Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Damage Meters


TenebriousDeep's Avatar


TenebriousDeep
01.04.2012 , 12:29 PM | #171
I think they should remove the damage an ability does from the tooltip. This way you can just kill things with the abilities you like the best based on animations and just play the way you want.

I mean the more information players get the worse the game gets, right?

If a tank doesn't tank the mobs, everyone knows.

If a healer doesn't heal the tank, everyone knows.

If a DPS just spams one button, no one knows.

The great thing about a damage meter adding isn't just "who's doing the most", it's which abilities are the highest % of your damage? How much of a players DPS went to the boss vs. how much was on the adds?

These things are invaluable if this game intends to have challenging content (and the inclusion of nightmare modes tells us it will)

KSheriff's Avatar


KSheriff
01.04.2012 , 01:21 PM | #172
I wouldn't mind seeing some sort of tool that allowed me to assess my own performance. As things stand, when I'm dps, I have no idea if I'm really doing my part. I do use CCs, and damage reduction C/ds to lessen the load on healer/tank, but I have no idea if my actual dps is any good.

capaydaga's Avatar


capaydaga
01.07.2012 , 01:40 PM | #173
For those mature players which use DPS meters, not to belittle but to try to help other players on their team become better team mates, these are an essential part of any grouping game.

Thank you for working on the combat logs issue.

SnoggyMack's Avatar


SnoggyMack
01.07.2012 , 02:09 PM | #174
Quote: Originally Posted by jibboo View Post
I know, I know, I’m beating a dead horse, but the squeaky wheel gets the grease.

This game would benefit from a tool that can measure the effectiveness of the DPS classes.
This game does not need a damage meter.

What it needs, and this is really the ONLY add-on I support in Star Wars The Old Republic ... is a Midichlorian Counter.

That way players can count the midichlorians of their fellow players, and know how good they are at Star Wars.

This fits the lore. And it fits the suggestion that all the players are asking for a measuring stick. In star wars, we need to be counting midis, not dee-pee-essas.

And really, if you're a Jedi with lazy swimmers and low midichlorian count, it's best everyone knows this up front.

And if you're a sith with limp midichlorians, you don't deserve to keep that slave collar on Vette.

/thread
Snoggy Mack
My Blog
My quote: "All the other kids with the pumped up Sith, you better run, better run, faster than my blaster"

maxolina's Avatar


maxolina
01.07.2012 , 02:14 PM | #175
Imo Damage meters are useless.

If you manage to kill a boss, who cares who did the most dps, if someone carried the whole group etc, you killed the boss, thats it. Gratz.

Dasset's Avatar


Dasset
01.15.2012 , 06:18 PM | #176
Quote: Originally Posted by maxolina View Post
Imo Damage meters are useless.

If you manage to kill a boss, who cares who did the most dps, if someone carried the whole group etc, you killed the boss, thats it. Gratz.
DPS meters is an important part of a guild who wants to succeed in being one of the better guilds on their server. If we fail to down bosses due to lack of dps, how should we know which ones to replace? Should we just replace every single dps in our guild? That's alot of work... Even the idea of replacing one-by-one to see if it gets better is a huge hassle, and is nearly impossible in operations.

jibboo's Avatar


jibboo
01.15.2012 , 06:22 PM | #177
How is this thread still going?

Let it die.


They're coming.

Rhaeton's Avatar


Rhaeton
01.15.2012 , 06:23 PM | #178
Quote: Originally Posted by Vallahas View Post
I've had it with this garbage. I feel like I'm still beta-testing this game, halfway through January, and I'm not paying anymore for something that feels half-finished.

There's no situational awareness in groups. There's no clue about where your threat is at and you have no clue about how your damage stacks up against your teammates.
Bye..
"It is not simply enough to know the light…a Jedi must feel the tension between the two sides of the Force…in himself and in the universe." Master Thon

DragonAgeOrgins's Avatar


DragonAgeOrgins
01.15.2012 , 06:25 PM | #179
Quote: Originally Posted by Lamuse View Post
To the OP

NO
This a thousand times.

NO

OZGOD's Avatar


OZGOD
01.16.2012 , 03:25 AM | #180
I'm confused about why people would complain about meters, whether they be for damage, heals, or a meter for measuring stuns, snares, etc. They're just a way of measuring performance. They are unnecessary when levelling content, but if you want to have a viable end game they are a great tool for figuring out how to improve, both individually or as a raid group.

Meters are not bad per se. They are just measurement tools, like speedometers or rulers. It all comes down to how they are used. If all you are doing is driving to and from work then a speedometer's only value is to make sure you don't get a ticket. Players who aren't interested in competitive endgame will probably never have a need for a meter. If you just play for leisure then your only criteria is to be happy while playing. But when it comes to competitive endgame it becomes important to quantitatively measure performance so you can see where you are failing and fix it. It's like being a race car driver; if you are a race car driver then a speedometer becomes important, because it helps you to objectively and competitively measure your own performance and that of members of your team.

Maybe right now SWTOR endgame is pretty easy and you can use a binary solution set: either we killed the boss or we didn't. And certainly meters are imperfect in that they do not take into account variables like movement in a fight or certain fight mechanics that require DPS classes to have some downtime to fulfill other functions. Just like a speedometer reading doesn't tell the whole story as to what is the best racing setup for a race car. But if you want to have some credible theorycrafting on classes, abilities and the like, then you need to be able to measure what those abilities are doing. Meters also help provide a quantitative base for balancing classes.