I had a really weird thought. What would the game be like if there was a cap on DPS?
I was following a discussion on Glyphs. The Healers were pointing out that they liked Glyphs because they could pick and choose from them. And this is true. Holy Paladins alone can choose from Glyph of Beacon of Light, Seal of Wisdom, Seal of Light, Holy Light, and Flash of Light. But DPS, on the other hand is much more restricted. As Gurgthock of EJ wrote, "The system doesn't work too well for DPS, though, just because generally DPS is a math problem and there is a right answer."
That's when it struck me: What if there wasn't one right answer?
The right answer is whatever combination yields the single highest DPS. But let's imagine a game where DPS is capped. You simply cannot do more than X damage-per-second. Any extra damage just disappears. Any solution which produces more DPS than the cap is a correct solution.
What would such a game look like? So long as you could reach the cap, DPS would have a lot more freedom in how they played, or glyphed. There's still an incentive to do more damage, because more DPS increases the number of free Global Cooldowns you have to do other stuff. But it's not as extreme an incentive as it is now.
Heh, maybe DPS players would start using stamina gems.
In WoW, the cap could go up as gear levels increased. Or it could be restricted by Tier. I.e. In Naxx, the cap is always 3000 DPS, in Ulduar 5000 DPS, etc.
It's an interesting thought experiment. But I wonder if DPS players would really like it. Would a new weapon be more interesting if it didn't make any appreciable difference? Would we miss being able to overpower older content? Would it make life harder as a good DPS player couldn't compensate for a poorer player?