing this because we think it makes the game better. It should put more emphasis on beating the boss and less emphasis on assembling the perfect group. It should put more emphasis on raiding with your friends and less emphasis on sitting out people that deep down you really want to bring in order to recruit for the "must have" class. By making sure nobody is promised a slot, you get a lot more flexibility in whom you actually take in the end.
You all know, any DPS numbers you take are a snapshot in time. What we mean is that things chance as new items are introduced to the game and particularly as players experiment and adapt. We're pretty smart guys here at Blizzard Entertainment, but we don't pretend for a moment to be smarter than the entire fan base put together. No matter how many different variables we consider, some clever person is going to come up with a way to do DPS that we didn't imagine when we did our tests. As usual we use this example when explaining this are something like the druid who finds that with a certain flask and a certain set bonus and a certain trinket can spam Hurricane all day long and do 6000 DPS. That's an exaggeration, but you get the point.
We mean unless you are spec'd for healing or tanking, then your DPS should be "close" to another class with the same gear and skill. It helps you to understand the point better, our design used to be that the DPS of classes that didn't do anything but DPS was much higher than the DPS of classes that brought great buffs. The latter paid a "hybrid penalty tax" if you will. Therefore, if we had not made any other changes, we figured the result would be just enough classes to bring the buffs, and then stacking the rest of the raid with very high DPS classes like rouges. No offense to the Rogues, but we didn't want to see every raids with 10 Rogues. In short, we are no longer using the "hybrid penalty tax" design philosophy and we want everyone doing DPS to DPS a lot closer to each other.
Different classes have different abilities, talents, gear and resources. It is probably naive to assume that we can get fire Mages and balance Druids to do the same DPS down to the second decimal place.
Encounters are built differently. Your personal DPS is unlikely to be the same from boss to boss because of the specifics of that encounter. Likewise, another class may do higher DPS than you on some encounters. It's hard to come up with "average DPS" for a class as much as everyone tries.
It's going to be hard to know if that Hunter is beating that Warlock's DPS because of the class or the player. This is particular true given how quickly "cookie cutter" specs and rotations spread through the community. Once you find something that works, you may not want to experiment a lot, lest the raid wipes from your mistakes.
Somebody pointed out that this makes it very important for us to get everyone's DPS close, because the guy with bad DPS and redundant buffs isn't going to the raid. That is totally accurate. We will add though that it has never been as much of a priority as it is now so we hope some of the bad examples of the past won't happen again. If a certain class is routinely getting bypassed for raiding, we will definitely take steps to address that. Such steps might include buffing DPS or changing the mechanics so that they have a more desirable buff or utility.
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