AnnieClark wrote: »
First off to the OP, I must say well done for being so mature about the situation and not being like most and just be nasty to him.
Though I'm curious as to how you know so much about your damage and that of others in party without the use of a DPS meter?
Nothing against people using DPS meters, for personal use I can see it being a very beneficial tool though not something I'd ever use myself.
But if I see anyone in party referring to it in even the slightest negative way that makes someone else feel bad I will snapshot and report them for harrassment.
TheDarkWan wrote: »
That dungeon needs to be reworked, the machines count too much on all party knowing what to do. This is a lower dungeon and does not need to be that difficult. I suggest they bring back Channel works until ravenous gouge is finally ready to be released.
AnnieClark wrote: »
How about you make a new toon, don't do any enhancements, stay exactly as you would be as you hit level 65, and all of you do a party and record a video tutorial as basic players, with basic glyph setups, basic crystals, no 65 crystals as most new players not played enough to go get them, so stay on 55's.
Meshak wrote: »
What if there was an independent list for each player, not shown to the party, at the end of each dungeon that showed your dps and an average dps of others of your class and your gear score? It could have a list of your most used skills and how much damage they did.
Laemie wrote: »
Maybe they can put in some short-useful lines on the loading screens if theyre able to Like:
"Attacking from behind is optimal for damage dealers"
"Using backcrit crystals is optimal for damage dealers"
"Threatening red crystal is useful for tanks"
"Hardy blue crystal is the best for defense"
"Always read the message on your screen inside dungeons"
"Blue aggro means something special, watch out for that"
"Some attacks cant be dodged (Iframed) or blocked"
"Dodging skills usually give iframe that makes you invulnerable for a second"
Etc etc etc... That sure helps better than the ones we're currently have..
ElinLove wrote: »
I really would like to emphasize a point that was brought upon here: Many don't know they're underperforming at all.
Take the leveling experience. You see something that moves, you hit it, if it gives you a damage counter, keep hitting till it dies. Congrats! You've gotten EXPERIENCE POINTS. It's funny how it's even called that. Now if you check it out, the game has quite the exponential learning curve. You come from... well what I just said, about hitting aimlessly anything with just the random junk you had and you're doing good cause oh my god avatar weapons!! And... Then you drop into a world of checking where to hit the boss, when, when to stop, where to stand, when to stand where, when to avoid or else you're dead in one hit, what to never hit and what to hit as fast as possible, and what is even the best way to kill faster.
Think of the importance of rotations in leveling.
I'll tell ya bluntly: 0. Nothing. Nada. Nanimo. Ei Mitään. It's entirely insignificant if you're just auto-attacking or you're making the "by the manual" optimized rotation to your class. You may get into a party on a dungeon with no tank, where everyone is running madly around the boss, healer keeps people alive cause how hard is it to die on leveling dungeons, and you're doing the top tier rotation at the back of the boss, while that one OP class of the patch auto-attacks and does the SAME DPS as you, cause... hohohooo 3 levels of difference and Avatar weapon. It all just really nullifies the importance of any learning.
Now, you drop directly into that world of knowing what to do. "But hey, come on I've always done this and everyone was happy on the party!!" And sure he's right. It's been like this on leveling, but well, now the auto-attacking and not avoiding hits are literally only a tad better than AFKing. The healers DPSing are crap, the tankers don't just aimlessly hit whatever whenever and don't bother with avoiding cause the shield/block was doing fine. How will a new player ever know he's not doing well?
He just did what he always did and was good. Now he's suddenly dying all the time. What is his conclusion? Gotta stop dying. I'm doing DPS but I'm dying, that's what I should fix. Well, newbie learns avoiding hits. He stops dying. But yeah he's as good as a Thrall there. On his own mind, he's doing fine, he's doing DPS and not dying! What else is there to do? Then... yeah he's sucking and gets trashed. That's why I can't really get mad at side hitters and such that do terrible DPS. It's only normal. Never were they told what's their DPS and what even is a good DPS. They hit, things die, that should be fine right?
This is why, I do think that players should indeed get taught about those stuff. Simply because there would otherwise be no way for them to ever know it's bad/wrong if they're not dying. They will be expected to do some level of performance, and I'm sure not against expecting this (specially because in some cases it's downright impossible to clear a dungeon without meeting some DPS goals on shields and such), but they should have some base to even know they're underperforming and what should they even do to stop underperforming.
"but you get X crystals from quests! There's no excuse to not use them" yeah.... But then go and read the Pounding ones. They do flat damage increase for ANY monster. How come can that be a bad crystal? Flat damage to anything! Going for full power instead of crits too, how would any new guy ever figure out the crit/power balances and to just NOT use pounding ones despite looking so convenient? When is the boss enraged and how is a crystal that works only during enrage phase better than another one that is constant effect? What is better, having crit power or power always? Crit power looks better but only works during crits... Too many things for newcomers to figure out, and too many things MAY be outdated in guides too. But then back at the point: when would they ever figure out, that they do need to read any such guide? Even with in-game DPS meters (which I kinda agree), what is a good DPS for the class and gear set? Why same gear sets are making less damage?
TL;DR: the game is filled with an insane amount of variables that no newcomer would ever know, and they would never know they're not doing well if they're not told so. Expecting good performance is fine/required, but they should have a way to even know how to reach those goals or that they need to reach them.