CameraBeardThePirate wrote: »Overkill damage is only shown on the killing blow, and is very useful to know.
If you die by a 2k hit, you simply failed to heal up in time or failed to play defensively when you should have.
If you died from a 20k hit, it means you missed a block, lack in crit resist/armor, or let your armor buff fall off. It's important to see those big hits to see how your build is performing.
Seeing the overkill damage also makes it much easier to identify the biggest damage dealers on the other team.
By removing overkill damage from the killing blow recap, you'd be removing vital information, not making it more straightforward.
CameraBeardThePirate wrote: »Overkill damage is only shown on the killing blow, and is very useful to know.
If you die by a 2k hit, you simply failed to heal up in time or failed to play defensively when you should have.
If you died from a 20k hit, it means you missed a block, lack in crit resist/armor, or let your armor buff fall off. It's important to see those big hits to see how your build is performing.
Seeing the overkill damage also makes it much easier to identify the biggest damage dealers on the other team.
By removing overkill damage from the killing blow recap, you'd be removing vital information, not making it more straightforward.
Thanks for sharing your perspective, but I’m going to have to respectfully disagree on a few points. 😊
"Overkill damage is only shown on the killing blow, and is very useful to know."
Sure, it's shown on the killing blow, but is that really useful? I mean, the fight's already over by the time overkill kicks in, right? Understanding the last effective hit would seem more relevant to adjusting tactics or improving gameplay. Extra numbers don’t change the fact that you were already dead, so the usefulness is debatable.
"If you die by a 2k hit, you simply failed to heal up in time or failed to play defensively when you should have."
I completely agree that understanding how you failed to heal or defend is important—but knowing the precise amount of necessary damage would tell me that just as easily, without needing to know how much extra damage was added after I was already down. It’s like adding salt to a wound… a wound that’s already fatal.
"If you died from a 20k hit, it means you missed a block, lack in crit resist/armor, or let your armor buff fall off."
That’s true, but I don’t need overkill damage to understand that a missed block or low resistances played a part. The total hit number before overkill is enough to highlight the mistake. The recap could still show the damage that brought me down, not the massive overkill that followed. Knowing I died because of a big hit is helpful; knowing how far into the ground it buried me is just redundant.
"Seeing the overkill damage also makes it much easier to identify the biggest damage dealers on the other team."
I see where you're coming from, but shouldn't we be more interested in consistent damage output rather than a single blow that came after I was already toast? Identifying threats based on consistent DPS is way more useful than pinpointing which player threw in an extra couple thousand damage after I was already down.
In short, while overkill numbers look impressive, they don’t help me fix the mistakes that led to my death. But hey, if seeing those inflated numbers is your thing, I respect that. 😉
Reginald_leBlem wrote: »Personally, I like seeing the ridiculous numbers some of these bosses can do, especially when the tip is something ridiculous.
Killing blow: Enraged chomp, 1.6 million damage
Tip: Try blocking to reduce incoming damage
Oh ok. I'll get on that.
Reginald_leBlem wrote: »Personally, I like seeing the ridiculous numbers some of these bosses can do, especially when the tip is something ridiculous.
Killing blow: Enraged chomp, 1.6 million damage
Tip: Try blocking to reduce incoming damage
Oh ok. I'll get on that.