Damage Meters: Serious Talk Time(Long)

Eldarath Profile Options #271

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Neutral
Nafhe Lvl.60
Tempest Reach (PVE)
Elin Lancer
Some bosses have mechanics that makes tank's life easier if there's enough dps. The last 2 bosses in Sigil is a fine example.
Sucuri Profile Options #272

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If dps meters are added, all I ask is that they only appear after boss fights, durring the fight they are completely invisable. The biggest problem with a dps meter is most dps cannot look anywhere else and end up standing in red circles, or fire, or other crap.
Ghoulz Profile Options #273

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"dmg meters dont work cuz this isnt WoW, you have to move in this game" Wtf does that even mean? the logic behind that statement....well there is none.

ive been healing in many mmos for 6 years and im for dmg meters. they sure as [filtered] dont raise my epeen..im not the dd, im not dpsing, but i like to see which classes preform better in different situations. its a fun meta game

yeah sure, "its action combat" blah blah, i still dont see what that has to do with not just being indifferent about dmg meters but outright bashing them as the antichrist. i just dont get it.

they do nothing but help gamers become better.
GreenEyedMonster Profile Options #274

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Xiouslaidyn on 04/26/2012, 11:56 PM - view
You know what OP? [filtered] you. [filtered] you, and [filtered] the horse you rode in on. [filtered] your damage parser. [filtered] your attitude. [filtered] your face.


This is how you know you covered all bases of your argument well.

All people can do is say "**** you" and walk away.
ExcitedPanda Profile Options #275

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Qilong on 05/06/2012, 01:13 PM - view

DPS meters would only give "proof" to players who already hold that this is somehow a metric of the actual required performance in the game. In games where DPS is the only way to really compare damage-dealing classes, where some are given deficits they must operate with (as in WoW, where hybrids are given inherent "taxes"), then this makes sense in many ways. But this isn't WoW. I know you guys like the way this worked in WoW, but I feel you are blinding yourselves -- either intentionally or not -- for the sake of furthering your perspective.

You [meaning meters-supporters] claim meters are important, but the only reasoning you use is that it "separates out the 'baddies'" or that the classes are somehow imbalanced. Neither of these things is true with the exception of the latter as it applies to the final 5-10 levels of Archers in PvE content (in PvP, they still rock on the battlefield and do it just like the rest of them).

In the first case, the "separation of the 'baddies'" is highly subjective, and misses the point of the way damage dealing classes in this game work. Not only is the content designed to prioritize survival over damage, different classes actual sacrifice overall "attack" and "power" for the sake of either mobility, range, endurance, and evasion. These things tend to moderated in how the class plays, meaning that classes are generally different on a broad array of factors. Damage, as a flat output, becomes irrelevant when you focus a damage-dealer on Impact because this means the more time the mob spends on its back on stomach, the less time it has interfering with the rest of the party. Moreover, actual time stunning and knocking down enemies comes at a direct sacrifice to damage, as the abilities that provide these effects themselves are usually weak in damage, even if they are effective in power -- and only so when you glyph them to make them have more power over all.

In the second case, the only issues that exist at endgame in PvE are Archer survivability and low damage output and Berserker mobility. Damage for Zerks is NOT an issue. Archers still rock in PvP, as do Zerks. Portions of these are deficits the classes have for being either range fighters with evasion, or being a plate class with high durability and a block. It is not difficult to notice where the flaws in a class come from when they are played correctly, ideally, perfectly, and still fail to shape up. But implicit with this is that there is somehow supposed to be an ideal point at which a damage-dealing class SHOULD be, some metric that aligns these classes together, and I fail to see where the reasoning supports this! So far, there has been an enormous lack fo qualification on the argumentation that the meters will help improve overall class BALANCE; merely its assertion by the assumption that somehow this will SHOW the developers the errors of their ways.

What HUBRIS!

The argument for meters fails again, and continues to fail.

This Isn't WoW©


But it IS a metric to hold people to. "This game is more about movement and reacting to the battlefield!" Yes, yes it is! If someone is trying to cheese the meters we'll know because they will end up D E A D. Now if person A does more damage than person B (same class), AND they both survive just as well, then person A is doing a better job and might be able to teach person B better ways to play their class.

You keep bringing up Archer DPS. How do we know that's true? Meters give us direct information to hand to the people who can change things, everything else is, to use a term thrown out incorrectly earlier, hearsay.
Sanizy Profile Options #276

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ExcitedPanda on 05/07/2012, 08:34 AM - view

But it IS a metric to hold people to. "This game is more about movement and reacting to the battlefield!" Yes, yes it is! If someone is trying to cheese the meters we'll know because they will end up D E A D. Now if person A does more damage than person B (same class), AND they both survive just as well, then person A is doing a better job and might be able to teach person B better ways to play their class.

You keep bringing up Archer DPS. How do we know that's true? Meters give us direct information to hand to the people who can change things, everything else is, to use a term thrown out incorrectly earlier, hearsay.


Unless person A requires the healer to heal them and that causes the tank to have to block for longer (to take less damage) reducing his dps more than taking the hit added to person A.

Or person A gets hit and has to be healed after the fight causing more down time between the next pull.

Or person A requires too many heals and makes the healer pull agro from over healing.

I'm sure there are other circumstances I'm not thinking of as well.

Is more dps better? Absolutely. Does a dps meter always portray the whole story? No.

I'm fairly indifferent on the whole issue. If they add one, I will probably use it. If they don't I'll be just as happy and have just as much fun.
Burstlee Profile Options #277

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As a healer, I'd prefer if DPS learned how to avoid massive damage so I don't have to go into clutch mode every 20 seconds during a boss fight.

But I don't really have anything against prasers or damage meters.
EasymodeX Profile Options #278

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Is more dps better? Absolutely. Does a dps meter always portray the whole story? No.


A DPS meters always portrays the totality of the DPS story.

As long as you're not a 50 IQ dumb[filtered] retard, it's a great tool.
Sanizy Profile Options #279

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EasymodeX on 05/07/2012, 08:54 AM - view
Is more dps better? Absolutely. Does a dps meter always portray the whole story? No.


A DPS meters always portrays the totality of the DPS story.

As long as you're not a 50 IQ dumb[filtered] retard, it's a great tool.


But the DPS is not the whole story, it is only part of it.

As long as you're not a 50IQ dumb[filtered] retard, you know that.
Skillmare Profile Options #280

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DPS meters should be recording all combat data, and thus you will also see damage inflicted.

It's a good thing. There's nothing bad about damage meters.

If you looked at the forums, you'll see people booting players and stealing loot. You'll see people randomly kicked, treated like crap. Arguments that it will damage the game are ludicrous, as even without players are going to be treated like crap. The benefits to having visuals and numbers helps make guilds and small groups play together at a more efficient rate, while potentially assisting those who would like to play better.

Can it be used viciously? Sure, but name any mechanic in game that can't be abused.

Is it needed? No, not really. But then again, most features in any games aren't needed, such as dungeon finders, quest tracking, point-and-click quests, or even the ability to change keybinds. None of these features are required to play the game, yet they're here and they all have their benefits. In the case of how you can click and complete missions, it definitely takes away from the story part of the game, which to me is the best aspect of the game. How can you condone that but condemn this?