I should really make a video… my shaman does more on every single throw than this so-called ‘insane’ burst dmg I saw one context where this was even a problem, and this was pvp, where you had the time to charge up fully, prepare a good card-combo, unload your magazine and reached your goal of killing the opponent. There are plenty of ways to deal with pvp-balances, seperately, though!
Pve is not at all like that. I’m farming with scoundrel since day 1 of the beta. It hardly matters since the patch if I use scoundrel or musky though, for example to farm the reds in wastelands. The musky at least heals up faster. Classes need to be able to do constant dmg against a flow of mobs which they encounter, one after another. Mages and good rangers are easily capable to clear a field of mobs without waiting time, mobs don’t even reach them before they are down; tanks & healers can do same because of their self-healing, shamans can because of the high dps output, they don’t loose health so quickly (they are the trickiest class though, in dense spaces, because totems tend to pull too many).
Scoundrels with their suicide-talent setting (5th talent) were compatible only with doing very high dps. I need a constant flow of crit-shots to build up the buffs and at the same time mobs should not reach me for a longer time like they do now, because I take increased dmg. If you take the dps away with no option (high curves from close-ups…) to get it back, the whole class breaks, and exactly that is what happened.