There are reasons we use mushy words like "close", "subjective" and "viable."
1) Classes are built differently with different abilities, talents, gear and resources. It is probably naive to assume that we can get e.g. fire mages and balance druids to do the same dps down to the second decimal place. 2) Encounters are built differently. Your personal dps is unlikely to be the same from boss to wow gold 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. :) 3) Any dps numbers you do take are a snapshot in time. What I 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 buying wow gold tests. The examples I usually use wow gold fastest 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. 4) Player skill has an enormous impact on damage done, yet is really hard to quantify. It's going to be hard to wow gold vip customer know if that hunter is beating that warlock's dps because of the class or the player. This is particularly true given how quickly "cookie cutter" specs and rotations spread through the community. Once you find something that works, you may buy wow gold not want to experiment a lot, lest the raid wipes from your mistakes. But somebody will experiment. They always do. 5) In the theater of public opinion, our words sometimes do come back to us out of context. No, it's true. Overstating the design goal, such as saying "We promise your dps will be within 1% of that other guy" would be kind of dumb and would get a lot of people mad when and if it click here to buy wow gold didn't happen. Vagueness may be frustrating, but it tends to be less frustrating than broken promises.
Do you know the Competitive DPS? The poster Ghostcrawler will give you the details.
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.
Or if it helps to understand the point better, our design used to be what is fastest gold 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. We can no longer guarantee your buff will be uber or that it won't be overwritten. 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 rogues. 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.
|