30-35k DPS in PvE seems to be average at this point. That's be enough to kill a thief, TWICE. Each second.
Granted PvP operates with slightly lower stats and PvE builds don't work here, but it's clear that there's a crazy amount of damage in the game. Why did the balance team let this happen?
When it comes to PvE it absolutely shouldn't matter if the average DPS is 3k, 30k, or even 300k because we're fighting NPCs. The teams could just design the health of the mobs to fit whatever damage players are supposed to do. PvP is a different beast however, HP has been the same since the release of the game but the damage went way past it, and a simple HP boost for players would just create a whole lot of other problems. Powercreeping damage means nothing for PvE, but can destroy every other area of the game.
I just don't understand how can the balance team care so little for PvP, it wouldn't cost them anything to keep damage at a playable level in this gamemode. Yet they chose to neglect it completely, focusing only on PvE without considering anything else. It's like they forgot this part of the game existed.
"Big numbers are fun" seems to be the only driving force behind combat design at this point.