Instead of addressing the strong classes
I just want to point out that this is only one step in a process. We will continue to assess classes and individual abilities and make adjustments as necessary.
You "assess" too slow, and always have.
How many EXPANSIONS does a spec have to wait to be viable? One, two, all? Going one season with glaring skews between specs or even abilities is terrible design in general. Now imagine having to wade through it for multiple seasons, or even worse multiple expansions.
Forget viable, let's just go with wanted on some level so they can enjoy this game in the environment they choose.
The past two months I have seen some of the worst sweeping changes that effect the LESSER specs of this game MUCH more harshly than those at the top. Particularly when those changes were specifically aimed at those out performing everyone, and this change is one of them. I mean, do I have to quote Back to the Future here?"Think McFly. Think!"
If you knock everyone down a few notches, then the hierarchy of specs and classes remains the exact same. The only differences are that those that relied on trinkets for some sort of footing to make them not completely useless have had that footing more effected that those that didn't.
You guys literally hurt my head with stuff like this. General changes that effect multiple classes and specs, let alone all of them at once almost never fixes anything. If you want want to do a general change, then make the time for DR to reset even longer than it is so players actually have to use their brain. Rather than spam CC and blow things up like they currently do.
You have to look at the specific classes, specs and abilities and do something about those.
You know what changes like this tell me?
Bring the class/spec, not the player. Plain and simple.
Because if you play a spec that actually relied on these trinkets to begin with, you were already not viable and should have walked from that class or spec and rerolled if you really wanted to PvP on any competitive level.