I do know what it is. You are just lying on repeat. Thursar does less damage than Alvarin with armor pierce, subsstantially less, Alvarin uses a bow with just 5 less strength than a strongest Thursar after masteries. Obviously armor pierce is better vs higher tier armors, that has 0 correlation with the Alvarin/Thursar argument, as even versus weakest pvp ready armor, armor pierce overshadows 5 str by far.
You are clueless and don't understand numbers, you do less damage as a Thursar, nobody dpses for 5 mintues with a bow and even then it'd be ultra close becuase 5 strength bow especially when you raelize you have faster draw speed, dps is pretty much the same, and then alvarin has smaller hitbox and armor peirce. It's a no contest.
They need to giga nerf Alvarins either way.
WRONG.
Armor pierce gets worse the lighter the armor someone is wearing. It isn't a hard damage increase.
So, let's say it DOES go above thursar damage for those few seconds, it only does so against heavy armor, and for a very short period of time.
Meanwhile, thursars get substantial melee bonuses.
So yes, that is a trade-off.
Thursars are built to be melee fighters, which compliments their health and melee damage; alvarins are built to use bows. Which compliments their speed.
So, even despite alvarins not being able to use as good a bow as a thursar, you want to nerf them, for a buff that only works against heavy armor, and lasts a few seconds for a massive cooldown AND removes their escape potential substantially... AND they have to be stout with trinkets to even get close to thursar bows? When, let's be real, arrows aren't much of a threat to heavy armor, and so. It is a redundant advantage at best.
Meanwhile, thursars are near one-shotting people in melee. I mean, anyone who has fought with a thursar as a non-thursar knows how dangerous it feels. It is like you don't understand the massive melee advantage thursars have, and that there is a very deliberate trade-off.
You have to play thursar to your strengths. That means you might have a tough time in the open, as you're a bigger target. With your size comes a substantial melee damage increase however. Thursars are for dungeons and close-quarters. They not meant to be jogging in the open without a mount. Even in large battles, they're huge targets.
It is like if a veela gets caught in a melee range, and they get "sticky backed" or whatever they say. They 're dead.
You have to think as well, thursars have clades that feed off melee combat too; i mean, if you are caught at range, you've made a mistake. Your entire game should be avoiding that range. That means staying near something you can stand behind at all times.
Also, consider carrying a shield, as they are HIGHLY effective against archery, and massively limit their ability. I sometimes think melee players forget shields even exist.