Half of this topic is PvP focused (the second half). I think we are fixing one problem and exasperating another.
A) Weaving/light attacking is a huge problem (and I'm sweaty dueling weaving/cancelling player). There is no denying this is a bug-turned-feature that has made it much harder to balance the game as part that has been part of the meta since the game's launch.
Burst being the only reliable way to kill because of the simple-nature-gameplay that is all about sustain, rather than absolute values (your recovery is a lot more important than you actual pools) is the other big problem. So now with reducing DoT effectiveness (dmg and healing), there will be more focus on burst. Especially now that healing dots will run for a longer period.
I applaud the move to address the problems and not being affected by the screams of CCs or the vocal minority that is PvPing/dueling/etc. But now, more than ever, you need to think about changes that go hand in hand with the above:
- Why this game is so sustain focused rather than absolute pools. This will affect the whole-burst-or-nothing pvp approach.
- Getting more kiss/curse and traditional roles in the game. Why is a single stat (wpn or spl dmg), responsible for Dots, direct damage, healing, etc....
- As above, but also further breaking down the roles in mutually opposed choices in CPs. For example, Have the CP stars that increase DD increased to 15%, but that gives you a -10% dot damage. Create an opposite one as well. Think about healing CPs that do the same but affect damage of the opposite type (+15% dot heal, -10% direct heal) etc...
You are looking at addressing big problems that have plagued this game, so take the big steps required - rather than a couple of smaller ones that will fix half the problem, and make the other half twice as big.