yeah… I see what you are trying to put on the table… but failing…
I would want the dummies to be differentiated by their defenses, not health values. And I would want each dummy to have a timer that started as soon as I started doing damage and lasted 5, 10, 20, 30 seconds, at the end of the timer a damage value would pop up over the dummies head and would be written to chat.
I’d also like the Low dummies to be in a pack so that I could get an idea of damage interaction in a group (many abilities spread to nearby enemies and impact total damage).
I mean, if we’re just saying what we want.
I don’t care about DPS per se, but there is very little guidance about what will make my one or two damage skills hit harder. When I pick up a piece for my smite hammerdin that has spell damage %, crit multiplier and high shock % and compare it to the piece I’m wearing with lightning %, attunement, and throwing attack speed I don’t know what’s better. Do I expend crafting mats on it? Beats me.
I’m unlikely to notice 2% until I find a few other incremental upgrades and realize stuff is dying a bit faster because I’ve nudged my damage up 7-8% overall. But if the upgrades were sidegrades, I can feel like I’m just spinning my wheels. That happened on my hammerdin. I just couldn’t get any scaling dialed in. More throw? Physical? Shred? Crit?
I’m actually not a fan of DPS meters in a 5-button game. They’re great for practicing rotations in MMOs but “hit hammer button, randomly make lightning” doesn’t really need practice. I’d rather they touch up the tooltips so they actually reflect passives and skill tree choices. D3 and D4 offer overall damage and defense stats. They are not meant to be exact, but they’re more helpful than the skill tooltips in LE, or the pile of confusing individual defense stats.
For selfish reasons of convenience I would love to have a DPS meter. That said I do agree with all the people who say it would likely create a negative overall build environment which is very bad for build diversity and most importantly FUN. It would slowly or not so slowly sap all the fun out of making builds (probably).
Maybe the smart people here at EHG can come up with a compromise and make an in-house tool that doesn’t use exact numbers but rather comparative ranges or a spectrum of DPS or something. That way you would know you are pushing near the high end of the DPS range or the low end but wouldn’t know exact numbers. At worst that might create some basic DPS thresholds people would aim for but WTF do I know.
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