07/06/2014 06:10 PMDamage done reflects toughness, healing, utility, awareness, reaction time, skills, type of mouse you use, and how much apoptosis the paint chips and glue have caused. Damage done is inherent with any DPS meter. You argue the PS detracts somehow from the benefits of knowing your D.
Posted by Dooces
DPS is not the only number that matters when you play.
D is the only number that matters when I play.
When damage is actually a part of those calculations then it will reflect. It is not the most important stat and should not be the focus of the game. Which dps meters would do, and by looking at some of your characters I would highly doubt that D is the only number that matters to you when you play.
There are too many cons to having them so do not expect to see them implemented.
07/07/2014 01:55 PMVery simply, dps information is one whole aspect of this game that is hidden to the player which is intrinsically part of the core dynamic. Holding this information back doesn't really make sense at all.
Posted by Phatty
Since taking a break from your thread I did some thinking and there is one thing that I wanted to say in it. Since you showed a definition of skill I will show you another important definition. Along with stating other things that do not relate to skill but can impact a clearing time in a rift.
1. Mob density, unless Blizz made a secret change to the density on the PTR. There are no doubt still some floors that are basically void of mobs. Then there are other floors that have tons of mobs. If you have two players that have the same build and gear level. If player A clears the rift slower than player B does not mean that player B is better. It could be due to the fact that rng in that rift that was just done had a few bad floors as far as mobs goes. That is something that player skill cannot handle.
2. Knowledge of good clearing routes. If you have players that just do not understand how to clear a map the fastest as humanly possible then they will have different clear times even though they may have the same dps according to a meter.
3. Knowledge of the classes. Here this kind of knowledge will help you to be able to adapt to just about any team combo.
4. Know the builds that your team is using. A little bit of knowledge of the weaknesses of the builds that your team is using can go a long way to improving the overall efficiency of the team.
5. The ability and willingness to adapt to the team that you are on. That is not skill, because skill means how good you are at doing something. Some people just are not flexible enough to be able to adapt.
6. Good communication skills, here being able to talk to your fellow team mates is vital for efficient clearing times. With a little communication you can then know what is expected of you while you are on that team.
7. This is the point I wanted to add in the other thread, but because of my promise I decided not to add it. It is called Wisdom, which is applying the knowledge you have obtained.
1. the ability or result of an ability to think and act utilizing knowledge, experience, understanding, common sense, and insight
2. accumulated knowledge, erudition, or enlightenment
3. a wise saying or wise sayings or teachings
4. soundness of mind
The first definition shows that it means applied knowledge, so applying knowledge is not skill. Whereas skill is a developed ability or talent.
If dps is the only thing hidden then where are the formulas for toughness and healing. Where are the proc rates on skills and runes. Where is the information that would help us have a truly balanced character and a good well balanced group that have more than just a dps number. Even though toughness and healing is a step in the right direction there are still hidden numbers in those two stats that you do not get in the game.