Azathoth wrote: » "Well lets say I want to run a more defensive set up. Well I would need to know how much dps it would cost me and how much extra defense I am getting in terms of hit points." My response is a simple, if not slightly time consuming one. Play the game. You don't "Have" to reverse engineer one, although you might 'want' to. If I start a new game, and decide it's not for me because the mechanics I enjoy are not being utilized I make a choice: A) Continue playing the game as it is, or Find a game more suited to my play style. I don't see why this isn't an option. There are many games I don't play because of this, and they all seem to do fine. There are many games I am still playing that are also doing fine. Ashes will obviously lose market space on the PvP only crowd and the PvE only crowd, so I'm not seeing where this potential loss of players is going to greatly effect their overall projections (assuming they have them). Ashes is a niche game being a PvX that doesn't have full loot, PvE safe zones, and uses corruption as a 'punishment-like' deterrent to unwanted PvP. Since when does every game released have to match everyone's play style? "For competative pvp it is pretty much a must have ...Not the dps meter the information is a must have." But there are so many games designed specifically for competitive PvP, which will likely all do it better than Ashes since Ashes is a PvX. So why wouldn't they play there for competitive PvP and play Ashes for different reasons? Who knows, maybe Ashes will be such an awesome game some players might be willing to step outside their norm/comfort-zone and just enjoy it. PvX is not my style, but I am totally planning on embracing it because that is the type of game Ashes is, and I want to play Ashes.
noaani wrote: » While this is sort of true (raids can hand players items that need to be used during encounters that are GCD independent), it isn't the combat system that determines raid difficulty - it is what the encounter asks of the players outside of the combat system. If you are in an encounter - any encounter - and for the entire duration of that encounter you chain class based abilities as fast as the GCD allows, you are fighting entry level raid content.
blackhearted wrote: » noaani wrote: » While this is sort of true (raids can hand players items that need to be used during encounters that are GCD independent), it isn't the combat system that determines raid difficulty - it is what the encounter asks of the players outside of the combat system. If you are in an encounter - any encounter - and for the entire duration of that encounter you chain class based abilities as fast as the GCD allows, you are fighting entry level raid content. Gcd and ticks are a time unit within game that limit actions, and a game can only ask player to complete every tick perfectly. Perfection also means you know when to use those ticks on dps and when on survival or other mechanics. That is the skill cap. When you add QoL tools like ACTs the maximum difficulty level drops as the tool is telling you how to max dps and survival. The difficulty level goes from figuring out optimal damage and survival and compensating that with mechanical skill and intelligence into following optimized rotations and skill priorities as weaknesses and everything else is readable from the tracker. Thus the tracker can not increase difficulty cap and makes the highest difficulty cap easier to reach.
blackhearted wrote: » I see gcd as only a limiting time unit within game, but maybe I can see it different because Ive been playing around with ticks in rs for ages. The fact still remains that games have internal timers that restrict the amount of actions a player can execute. Even if there are things outside of gcd the limit still remains as you have limited options you can execute per time frame. I already included survival and other mechanics to be within perfect execution.
blackhearted wrote: » The game has a time unit limiting actions you can do per second. You reach maximum skill cap when you use every limiting time unit the best way possible. Perfect execution can sometimes show as dps but is not isolated to combat mechanics or dps. It means perfectly prioritizing the limiting time units to maximize the effects for your advantage. I dont know how I can make the explanation more simple than that, maybe you can tell me how you see core mechanics so I can explain it in a way youre accustomed to.
Azathoth wrote: » If the goal isn't to make sure that everyone in top-tier max-level raids is maximizing the core mechanics of their class, then a tracker would only be used as a measure to script a combat and run through it rehearsed. As opposed to taking it on and depending on everyone's ability within their class. This is really the only reason I have for agreeing with IS to not implement a tracker.
Azathoth wrote: » So if a top-end raids do not rely on the ability of players to maximize the core mechanics of their class, then a tracer's purpose becomes prescribing scripts for the group based on a single attempt. Thus allowing players to defeat the content using a script, and not skill. Again, since top-end content shouldn't rely on the ability to maximize class mechanics.
Azathoth wrote: » Because including one that doesn't allow combat scripting, thus limiting its use to personal development.
blackhearted wrote: » Not being able to maximize performance without combat tracker, would mean u need to compensate that somehow.
blackhearted wrote: » You can also count running out of resources as a dps check.
blackhearted wrote: » Or you could do enough damage and finish the encounter before running out of mana? The difficulties are relative to eachother. Thats why you can prevail by surpassing other difficulty variables. .