I had a similar thread stating the core cause of these issues.http://www.arenajunk...ead.php?t=54746
Basically the classes that are doing well are those with both high burst and the ability to negate a lot of damage for short periods.
Mages, DKS, Paladins, Rogues, and BM Hunters.
Think back to the end of s2 and start of s3. Warlocks were super tanks, they did not have much choice in the matter, but they took steady and manageable damage. Mages on the other hand either took no damage or spiked hard.
Mages are still the same, they either take no damage or spike hard, the issue is the game does not go on long enough to get past all of their cooldowns and start doing damage to them.
Now in regards to have a pvp buff or something, Blizzard has in the past stated that they will not do this, true they have changed a lot of things, and this could be one of them.
There is no easy solution to this, because you have to keep S6 and S7 in mind when you make huge changes like game wide damage nerfs and changes to core mechanics.
As many of you saw throughout BC, you saw more and more control/drain comps as the seasons progressed. Yes Mage/Rogue, RMP, and 2345 remained good comps. You also know that Restokin/Rogue, D/W/W, EURO and many others came to dominate at the end of s3 and s4.
Yes it is true that damage is much higher that in BC in relation to health pools, it is important though to understand what happens as stam and resilience scale.
Now as one of the early posts state, before you can fix the problem, you have to know what the problem is and what fixed actually means.
So we know what the problems are, and what those core causes are.
So the next step is going to be to define what is "fixed."
ATM dps classes can kill you before you can fight back, even if you trinket asap and pop defensive cooldowns, you will die with assistance from your partner. Now that seems fine, until you take into account thats 1v1. One UDk will solo a healer. One rogue will solo a healer.
Well if that healer got caught with his pants down, thats one thing. If the healer dies while he is playing conservative, hots up and in a good position, well then thats wrong.
In a one on one situation, a DPS should not be able to just kill a healer. If the healer plays well, they should go oom before thy die 1v1 against a single dps. Well atm, MS effects and going oom are long forgotten aspects of pvp. MS effects are not an issue because you go from full to dead during a cc.
One thing to consider though is do we want to go back to a world of MS. Pretty much every 3's and 5s team had an MS, and almost every 2's team had an ms. The funny thing is out of the 5 op classes atm, only 2 of them have an ms effect!
Well thats enough rambling. The best solution is going to be buffing and tweaking resilience and stam as we go to keep things balanced. Balanced should be defined as the game not being determined by the first 10 seconds. Cooldowns should be used strategically, not spammed at the start