dygz wrote: »
dygz wrote: » Buffs and debuffs and knowing how to take advantage of them to aid the performance of your teammates is part of helping individuals perform better. As is teaching individuals how to do so. When the group decides that more healing is needed, we shouldn't just be thinking that the High Priest is "underperforming", rather we should be determining how the Soulbow, Soul Weaver and/or Highsword can assist that High Priest. It might not be that the issue is that a Necromancer is "underperforming" - it might be that it would be better to do a group Summons. The concept of DPS meters and combat trackers assessing "underperformance" is precisely the problem.
ghoosty wrote: » It really depend on if the ability is accessible for that spec, but they do not want to use it for RP reason. You can't expect that the developers can think of every situation when the player do not want to use a useful skill. If the the icemage do not want to use repel spells. No problem, the tank has reduce elemental resistance skill, but the tank said. I will not use it, I am a mighty warrior, I do not use spell-like skills. This definitely not design issue.
ghoosty wrote: » Believe me, the persons who want ACT do not want to remove these options. Actually they really want to use them, but they would like to see that it worth for that fight. Once we can use one ability. I have to chose to attack or I use an ability what increase my teammate's damage. My attack deal 100 damage. My other ability increase my team mate's damage with 25%. If that guy/guys deal damage of 500 with my skill it is indifferent to use. If he do more than 500, it is a good idea to use that skill. If it is less, we should not use, it does not worth. This is what we would like to know. Of course you can make a few try blindly and see what happened, but if we just have the total team's dps, we will not know if that helped or some other thing happened.
ghoosty wrote: » I know that not always possible to with with a group, and I also know that the combat trackers will not mean winning strategy, but the combat tracker help to find out if it worth to continue with that team or not. It also helps to find out how we should change. It saves lot of time.
noaani wrote: » The individual players on your raid have the responsibility to the other 39 people present to know how to play their class, and the raid leader has the responsibility to know what to reasonably expect from that class under the situation they are in.
noaani wrote: » No raid leader worth their spot on a raid would think that a healer is under performing if they are doing the most healing on the raid. I'm not even going to touch "When the group decides that more healing is needed", as that is not something I can talk about without using "all that tells me is - once again - that this is a player that doesn't know what they are talking about, yet continues to talk regardless".
noaani wrote: » No raid leader worth their spot on a raid would think that a Necromancer is under performing without taking in to account whether they are or are not able to do a group summons. The raid leader either knows they can or knows they can't do a group summons. Any assessment of their performance will take that in to account. However, if a player is in a substantially below par situation for their class, chances are the raid leader won't even look at how well they are doing (raids don't take substantially below par setups to challenging content).
noaani wrote: » You are looking at this whole thing from the perspective of amateur raiding, Friday Night Warriors, rather than from the perspective of people that know what they are doing. Given how well you have proven your understanding of the topic, that is more than fair to expect from you. What you should be thinking to yourself is that raiders - REAL raiders - spend far longer thinking about this kind of thing than you do, and so know all the pitfalls and benefits that you could ever possibly think up.
noaani wrote: » However, if you want to argue that a combat tracker should not be present at all, you would do well to explain why people that know how to make full use of such a tool should not be allowed access to one.
dygz wrote: » But the warrior refusing to use "spell-like skills" is not what we're talking about.
dygz wrote: » People can figure out whether that significantly increases damage without relying on DPS meters or combat trackers. It either does or doesn't. And it will be evident by the effects on the targets' healthbar.
dygz wrote: » For some people combat trackers help to find out whether it's worth it to continue with that team. That is why the people against them are against them. Also, likely that the people who are against them don't really care about that kind of saved time.
dygz wrote: » DPS meters and combat trackers facilitating the drive to quickest, most efficient run is precisely what those in the anti camp want to avoid.
azathoth wrote: » This response is telling me that at least some players relying on ACT/DPS meters don't believe in "practice makes perfect" and that somehow without a tracker people would be unable to tell if their character was performing on par with usual, over par, or under par.
ghoosty wrote: » If you allow for an icemage to not use his available skills, you have to allow the warrior as well and for everybody.
ghoosty wrote: » I participated in many raids, even if we did the same, the boss's hp went down different way. From that it is very hard to find out what caused the difference. Sometimes I have a feeling that you never participated in a 25-40 persons raid.
ghoosty wrote: » I am OK, that you like to fight a combat where you do not have chance to win. I do not like it. (Unless I am with good friends, but as I do not have 25-40 good friends, I do not have the possibility participate with them in a raid.)
ghoosty wrote: » 1. I do not really care about the quickest way or the most efficient run, I just want to avoid the dead end street. 2. If somebody use it for that, I do not care about it. I suggest you the same. If it exists, you have the possibility to not use it. If it not exists I do not have the possibility to use it.
dygz wrote: » The Ashes devs are not including or supporting DPS meters or combat trackers, so... they will not officially exist.
ghoosty wrote: » 2. If somebody use it for that, I do not care about it. I suggest you the same. If it exists, you have the possibility to not use it. If it not exists I do not have the possibility to use it.
ghoosty wrote: » After that we speak lot about an ACT and about some skill rotation etc. As I had the tool to measure myself, I saw immediately that I do something wrong
arzosah wrote: » dygz wrote: » The Ashes devs are not including or supporting DPS meters or combat trackers, so... they will not officially exist. This thread really should just die at this point. All it is at this point is a couple people on each side that will never change their mind, and it's irrelevant since the devs don't plan on supporting it anyways.
blackhearted wrote: » We both know that if one exists everyone has to use it.
consultant wrote: » A lot of your posts seem redundant the only factor here is toxicity. On that point would like to say most of the toxicity from dps meters come from instant que not raiding from people that you know. Do not think dps meter would would make it too toxic cause you will be playing with people on your own server.
consultant wrote: » Well gents let just say some things Seen posts about buffs and debuffs and abilities kind of hard to tell if they are worth without dps meters excluding buffs and debuffs thatare present all the time. There is no way to get away from the best dps or hps or tank cookie cutter set up because of simulators a third pary tool that just uploads your toon and plays it for you with out all the graphics and sounds all number crunching. No way to stop being cut from raid for underperformance it just takes a little longer to figure it out. More like trial and error A lot of your posts seem redundant the only factor here is toxicity. On that point would like to say most of the toxicity from dps meters come from instant que not raiding from people that you know. Do not think dps meter would would make it too toxic cause you will be playing with people on your own server. If the only thing done to prevent a toxic server was no dps meters it would not work.
azathoth wrote: » I am not against ACT/DPS meters. I just don't think we need them and IS has chosen not to put them in Ashes, and I think they should stay true to that.
dygz wrote: » It's there in that first quote: DPS meters aren't necessary...the available info won't be like what's available in DPS meters and such tools. But, you can believe what you wish until the game launches.