Let’s make it clear then
Every class has 100% base player damage by itself, and their unique bar gives more dmg or special things.
While I didn’t read the original 70:30 post it quite obviously derived from a dev who said that Rangers are expected to bring some damage through their pet. But this also applies to other classes who have damaging class mechanics because the class mechanics are most likely not exlcuded when balancing their damage. Everything else does not make any sense at all. This means that the class mechanic has to be included for all Mesmers, all Warriors, at least power Necromancers, most Engineers and even situationally for Thieves. Comparing Ranger 70:30 to Warrior to 100:15(F1) is just inaccurate.
Okay, let’s make it clear then. As an average, classes have ~75% dmg of possible fully.
Then when they trait on it, they’ll have maximum of “100%”, + the F skills give additional dmg or features. It should matter what you trait on. If you go for damage, then go, other hands there are survivality, support, and beastmaster for us.
I am not sure if I understood you right, but all classes, with the exception of ranger’s from what I have understood from the dev’s, all classes start with 100% damage. I have not read any post’s or heard any statements from dev’s stating that mesmer’s damage is reduced because they expect clones to fill a portion of that damage. Or necro’s damage is reduced because they expect minions to fill a portion of that damage. So far the Dev’s have only mentioned ranger’s as having to give up 30% of their damage to pets. A level 80 warrior with no traits has 100% control of their damage and they have 100% of their damage. When traited, any bonus’s, 10% through this trait for using XYZ weapons, 5% this other trait, 15% for the adrenaline full trait, ect.. This is all added to the 100%, so the example I’m using above, he will have 130% damage which is a 30% buff to damage thanks to traits. That’s a given, that’s what traits are for and why some traits are for some weapons and not others.
Ranger’s on the other hand start at 70% damage instead of 100% damage with 0 traits. So you add the Bow percentage, or your traiting that way or you add the GS percentage when traiting that way and any other percentage from traits and you’ll see that you, the ranger part, does not come up to 100%. Now you have pet’s, which are suppose to be responsible for 30%, trait on them and their damage percentage is suppose to go up as well. On paper it should balance out to what warriors are doing. However, since our pets can’t hit moving targets and since are pets can’t scale walls and since our pets die in 2 seconds in zerg’s and since our pets are practically USELESS, we lose out of those 30+%. So while all other classes are doing >100+% damage, we are at <100+%.
So to recap, From the dev’s mouths as we know for sure right now, Ranger’s are the only ones that start <100% damage because of pets. Now, if a dev wants to come on here and say anything about Necro’s having the same thing or mesmer’s to clear the air on this matter that would be great. But until we hear otherwise, we only have confirmation of ranger’s having this handicap.
Speaking of which, why is it that necro’s with all of their minions don’t have balancing issues when they can spec to not use minions and not lose DPS? What’s the difference between them and us if they also have pets and theirs is optional?
(edited by Akisame.9508)