Mortal Strike now does 165% weapon damage (down from 185%).
Overpower now does 105% weapon damage (down from 120%)
Slam now does 190% weapon damage (down from 215%).
Raging Blow now does 190% weapon damage (down from 215%),
Bloodthirst now does 90% weapon damage (down from 100%).
Wild Strike now does 195% weapon damage (down from 220%).
Before people say "you'll be fine at 90"...
We've already seen DPS at 90. There have been tens of thousands of iterations run through SimulationCraft. This is obviously not the be-all-end-all, as we see parses pop up on either end of its results, but it's a pretty good baseline for observing class capability. We know where the Warrior specs stand. We've also seen plenty of live examples on the MoP beta servers.
We also know that Execute makes up a wildly disproportionate amount of our DPS. The final 19.9% of a fight gives us ~20% of our DPS in far less time. And now there's an average 20% reduction in weapon damage coefficients across essentially all major damaging abilities in our priority "rotations"--reductions that actually take us below numbers that Blizzard deemed "too weak" in the last TWO MONTHS.
I'm confused by the notion that Blizzard wants us to do so little damage for 90% of the time a fight is active. Execute makes up such a large portion of our damage already, it's the only reason we were competitive.
Why should a progression guild bother taking Warrior DPS now if we're putting out useful damage for such a small portion of the fight?
Some clarity on such a distorted damage spectrum would be fantastic.