After all, the highest DPS potential will tend to be the more glassy ones.ĭPS is mainly important as a metric relating to controlled raid environments during burn phases when up against DPS checks, IME. even tho doing so may be a net DPS gain for the group. You can imagine how many people, for example, would stop rezzing downed players around them because it's tanking their DPS. As it is, idk if it happens in this game with those who use 3rd party addons, but people becoming obsessed with chart topping to the point they neglect important things in a fight is a real problem in some games. Between boons and other factors, like mob scaling and dealing with mechanics properly, your DPS could fluctuate wildly and it might be hard to understand why if you don't already possess knowledge of other factors from being a min-max type player. I don't think DPS is a very helpful metric on its own. "I don't want to know what my dps is." That's fine. It's an argument for adding tutorials on boons.Ħ. It's not an argument against a dps meter. Sure, but that's an argument for why anet needs to add content that explains to players what boons are and what they do (and also food buffs while we're at it). "Dps isn't just about your stats and rotations. The context is provided by the community when the player asks how to improve their dps numbers which are now fully visible to them like any other stat in the hero panel.ĥ. Your guild mates can then advise you how to improve this number and then you test to see if your numbers grow. If you know your dps, you can communicate in guild chat what your dps is and ask how to improve it. "If you can only see your dps, you have no context about how to improve it." But if you know how much dps you do, this allows the community to do the rest of the work. Giving players access to dps also lets them see a stat, and then find out how to improve it.Ĥ. But using the hero panel lets players know that if they equip toughness equipment, their toughness number in the hero panel goes up and players understand how to improve this number. Players can ignore this information or they can use it. "Why is this information necessary?" The hero panel already gives you information about your attributes. Is that bad? Anet can use this to set itself apart.ģ. GW2 is also a game where there is no tank/healer/dps archetype as a default. "No other game does this." That's not an argument against doing this. It is meant to encourage self improvement.Ģ. It is information presented only to you much like your hero panel is. "Toxicity." This feature would not lead to toxicity since you cannot see other people's dps and they can't see yours. It's up to Anet how far they want to go with this.ġ. They can let players set the time interval in which they get the information. They can let players toggle it on and off (i would leave it on by default and let players turn it off if they want- we want to lower the barrier of effort to get this information). And depending on how much effort anet wants to put in it. It could only activate during boss encounters and give you a summary of your dps after you beat the boss. So my suggestion is, why not make it so the game shows you your dps, and only your dps, to you personally? It could appear in your combat log like it does at the dps golem. That's a lot of effort that isn't directly explained to players to find out about a number that could help them improve. You either gotta download an app or you gotta go to the aerodrome, a place a lot of people don't know exist, and then go to the special force training area, another thing people don't know exists, and finally make a raid squad without other people. Right now if you want to know about your dps, you have to go way out of your way to find out. I would like to make the same argument about dps. So in return Anet has begun to explicitly teach players about these mechanics and in some cases making it mandatory to succeed at the game. Most players won't go out of their way to find information about combo fields and cc bars and this limited the scope and complexity of the content Anet could create. See, while you can learn about combo fields and defiance bars if you research outside the game, anet realized that this design choice wasn't good for the game in the long run. That made me think about anet's efforts to get players to learn about combo fields and defiance bars. I've seen a lot of complaints about the meta in the last EoD map and among the complaints is that maybe 3-5 people are doing 10k dps and everyone else is doing below 5k.
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