ThexBlackxKnight wrote: » That really depends on what game you are playing , in ESO is not the easy to focus fire players if they know what they are doing with their builds and healers can throw up healing shields to block that damage. Needless to say you are going want to take your best players to get the looting rights to raid bosses , and in sieges where you stand to lose a lot if you are defeated as the defenders. A player may have good gear but that doesn't mean they know how to maximize the potential of the gear in pvp.
Recluse74 wrote: » Maezriel wrote: » Recluse74 wrote: » Maezriel wrote: » Recluse74 wrote: » I am starting to think some of you have never mass PvP'd before and if you did, it was not well coordinated. Because in mass PvP, once the shot caller points out the next target, the target is dead before they can even click a skill.... tool tips/meters have no use here. Your argument seems to assume most PvP is going to be during mass events. Honestly the most common PvP will likely happen in small squads of less than 5 people as players bump into each other out in the wild. If I get deleted during a 1v1 I want to know what I should have done to be stronger and that's exactly what the meters are for. On top of that the game isn't solely PvP...many PvP players will have to venture into dungeons and kill mobs so knowing how to maximize your damage under ideal conditions will be helpful to everyone. Open world PvP... that is your argument... Ok let us go with that. What level are you when this open world PvP happens? What level was the player you fought? What level/grade gear did you have on? What level/grade gear did your opponent have on? What level/grade weapon did you have equipped? What level/grade weapon did your opponent have equipped? What Archetype/Class are you? What Archetype/Class was your opponent? What Augments were you using? What Augments was your opponent using? See what I am getting at? You have no way of knowing half of those answers, so a meter will not help you. It will help you against a target dummy... but not in real world PvP unless you have the answers to every question above about your opponent and before you face that specific opponent. Which will not happen unless your opponent is just a super nice person who is willing to give you all of that info before you fight. When you sit at a dummy to test damage it goes like: * Rotation A in gear set A * Rotation B in gear set A * Rotation A in gear set B * Rotation B in gear set B * etc Not so I can stroke myself to the meter while in combat, but so that I know I'm as prepared as I can be before even walking out of town. I don't need every single bit of information on my opponent before a fight, but I should be able to have that info on myself so that I know if I lost it was at least due to a mistake on my part or something not entirely in my control, such as a class that has an advantage or a few nasty crits. However, I can't even know that if I don't know what my character should be doing and that's literally what the meter at a dummy would be for. It's already been explained once in this thread (By @Noaani on page 2) that meters are meant as a preparation tool. Sigh.... me and Noanni have had this convo. Seems that you both are cut from the same cloth so I will exit this convo before I have to listen to the same exact argument over and over again... I say... I do not want them in game because of reasons A or B. You say, I do not understand how they work and deny that reasons A or B even exist. Got ya... lol, good luck in game I guess.
Maezriel wrote: » Recluse74 wrote: » Maezriel wrote: » Recluse74 wrote: » I am starting to think some of you have never mass PvP'd before and if you did, it was not well coordinated. Because in mass PvP, once the shot caller points out the next target, the target is dead before they can even click a skill.... tool tips/meters have no use here. Your argument seems to assume most PvP is going to be during mass events. Honestly the most common PvP will likely happen in small squads of less than 5 people as players bump into each other out in the wild. If I get deleted during a 1v1 I want to know what I should have done to be stronger and that's exactly what the meters are for. On top of that the game isn't solely PvP...many PvP players will have to venture into dungeons and kill mobs so knowing how to maximize your damage under ideal conditions will be helpful to everyone. Open world PvP... that is your argument... Ok let us go with that. What level are you when this open world PvP happens? What level was the player you fought? What level/grade gear did you have on? What level/grade gear did your opponent have on? What level/grade weapon did you have equipped? What level/grade weapon did your opponent have equipped? What Archetype/Class are you? What Archetype/Class was your opponent? What Augments were you using? What Augments was your opponent using? See what I am getting at? You have no way of knowing half of those answers, so a meter will not help you. It will help you against a target dummy... but not in real world PvP unless you have the answers to every question above about your opponent and before you face that specific opponent. Which will not happen unless your opponent is just a super nice person who is willing to give you all of that info before you fight. When you sit at a dummy to test damage it goes like: * Rotation A in gear set A * Rotation B in gear set A * Rotation A in gear set B * Rotation B in gear set B * etc Not so I can stroke myself to the meter while in combat, but so that I know I'm as prepared as I can be before even walking out of town. I don't need every single bit of information on my opponent before a fight, but I should be able to have that info on myself so that I know if I lost it was at least due to a mistake on my part or something not entirely in my control, such as a class that has an advantage or a few nasty crits. However, I can't even know that if I don't know what my character should be doing and that's literally what the meter at a dummy would be for. It's already been explained once in this thread (By @Noaani on page 2) that meters are meant as a preparation tool.
Recluse74 wrote: » Maezriel wrote: » Recluse74 wrote: » I am starting to think some of you have never mass PvP'd before and if you did, it was not well coordinated. Because in mass PvP, once the shot caller points out the next target, the target is dead before they can even click a skill.... tool tips/meters have no use here. Your argument seems to assume most PvP is going to be during mass events. Honestly the most common PvP will likely happen in small squads of less than 5 people as players bump into each other out in the wild. If I get deleted during a 1v1 I want to know what I should have done to be stronger and that's exactly what the meters are for. On top of that the game isn't solely PvP...many PvP players will have to venture into dungeons and kill mobs so knowing how to maximize your damage under ideal conditions will be helpful to everyone. Open world PvP... that is your argument... Ok let us go with that. What level are you when this open world PvP happens? What level was the player you fought? What level/grade gear did you have on? What level/grade gear did your opponent have on? What level/grade weapon did you have equipped? What level/grade weapon did your opponent have equipped? What Archetype/Class are you? What Archetype/Class was your opponent? What Augments were you using? What Augments was your opponent using? See what I am getting at? You have no way of knowing half of those answers, so a meter will not help you. It will help you against a target dummy... but not in real world PvP unless you have the answers to every question above about your opponent and before you face that specific opponent. Which will not happen unless your opponent is just a super nice person who is willing to give you all of that info before you fight.
Maezriel wrote: » Recluse74 wrote: » I am starting to think some of you have never mass PvP'd before and if you did, it was not well coordinated. Because in mass PvP, once the shot caller points out the next target, the target is dead before they can even click a skill.... tool tips/meters have no use here. Your argument seems to assume most PvP is going to be during mass events. Honestly the most common PvP will likely happen in small squads of less than 5 people as players bump into each other out in the wild. If I get deleted during a 1v1 I want to know what I should have done to be stronger and that's exactly what the meters are for. On top of that the game isn't solely PvP...many PvP players will have to venture into dungeons and kill mobs so knowing how to maximize your damage under ideal conditions will be helpful to everyone.
Recluse74 wrote: » I am starting to think some of you have never mass PvP'd before and if you did, it was not well coordinated. Because in mass PvP, once the shot caller points out the next target, the target is dead before they can even click a skill.... tool tips/meters have no use here.
Recluse74 wrote: » ThexBlackxKnight wrote: » That really depends on what game you are playing , in ESO is not the easy to focus fire players if they know what they are doing with their builds and healers can throw up healing shields to block that damage. Needless to say you are going want to take your best players to get the looting rights to raid bosses , and in sieges where you stand to lose a lot if you are defeated as the defenders. A player may have good gear but that doesn't mean they know how to maximize the potential of the gear in pvp. Rarely will you see two opposing groups trying to out damage each other on a raid boss. The real scenario involves PvP where the winner decides to keep fighting the raid boss, or to run away and consider that just stopping the other group from getting the kill a victory. Again.. DPS in mass PvP amounts to nothing if you are dead. In Lineage 2 it was easy to focus players because it was a simple button push to target your leaders target and attack.. It sometimes gets to the point you are pressing your target button as much if not more than your attack button because people are dying so fast.
Recluse74 wrote: » I can work out the best PvP damage for character all I want... in Mass PvP, it matters none, because your DPS output is a big fat ZERO when you are dead from getting focused down by multiple people. PvP comes down to group synergy, and having a good driver or shot caller.
Dygz wrote: » Uh. Winning a siege is all about who captures the relic - not who does the most damage. So Sneaking can matter even if you don't do the most damage.
Dygz wrote: » As someone who has pvped in a lot of mmorpgs I can tell you it wont play out that way , pvp will always be about killing the opposition , no defender will be remaining alive around the relic if the attackers win.
Tragnar wrote: » What happens when you throw into the mix the gigantic amount of sidegrade augments? Will intrepid really vigilant enough to not create augments for archetypes that mitigate their "rock-paper-scissors" weakness?
Dygz wrote: » Dygz wrote: » As someone who has pvped in a lot of mmorpgs I can tell you it wont play out that way , pvp will always be about killing the opposition , no defender will be remaining alive around the relic if the attackers win. You can tell me that all you want, but I've seen it happen. Killing the opposition still does not mean that the faction who does the most damage will always be the faction that wins.
Inixia wrote: » To answer the main question - I would like tooltip raw numbers for guidance when making gear selections. I think most players could benefit from some help, even though tooltip estimates are often notoriously faulty they could still give a rough idea of gear progression until advanced levels when a more critical approach is needed. But I don't think that should be framed as a compromise for dps meters. I think its mostly a pretty distinct issue. The people who think this is a compromise are generally people who don't really discern between a lot of the numerical information existing in the game ... they see it all as a subset of the same issue (sometimes pinning it as a cause of elitism... which seems a bit odd to generalize it all under that blanket considering decades of mmo's using it in various forms) You have to understand though that's definitely not how proponents of dps meters see it. Things like damage numbers, equipment tooltips, and training dummies are in their (mostly) own realms of use. DPS meters are mostly about setting mid-raid goals for yourself between attempts and identifying strategies to communicate to your team... and also testing specs ooc. You might as well be saying 'hey we are taking away dps meters, but don't worry, we'll still allow you to see the damage numbers that pop up above an enemy's head'.(just as an example) You've got to understand that many people aren't going to see that as a consolation prize, they will see it as just an unrelated gameplay mechanic. Again though, its actually a fine idea imo. Just don't expect it to bridge the dps meter divide (that is pretty polarized atm)
Maezriel wrote: » I agree, in a game that's supposedly doesn't cater to "care bears" and where the winning condition for many of the events is literally who does the most DPS it's kinda crazy to have people request having numbers on our tooltips.
Trax wrote: » Maezriel wrote: » I agree, in a game that's supposedly doesn't cater to "care bears" and where the winning condition for many of the events is literally who does the most DPS it's kinda crazy to have people request having numbers on our tooltips. Perspective is a funny thing. See, from my perspective damage meters are a form of carebear hand holding where you are receiving artificial feedback from a script about how your performance is. To me, it’s more hardcore to go out and figure it out through trial and error.
Maezriel wrote: » Recluse74 wrote: » Maezriel wrote: » Recluse74 wrote: » Maezriel wrote: » Recluse74 wrote: » I am starting to think some of you have never mass PvP'd before and if you did, it was not well coordinated. Because in mass PvP, once the shot caller points out the next target, the target is dead before they can even click a skill.... tool tips/meters have no use here. Your argument seems to assume most PvP is going to be during mass events. Honestly the most common PvP will likely happen in small squads of less than 5 people as players bump into each other out in the wild. If I get deleted during a 1v1 I want to know what I should have done to be stronger and that's exactly what the meters are for. On top of that the game isn't solely PvP...many PvP players will have to venture into dungeons and kill mobs so knowing how to maximize your damage under ideal conditions will be helpful to everyone. Open world PvP... that is your argument... Ok let us go with that. What level are you when this open world PvP happens? What level was the player you fought? What level/grade gear did you have on? What level/grade gear did your opponent have on? What level/grade weapon did you have equipped? What level/grade weapon did your opponent have equipped? What Archetype/Class are you? What Archetype/Class was your opponent? What Augments were you using? What Augments was your opponent using? See what I am getting at? You have no way of knowing half of those answers, so a meter will not help you. It will help you against a target dummy... but not in real world PvP unless you have the answers to every question above about your opponent and before you face that specific opponent. Which will not happen unless your opponent is just a super nice person who is willing to give you all of that info before you fight. When you sit at a dummy to test damage it goes like: * Rotation A in gear set A * Rotation B in gear set A * Rotation A in gear set B * Rotation B in gear set B * etc Not so I can stroke myself to the meter while in combat, but so that I know I'm as prepared as I can be before even walking out of town. I don't need every single bit of information on my opponent before a fight, but I should be able to have that info on myself so that I know if I lost it was at least due to a mistake on my part or something not entirely in my control, such as a class that has an advantage or a few nasty crits. However, I can't even know that if I don't know what my character should be doing and that's literally what the meter at a dummy would be for. It's already been explained once in this thread (By @Noaani on page 2) that meters are meant as a preparation tool. Sigh.... me and Noanni have had this convo. Seems that you both are cut from the same cloth so I will exit this convo before I have to listen to the same exact argument over and over again... I say... I do not want them in game because of reasons A or B. You say, I do not understand how they work and deny that reasons A or B even exist. Got ya... lol, good luck in game I guess. Before you completely leave the conversation what do you say to my comment above yours? Most arguments against meters is based on a fear of being excluded and I just don't foresee that being as big of a problem simply due to the game naturally limiting your ability to build a "perfect" team.