So, let's say you're a developer trying to balance an MMO that's been running for nearly a decade. You've made the decision that power creep has become a "thing" and you want to redesign your combat system to both lower damage (to make balancing new content easier) and make doing appreciable damage more accessible for the new to average player. You pull up your spreadsheets and do 80 hours of parsing or whatever and notice - hey, no matter what build or class I use, light attacks are always a fairly big chunk of damage. Also, rotations with a lot of skills are hard. Easy peasy decision-making then... throttle light attacks and standardize DoT lengths, case closed, done deal, better game. People who weave light attacks well will see that damage disappear and new players can do a 10-skill rotation right out of the gate.
Only - that's not how damage works in this game. Taking a step back, you might have realized that every build on every class in every role virtually always builds for buffing the damage dealers in the group. And why wouldn't you? It doesn't cost you anything and the results are... well:
A Tale of Two Parses (Both on current PTS patch)
Here's a bog standard stamblade build using the same ol' gear and same ol' rotation parsing on a 3m dummy.
Here's the
same build and
same rotation on a 21m dummy.
Jeepers creepers who cares about 15% of your damage output when being in a group with great uptimes and coordinated buff sets makes your damage more than double? Only thing is... very few people have access to those kinds of groups. It's probably safe to say that the Venn diagram of people doing 100k+ in actual content (the people you were aiming to throttle with all the nerfs) and the people who have the kind of expert level groups to keep the damage buffs up that enable that damage are pretty close to just one big circle.
By slapping everybody's damage down on an individual level, you've just made those kinds of groups much more important. That's not a real big win for accessibility and - as the lazy parse on the 21m shows - it's not really gonna hurt that top end that's breaking your game. Get some theorycrafting and testing going (and in my case, a little more practice, lol) and you're right back in 100k+ territory.
You've done all kinds of math and worked really hard on pretty noble goals, but it was in the wrong direction. The only thing the changes do is make the game a lot harder for bad players, new players, learning players, average players, casual players, and semi-casual players. Maybe some people won't notice, but only because overland and normal content is tuned to be so easy that the attentiveness of your group is irrelevant. Start getting into vet content and trials, though, and get ready for the pain (and the return of frustrating gatekeeping).
Sweaties and parse monkeys (the ones doing too much damage) are gonna be annoyed, but they'll be fine. You've dealt them a setback, but because the damage engine hasn't changed they'll be right back where they were within a couple of weeks.
And it's because you've misidentified the root cause of power creep and the damage gap. It's not weaving, it's not rotations, it's not gear. It's the free damage
amplifiers on anything and everything and everyone. The answer to "how should I build" should not be "MOAR DAMAGE" every time no matter what. The game needs a reason
not to build for 100% damage 100% of the time. You want to limit your players by giving them meaningful choices with actual consequences, not limit them by just periodically making their characters worse.
TL;DR - if your players are all building glass cannons and wrecking your encounters it's because you're not making them choose to be glass. They're just cannons. Take the cannon away and they're just... boring.