Would Be Nice to Have Individual Damage Share Added to Post Game (Co-op)
[removed]
Posted Apr 19, 2019, 1:46 PM UTC
[removed]
Posted Apr 19, 2019, 1:46 PM UTC
Why are people so focused on wanting to know how much damage you do? Is it a matter of validation? I've been playing since the 2nd day of launch and I've never felt any inclination for wanting post fight damage numbers. I've played MHW a ton and it has post-fight info but that data was pretty useless/worthless to me. It didn't help me improve or become better mechanically.
I've seen people say it's so they can improve, I ask why do you need to see damage numbers to improve, you can improve without them. Not to mention, how exactly does it help you improve, damage numbers don't teach you optimal combos or how to dodge attacks or how to improve your wyrmprint builds.
What benefit does this give to people who use super defensive units like Ryozen or Cibella or support units like Melody and Elisanne who naturally will have lower DPS but contribute just as much to being able to clear fights. How does this help budget players who are always going to have lower end DPS or just enough DPS to contribute to the clear?
We already have a subsection of players who LOLs at the mention of any adventurer that isn't a natural 5 star because "3 and 4 stars have lower stats and suck LOLs". Don't need more subsections cropping up like other idiots
Damage contribution does seem to be largely about validation and not terribly useful as a metric. Group dynamics can vary so greatly that the percent contributed doesn't mean a whole lot; someone doing 35% of the damage doesn't tell one anything about how they played. For instance, it can mean they did rather poorly if their might was more than double that of anyone else's in the group, or it can mean they played on par with the rest of the group but got a lucky skill crit during break in a short fight, or numerous other scenarios. I don't see much harm if it showed purely each player's own contribution—how the remaining percent is distributed among other players isn't shared—but the only purpose it seems like it would serve is making someone feel better (or worse) about themselves. I do think most players are generally aware when they're being carried or not contributing as much, based purely on might, so I think the negative impact would be largely limited to some players finding out that they are seriously under-performing.
Displaying a measure of one's DPS over the course of a fight has some more merit than damage contribution, because it's inwardly focused instead of outwardly focused. Knowing one's DPS could be useful for self-improvement, particularly if the measure can remove some external factors, but I'm not sure if the game is complicated enough to warrant it. Many players perceive combos as inflexible, so I think it would primarily show them the cost of a mistake—by comparing their DPS across multiple fights—although that isn't necessarily a bad thing. Again, I don't see much harm if it was purely a player's own DPS, with no information on the rest of the party, as DPS being good or bad would be largely relative to one's own results. As a benefit, it would allow a player to compare the DPS produced by multiple approaches to a fight to find the most suitable one. However, it's possible DPS might be too inextricably linked to the rest of the party to produce a number with any meaning.
Personally, I'm utterly indifferent to either measure being added to the game, but I wanted to try to present a (somewhat) neutral view on the merits and demerits of each.
Tons of other MMO games have DPS/HPS meters, but most of the time there is an absolutely OP DPS class that will dominate the charts for a couple of patches (Reapers in Tera, or Fire-Poison Mages in MS, or DK in WoW). Tons of people playing other classes just clear fine, but they will never reach "OP" DPS tier even with the most optimal play.
DPS meter has never been about comparing you to your coop rooms but your class is a whole.
The point that you compare your DPS to your peers in the same class. A warrior that has the same equipment but does 2x dps of your warrior means that the player skill has issues, not the class.
A support class character will have different metrics (Healers in WoW are judged by HPS instead of DPS), for Eli would be buff uptime. If your Elisanne has 50% of buff uptime as another Elisanne, then you know where your problem is.
There is a reason, MMOs have a recommended gear stat for PUG use that restricts under geared players but you can skip that gear gate by using private groups.
Personally, I am a little disappointed with Cygames HMC HP check due to this.
I don't want this entire sub and any dragalia related discords to become flooded with damage brag posts.
the timer should be enough of an indicator.
No, Not damage. It drives players to do dumb/unhelpful things in a coop setting.
What about support characters (boosting everyone else’s damage) and healers? What about Breaking or landing a Shield at the perfect moment, and not too soon? What about single target vs AOE?
But some sort of “your effectiveness, for this stage, compared to all other players with this unit & within +/- 500 of your might” shown for all 4 players afterwards would be good.
The cool part about that last one is devs could theoretically tune what “effectiveness” means for specific battles.. like Baiting or 8-way jumping in HMS.
Compare those apples to each other!
I see both sides, cause people are toxic, period. (not everyone obviously) So it would add some toxicity, but when I grinded Zephyr to make Rise and Fall (rest in peace), and I felt pretty sure that I was doing the most overdrive meter damage as dulled Sarisse, I wanted to be able to see that stat at the end.
I think you took this from Warframe Mission Report pop up. And as a Warframe Vet I gotta say nobody in any MMO game cares much about the DPS or Damage Dealt %, all that everyone care is that everyone on the team did some work and we helped each others to complete the mission.
And by having that Damage Dealt % is no different to having a Karma meter separating everyone from each other, an example would be a maxed out Mikoto in a team dealt all the damage gets 80% Damage Dealts, while a Verica in a team would get only 0%. Now imagine the conversation between them.
Final point is no game, including Dragalia Lost, should get a useless stat report card, the end point is complete the mission and move on, let the stats and math for the pros.
P.s: Please don’t turn this subreddit into r_TheDivision, I had enough seeing random people from random MMORPGs came in and gives idea that would surely burn the friendliness of the community into a stat-race showroom.
No, unless it's only to show people that join my void runs and don't bring a dull-res weapon, cmon, if you don't do it then at least try to not get afflicted
Yeah it would be great, but Dragalia Lost is a pretty casual game, so people can get pretty offended by this sort of stuff unfortunately.
This is much needed. I need to know how much I am being carried
Double-edged blade :
I don't think that's good. People promote, build and cherish their characters. They don't want to be reminded that they're inferior to others :/
I don't see any good in this except raising e-peens, if you ever consider this to be good.
It is more likely to bring bad things instead.
It might make people aware that they can improve something, when similar characters are doing very different damage totals in a run. Not just about their character itself, but about the way they play.
It could bring players the motivation to improve, and eventually a sense of accomplishment by managing to be on equal terms with others, but also push them away from playing what they really like, and eventually from the game.
Never underestimate people's anxiousness towards competing with others.