noaani wrote: » Once again, this is where the disconnect here is. You are talking about a tool for power players, but from a non power player perspective. It's like someone not at all interested in RP throwing in their thoughts on a tool specifically designed for RP, or a non-crafter throwing their thoughts in on a tool specifically designed for crafters. Not every tool is supposed to be for every player. They could well add a system to keep track of in game achievements, and that is something I will never even look at - it is also something I will never post much about as I know others will make use of it as a feature in the game. If the game is going to support the achiever player, then they absolutely should have a system by which to track achievements. A DPS meter is a tool that is not supposed to be for every player. If any individual wants to run groups or raids without it, that absolutely should be a path that is open to them. On the flip side though, if the game is to support the power player, then it should provide tools that the power player needs.
azathoth wrote: » I understand that a DPS/ACT is a tool for a specific play set, and that not everyone will want to use the tool. However, when other players require you to report out what the tool says in order to do group content, then it is a tool that will be required.
dygz wrote: » And I'm sharing my view that since the devs plan on not supporting tools like DPS meters, I hope they design and implement mechanics with plenty of support for us to be able to synergize party-member abilities in a
unknownsystemerror wrote: » They have said multiple times over the last two years when asked that they have no plans to release the API into the wild. That way leads to hacks and madness. If there is a QOL issue they feel is important, they will add the relevant functionality to the game. Those that think they know better and try to use third-party addons have only themselves to blame when Intrepid takes action on their accounts.
noaani wrote: » I don't see why they should support RP players above power players. I want both to be equally supported - either support power player on raids, or don't support RP'ers on raids. Well, actually, I just want both supported - I don't want neither supported.
noaani wrote: » [W]hat I am afraid of is that if BOTH Ashes becomes quite popular AND there is no support for an in game combat tracker, someone WILL make something.
unknownsystemerror wrote: » Sugarland will change and morph over time, so when the raid enters and find out the spiders have displaced the undead and a whole new boss is there that they didn't plan to engage. Not every server is going to have static zones where stuff does not change and just because your guild thinks they are owed access to a particular dungeon or raid, does not mean the people that live there are going to let you go waltzing through their territory to pillage as you please. The idiocy of spamming "LF players to go on our raid. We are going for Blessed Blade of the Windseeker run, must have Blessed Blade of the Windseeker achievement to join!" should not develop into a thing.
arzosah wrote: » Mechanics should matter and should be overall more important than DPS. However if DPS is too low the fight will last longer and this will tax healers ultimately leading to a loss to attrition. Additionally having DPS check allows for a wider array of possible mechanics to deal with. i would love to see adds spawn that if they aren't killed fast enough they cast a spell the debuff the party or explodes causing high damage potentially resulting in a wipe.
zorish wrote: » That imo, sounds a lot harder than learning a rotation. Why? Because eventually everyone will be using add ons to let you know when to use your Big CD once that X debuff is active on the enemy.
arzosah wrote: » zorish wrote: » That imo, sounds a lot harder than learning a rotation. Why? Because eventually everyone will be using add ons to let you know when to use your Big CD once that X debuff is active on the enemy. Based on current information Addon aren't going to exist, and I hope IS sticks to that.
zorish wrote: » arzosah wrote: » zorish wrote: » That imo, sounds a lot harder than learning a rotation. Why? Because eventually everyone will be using add ons to let you know when to use your Big CD once that X debuff is active on the enemy. Based on current information Addon aren't going to exist, and I hope IS sticks to that. Well, all of the hardcore players are asking for one. Will Steven resist them? I don't know
dygz wrote: » 1: In general, I care about the journey; not how long the battle takes - but I am a hardcore time player and I have time as a luxury. 2: I don’t understand how the length of time will tax healers in Ashes combat. Especially given the wide variety of healing options available. And the wide variety of ways to avoid damage. 3: Adds spawning within a span of time typically is not about seconds, rather it’s about minutes. And the strategies for factoring in bursts of power should be more focused on weapon ability combos which lead to ultimates, in addition to augments and class ability combos - rather than relying on DPS checks. DPS is a byproduct. Shouldn’t really be necessary as a focus. Burst damage will be a class focus, but it shouldn’t need to be gauged by the second to be highly effective.