Originally Posted by
Pokty
Summary: Feral needs to be top of the line in terms of damage to make up for the fact that its damage over time mechanics make it worse than other melee for some things.
The thing is, Feral as a spec is not that great from a mechanics perspective, especially not now that it doesn't have AOE burst. If you had two specs, X and Y, where X delivered damage instantly and Y delivered the same damage over time, "instantly" is almost always better because that spec can kill short lived things better. And if there's no penalty for being able to "front load" damage, why ever use the damage over time class?
With ranged dps, historically, the damage over time classes have been great when they have been able to easily throw their high damage per cast dots on multiple targets. Feral is supposed to play similarly to this when you have multiple targets, but it becomes really hard to play because you also need to juggle the energy it costs to apply the dots, and combo points, etc. You need to be extremely skilled to execute a Feral cleave fight perfectly, especially if the fight has mechanics that you need to dodge and react to, etc.
The reward for all this work in a cleave scenario at the moment is doing barely above your single target damage. Compare that to Sweeping Strikes for Warriors, and it almost becomes a joke. Feral should be at the high end of dps for a fight like Twin Ogron that allows you to freely dot up long lived targets, but in reality it's actually one of the worst melee. Not by a huge margin, but Feral is definitely behind Monks, Warriors and Rogues. If Feral can't even shine in a fight that is favorable to its mechanics, what is it good for? The fix is to move more damage to the bleeds and decrease direct damage to compensate. This will make the spec even worse at short term targets, but it will at least make it good at something.
If you look at when Feral has been a somewhat desired spec, it's when you actually got very good damage (better than all, or almost all specs) in the niche that Feral has always had, which is single target damage on targets that live for a long time. This was the case during WotLK, during MoP (didnt play then, but I've heard that it was very strong in SoO), and to some extent it was the case at lower item levels at the start of this expansion. Basically, the raid would take the penalty of having a Feral in on fights where it would typically do worse than other melee in order to gear it up for fights where it would shine. For an old school example of this, check out Ensidia's world first of Algalon where their Feral is dominating.
Earlier in WoW there were also fewer specs that used each piece of loot so you could argue that it was a good idea to have a Feral in to soak up agility leather unless you were really Rogue heavy, and to use agility staves that were only used as stat sticks by hunters otherwise. You also had the Feral's ability to spec for tanking while still being able to do more or less normal dps. With these factors, it made sense to have a Feral in the raid even if the mechanics of their damage delivery created situations where spec had big problems. Anyone remember Ultraxion and how Ferals couldn't even Shred the boss, and it wasn't fixed? That's how much Blizzard cares about you.
You could always argue that as long as you are a great Feral player, you'll always have a raid spot unless you are in guild like Paragon or Method. That is true, but if you are a great Feral player, you'll most likely also be great at another spec that helps your raid more. In any case, in response to the person I quoted, I think that when you compare specs, you should consider them being used by equally skilled players, not a world class Feral player playing in a casual guild for example.