Mmmm, honestly at the moment, I'm of the opinion we are a bit nerfed ever since the stats were balanced (agi no longer is particularly useful; as an agi-centric class, ouch). With tanks having one shots, and classes with heavy dots and heals, you would need some pretty good runes to do decent damage. And atm, against +20 geared charas (from all the refinement events), especially tanks and priests, it's pretty near impossible to beat them (near, because sometimes I luck out in kiting tanks and they fail their one-shot. Not sorcs/priest/SM though - I cannot outdamage their heals.) An argument can be made for our double damage from hide, and the proc to double SdExp, but....eh. I've tested out my damage on my guildies, and it is pretty meh. I may not be a pure PVP build, but it's kind of underwhelming regardless. Also, GT's heal factor is useless if one can die from a single attack.
And that's just PVP. Seriously, I think my guildies are tired of hearing me grumble about the reduced damage I deal in PVE, esp in DW at the moment. For a DPS class with an emphasis on melee, a lot of other classes outdamage us. Granted, I might just be in parties built out of epic players or something.
It would be great if the VCRs could check the promised skill rebalancing, which may (or may not) remedy some of this. Or maybe even test the sin's damage (in both PVE and PVP) on different level tiers with similar-refined/runed characters to see if it really is lacking in comparison to other classes.
On a side note, I wonder if an increase in dodge (1->2 per agi stat) might help, but eh, just throwing that out there. I haven't properly weighed in whether that'd be too OP a change.
Edited by Axtar, 06 July 2014 - 08:18 PM.