Damage/healing meters and mods

kyuin214 Profile Options #1

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This is probably way too early to tell (or if im even posting in the right section) but I was wondering if there's any form of damage or healing counters/meters that shows how much you've output in fights. If not will there be plans to implement them or allow mods in general?

I like the competitive aspect of damage/healing meters and how it shows who's participating and who's not in a group. It also shows me where I stand and what I should be doing to raise my skill level if I am lacking damage/healing compared to other people of the same class that I am playing.
fysik Profile Options #2

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There are none currently, and there are no mods built in or allowed atm, but it could change in the future.

I remember Rift being so against it, but even they added mod support.

I do agree that having some sort of damage/healing meter would be a great way to min-max your character.
Domora Profile Options #3

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I don't think in TERA a meter that ranks your HPS and DPS is a good idea when avoiding damage is such a bigger thing in this game.
Myxx Profile Options #4

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Favorable
K.Y Lvl.60
Mount Tyrannas (PVP)
High Elf Priest
I really hope they avoid damage meters all together, as it, in my opinion, is something that chips away at a good community.
kyuin214 Profile Options #5

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Oh definitely! But it's understandable if you're outputting say 100 damage per second and you have yet to receive any heals from your healer or if you're outputting say 1000 damage per second but you are constantly dying and having to be revived. Having a damage meter could potentially have players set a nice balance (vice versa with healing). It's just a scenario though, i agree with what you are saying also!
Myxx Profile Options #6

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1
Favorable
K.Y Lvl.60
Mount Tyrannas (PVP)
High Elf Priest
kyuin214 on 2012-02-07 05:14:36 UTC
Oh definitely! But it's understandable if you're outputting say 100 damage per second and you have yet to receive any heals from your healer or if you're outputting say 1000 damage per second but you are constantly dying and having to be revived. Having a damage meter could potentially have players set a nice balance (vice versa with healing). It's just a scenario though, i agree with what you are saying also!


I think that damage meters are unnecessary, as MMOs in the past have done just fine without even an inkling of a damage meter. They are just frivolous - unnecessary - and cause nothing but strife in group settings.
spoolooni Profile Options #7

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I find that very much difficult to work out, as the main idea of this game is just staying alive while doing damage. What's the problem though is that many classes are saturated on single burst fires and Aoes, rather than having both.

I also agree with Myxx, it simply chips a good community when people judge people base on numbers like the Gearscore in WoW.
kyuin214 Profile Options #8

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spoolooni on 2012-02-07 05:20:48 UTC
I find that very much difficult to work out, as the main idea of this game is just staying alive while doing damage. What's the problem though is that many classes are saturated on single burst fires and Aoes, rather than having both.

I also agree with Myxx, it simply chips a good community when people judge people base on numbers like the Gearscore in WoW.


Although I have to agree i hated the gearscore system... People judge period, not just based on numbers. Since Tera is definitely geared towards player skills rather than equipment and rotation, a player in full green gear that would (highly possible)possibly be doing more damage than a player in full gold gear would be more easily recognized and praised with the aid of a damage meter. It would give players an incentive to become a better player than to just say I can get away with clicking 1 button because i have awesome gear and no one would know. I am supporting numbers as a means to inform players on their gameplay, not numbers that control the game.

Maybe even a meter based on damage/healing per hour? as opposed to damage/healing per second.
Myxx Profile Options #9

0

1
Favorable
K.Y Lvl.60
Mount Tyrannas (PVP)
High Elf Priest
kyuin214 on 2012-02-07 05:47:46 UTC


Although I have to agree i hated the gearscore system... People judge period, not just based on numbers. Since Tera is definitely geared towards player skills rather than equipment and rotation, a player in full green gear that would (highly possible)possibly be doing more damage than a player in full gold gear would be more easily recognized and praised with the aid of a damage meter. It would give players an incentive to become a better player than to just say I can get away with clicking 1 button because i have awesome gear and no one would know. I am supporting numbers as a means to inform players on their gameplay, not numbers that control the game.

Maybe even a meter based on damage/healing per hour? as opposed to damage/healing per second.


Nah, you'll find more incentive for players to become better when they aren't singled out but the group can't pass some checkpoint. For instance, if you have a static group (not that it has to be, but it's the easiest to understand) and you keep failing on one boss or pull, everyone is going to step up their game to beat it and nobody is going to get called out for being bad. Overall you have a more positive experience and everyone can learn something instead of just them thinking that it's all one player's fault.

I'm sorry but I find relatively no pros to having a damage meter. You specifically sited making a player better, but that can be achieved through the scenario I suggested as everyone will look over their rotations and timing of abilities/cds/what-have-you and figure out what needs work - all without the horrible calling-out of a single player. Not only that, but everyone will most likely learn from the experience.
ImperialPanda Profile Options #10

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kyuin214 on 2012-02-07 05:47:46 UTC
Although I have to agree i hated the gearscore system... People judge period, not just based on numbers. Since Tera is definitely geared towards player skills rather than equipment and rotation, a player in full green gear that would (highly possible)possibly be doing more damage than a player in full gold gear would be more easily recognized and praised with the aid of a damage meter.


Can happen, but unlikely. Depends on mechanics the game is designed with. There are certain mechanics that the game must have to allow for "action" skill to show. Otherwise it'll still be largely based on gear.

On the grand scale of things, I think it's still a gear-dependent game.

As for dmg meter, don't really care one way or another since I'm confident I'll be at least above average in both gear and skill. =P Personally I would rather have them because it's just more data. More data makes it easier to improve.

@Myxx

If your static is calling you out for having low dps instead of helping you get better gear and play better, then I guess you have a pretty [filtered] static and it's time to find some better friends. =P

The benefit is having more data helps you improve, let's you more easily see what's working and what's not and fix it.

In your case yes if the people in your static are [filtered]s they'll single you out and blame you and all that. But if the people in your static are not [filtered]s then they'll see you could use some better gear or need to do something differently and help you out.

Having/not having dmg/healing meter doesn't make people nicer or meaner.