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Please add damage numbers and healing numbers etc...

  • Zsymon
    Zsymon
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    If they'd put in standard numbers people would complain that it ruins the ES experience.. it's never good.
  • Iluvrien
    Iluvrien
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    Iluvrien wrote: »

    No. They just decided to not be yet another cookie-cutter MMO, to make it possible to make much of that information available through addons if people wanted it, and to concentrate more on the RPG and less on the MMO in the vanilla client.

    Are you serious? You're telling me It's cookie cutter to know how much damage your doing in an RPG? That's like saying Leveling Up is a cookie cutter mechanic in an RPG. Or it's a Cookie Cutter Mechanic to Shoot a gun in an FPS.
    Console versions don't have access to these add-ons, it is ZOS's job to port and fix issues.

    Levelling Up is a cookie cutter mechanic in an RPG. Everyone has done it. A fair few people will continue to do it. Levelling Up is not the only way to handle progression. That you seem to think it isn't tells me a fair amount.

    Shooting a gun in an FPS isn't a mechanic, it is the fundamental basis of the game. As such the choice of that as an example is... well, let's just go with "not the best selection to prove your point" and leave it at that, shall we?

    ZOS rebuilt the UI for consoles. While doing so they specified that they would include the functionality of some of the more commonly used addons. I wonder what it says about the popularity of this kind of information that they intentionally chose not to bring it in.
    I really find it amusing people think this poor design choice is being interpreted as others for "Creativity" or "Immersion".

    And I find it really amusing that you think that taking exactly the same design choices as everyone else has, on countless previous occasions, would constitute much of a choice at all.
    Ahhh yes so in you're view. Ignorance is bliss.

    Awww, bless. I won't make an appeal to authority, but let's just say that this isn't my first rodeo and my view isn't based on ignorance...

    ... I played the min/max-numberchasing-gotta-maximise-every-moment way, and you know what? I got bored of it. About 10 years ago.
    Edited by Iluvrien on July 22, 2015 11:54AM
  • Hiero_Glyph
    Hiero_Glyph
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    Another important note is that certain skills or passives only work when a target's health is below a certain percentage. How are we going to know when this threshold is reached as to not waste a cast or miss a huge passive buff? ZoS built a game based on numbers and then hid them for some pointless reason. If displaying stat and damage numbers is an option, it literally hurts no one to have then available.
  • ThePonzzz
    ThePonzzz
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    I honestly think it should be off by default, but there should be some options to show some numbers. PC players can get an add-on, so anyone who is serious about it is covered. This means people who don't get the add-ons are at a disadvantage and since end-game content is all group related, it creates an issue when you run into a pick up group that is hardcore about their DPS doing 20k damage. Nothing like being in the middle of a dungeon to have your group kick you out because you're not meeting their standards. So it forces you to comply and get the add-ons, or be at a disadvantage.

    And that's PC players, console players are playing blind. The idea (for me) is actually nice. But I couldn't live without Advanced Filters, Destinations, AwesomeGuildStore, or Master Merchant these days. The exp/CP tickers I don't think are needed. If you're curious on the exp you're gaining just check your character screen, kill a creature and check your exp/CP after. That's not hard. Same goes with AP gain (except you're likely gaining a lot from other factors that you might want to know).
    Edited by ThePonzzz on July 22, 2015 2:44PM
  • MCMancub
    MCMancub
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    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.
  • Psychobunni
    Psychobunni
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    I have never played an MMO that never had this, Damage Numbers, Healing Numbers, buff timers, and recast timers along with anything relating to that is very important, this game doesn't even show you how much XP you gain by killing monsters or completing quests.

    It's completely ridiculous. A bad design choice. And something developers have solved years ago.

    Hi @AaronLannister! Welcome to my biggest pet peeve about ESO, made worse by the mere fact that some standard options were already in the game and removed because solo player complaints they simply wanted a TES game and not an MMO. See here..

    http://forums.elderscrollsonline.com/en/discussion/183978/i-went-on-an-archaeology-expedition-on-my-hard-drive-and-found-the-long-lost-oft-demanded-true-ui/p1

    I'm not sure what platform you play on, if pc please send /feedback in game as well (and) invite anyone else you know that feels the same to do so too. I personally don't know how a console player would do this, but if you play console invite them to come here and don't let up!

    (and if anyone knows how feedback is given directly outside the game, I'll gladly share that everytime this comes up)


    Edited by Psychobunni on July 22, 2015 2:55PM
    If options weren't necessary, and everyone played the same way, no one would use addons. Fix the UI!

  • Hiero_Glyph
    Hiero_Glyph
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    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.
  • Pirhana7_ESO
    Pirhana7_ESO
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    I have never played an MMO that never had this, Damage Numbers, Healing Numbers, buff timers, and recast timers along with anything relating to that is very important, this game doesn't even show you how much XP you gain by killing monsters or completing quests.

    It's completely ridiculous. A bad design choice. And something developers have solved years ago.

    They left all that stuff out because they wanted it to feel like a TES game where you look at whats going on, not what numbers tell you.

    Or you can easily down load the addon like everyone else. just search eso minion ui. then choose Foundry Tactical Combat add on.
  • Mitchblue
    Mitchblue
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    Someone that has played on both PS4 and currently the PC..it's so so so much better on the PC. Just to see when my buffs and debuffs. That alone not being an option in an MMO is just idiotic.
    Anyone else rooting for Molag Bal?
  • Mitchblue
    Mitchblue
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    I have never played an MMO that never had this, Damage Numbers, Healing Numbers, buff timers, and recast timers along with anything relating to that is very important, this game doesn't even show you how much XP you gain by killing monsters or completing quests.

    It's completely ridiculous. A bad design choice. And something developers have solved years ago.

    They left all that stuff out because they wanted it to feel like a TES game where you look at whats going on, not what numbers tell you.

    Or you can easily down load the addon like everyone else. just search eso minion ui. then choose Foundry Tactical Combat add on.

    Do you not yet realize he's on a console?
    Anyone else rooting for Molag Bal?
  • MCMancub
    MCMancub
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    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.
    Edited by MCMancub on July 22, 2015 5:29PM
  • DiabloHell
    Damage counters, healing counters and EXP counters need to be added. You expect us to grind but not be able to actively see how much damage you do in an actual battle?

    To people complaining, obviously you dont know how to play properly. And id they did add it it would be optional. Worried about getting kicked from your guild? Why are you there in the first place then.
  • Mitchblue
    Mitchblue
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    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?
    Anyone else rooting for Molag Bal?
  • WolfgangArmadeus
    WolfgangArmadeus
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    Insert x/y numbers into stat bars with a % as well, simple addition and provides the ability to precisely calc damage/healing without the huge annoying numbers flooding your screen... i personally hate the arcade style damage indicators... like 1960 batman... "Bam" "punch" "kick"... sillyness... 2cents
  • MCMancub
    MCMancub
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    There are, however, specific instances when in-combat damage numbers are necessary, but not because of the idea of ESO combat, but the implementation. For example, the dodge animation currently has such a high priority that Nightblades can often dodge for more than 5 seconds straight and not see (or sometimes even hear) any other animation happening in the meantime. In this situation having FTC is useful to see whether or not the ability is actually triggering, but the damage is still trivial.
  • Mitchblue
    Mitchblue
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    Insert x/y numbers into stat bars with a % as well, simple addition and provides the ability to precisely calc damage/healing without the huge annoying numbers flooding your screen... i personally hate the arcade style damage indicators... like 1960 batman... "Bam" "punch" "kick"... sillyness... 2cents

    Then don't use 'em. Hey look at that, a solution.
    Anyone else rooting for Molag Bal?
  • MCMancub
    MCMancub
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    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.
    Edited by MCMancub on July 22, 2015 5:37PM
  • Mitchblue
    Mitchblue
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    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.
    Anyone else rooting for Molag Bal?
  • Mitchblue
    Mitchblue
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    Same old same old, "if I don't want it no one else should get it.."
    Anyone else rooting for Molag Bal?
  • MCMancub
    MCMancub
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    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    EDIT: I'll add that if it weren't for the dodge issue I mentioned above, I would have stuck with AUI and not swapped to FTC. The scrolling combat text does nothing but clutter the screen. There is no useful information there that is applicable during combat.
    Edited by MCMancub on July 22, 2015 5:48PM
  • Mitchblue
    Mitchblue
    ✭✭✭✭
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    So when I'm in combat I'm not suppose to worry about the numbers or I'm suppose to remember them? Do you use an add on that you DON"T need?
    Anyone else rooting for Molag Bal?
  • MCMancub
    MCMancub
    ✭✭✭✭
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    So when I'm in combat I'm not suppose to worry about the numbers or I'm suppose to remember them? Do you use an add on that you DON"T need?

    When you're in combat there are only 3 things you need to focus on.
    1. Buffs are up when they should be.
    2. You're dodging abilities that could potentially kill you and/or mechanics of the fight.
    3. You're performing a rotation that maximizes your tanking/damage/healing.

    There is nothing else to have to worry about. No numbers, no gear, nothing.

    After combat you should be able to review your overall damage, DPS, etc. and then improve based on this information.
    Edited by MCMancub on July 22, 2015 5:56PM
  • Mitchblue
    Mitchblue
    ✭✭✭✭
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    So when I'm in combat I'm not suppose to worry about the numbers or I'm suppose to remember them? Do you use an add on that you DON"T need?

    When you're in combat there are only 3 things you need to focus on.
    1. Buffs are up when they should be.
    2. You're dodging abilities that could potentially kill you and/or mechanics of the fight.
    3. You're performing a rotation that maximizes your tanking/damage/healing.

    There is nothing else to have to worry about. No numbers, no gear, nothing.

    After combat you should be able to review your overall damage, DPS, etc. and then improve based on this information.

    Just side step the question. Figures. Of course the console folks don't get the buff / debuff anyway. I can picture everyone counting when in combat..Take away add on's, chat and everything else on a PC and get a birds eye what other's go through on the console..
    Anyone else rooting for Molag Bal?
  • Dionysusjones
    Dionysusjones
    ✭✭✭
    Having text chat on console and then having a battle log would solve most of the things we want... And yet the text chat issue continues to be ignored
  • MCMancub
    MCMancub
    ✭✭✭✭
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    So when I'm in combat I'm not suppose to worry about the numbers or I'm suppose to remember them? Do you use an add on that you DON"T need?

    When you're in combat there are only 3 things you need to focus on.
    1. Buffs are up when they should be.
    2. You're dodging abilities that could potentially kill you and/or mechanics of the fight.
    3. You're performing a rotation that maximizes your tanking/damage/healing.

    There is nothing else to have to worry about. No numbers, no gear, nothing.

    After combat you should be able to review your overall damage, DPS, etc. and then improve based on this information.

    Just side step the question. Figures. Of course the console folks don't get the buff / debuff anyway. I can picture everyone counting when in combat..Take away add on's, chat and everything else on a PC and get a birds eye what other's go through on the console..

    I totally agree. I use these addons on the PC because I realize how needed they are in the game. Buff trackers are absolutely a necessity. I seem to recall ZOS saying they had plans to implement a native one for consoles?
  • Hiero_Glyph
    Hiero_Glyph
    ✭✭✭✭✭

    MCMancub wrote: »

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    EDIT: I'll add that if it weren't for the dodge issue I mentioned above, I would have stuck with AUI and not swapped to FTC. The scrolling combat text does nothing but clutter the screen. There is no useful information there that is applicable during combat.

    You honestly can't see the forest through the trees. Console players need numerical values in-game, period. Yes, this should be able to be toggled but there is too much numerical information to not have it. Also, you continue to neglect low level players that are constantly changing gear and learning new skills. They need numbers to know if a change is helping or hurting them and looking at a log does nothing when they are trying to adjust rotations in combat. I'm glad you don't need damage numbers in combat but your own experience has created a huge bias to which you remain oblivious.
  • Merlight
    Merlight
    ✭✭✭✭✭
    They need numbers to know if a change is helping or hurting them and looking at a log does nothing when they are trying to adjust rotations in combat. I'm glad you don't need damage numbers in combat but your own experience has created a huge bias to which you remain oblivious.

    If you can't tell whether a change is helping or hurting you without looking at numbers, then the change is neither helping nor hurting you, it simply doesn't matter.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • AaronLannister
    AaronLannister
    ✭✭✭
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    Mitchblue wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    For solo play you are correct that certain values will remain the same once you know what they are but add in other player de/buffs and those values can change. Also, console players have no way to even learn what kind of damage output they have so your first point about doing 11k damage is heavily flawed since this value is not presented in-game for consoles. As a result, there is certainly a need for these values, and, as noted previously, it will display when targets are in execute range or will proc a passive like additional healing. None of that information is currently available on consoles.

    1. I haven't done solo play in over a month. I'm referring to ALL content, as it applies everywhere.
    2. You'll notice I added "buffed up". This isn't WoW, where in order to deal the most damage as a rogue you need to be watching your numbers to ensure you're actually hitting the backside of the hit box. A hit is a hit. Damage is damage. There is no random threshold I've encountered in any end game content yet (please correct me if this isn't right). Every time I swing my blade against boss X and am fully buffed, I will deal Y damage. Every time. I don't need to worry about my position or who else is doing what. If I'm buffed, I will always do Y. Again, this has been what I have observed on my character doing end game content, so feel free to correct me if I'm wrong.
    3. This is now the third time I've said that I believe post-combat damage/healing logs are necessary because they let you know how you did during the fight. This is how you improve. By analyzing the post-combat damage log you can see where you performed best, and, given some small analysis of the group, you can easily recreate this situation.

    You don't need in-combat damage numbers for anything in this game, ever. That's not an opinion. It's just a fact. They don't do anything for you that buff timers can't. In order to know during combat you're dealing your max damage, all you have to do is make sure all your buffs are up. You don't need to actually see the numbers.

    EDIT: To further explain what I'm trying to say is, I've never witnessed a hit for 10k with an ability and then immediately hit with that same ability again with the exact same buffs and it hit for 9.5k or 10.5k. It's always 10k with the same buffs.

    How would anyone know on a console that's what's happening when they can't see the numbers? 9.5k or 10.5k, how would they know?

    You know because those of us on PC are telling you. There is no variation in the damage you do during a fight with an ability other than how your buffs affect it. There. Done. Now you know. You're welcome.

    You don't need in-combat damage number.

    You kidding me right? I decide to change my build and I'm suppose to come here to ask a PC player what my damage is? Lol.

    FOURTH TIME (and last) I'M NOW HAVING TO SAY THIS: Post-combat damage logs should exist. THAT'S how you know what your damage is. It isn't that hard to understand. You don't need to know it as you're mashing buttons. You can't swap gear or skills in combat. Therefore there is no possible way you could alter your damage output during combat aside from the buffs you already have access to. Because of this, your damage will remain relatively static throughout the fight. Thus, no in-combat damage numbers needed.

    You either get this simple concept or you don't. But I'm not going to try to describe it a fifth time.

    So when I'm in combat I'm not suppose to worry about the numbers or I'm suppose to remember them? Do you use an add on that you DON"T need?

    When you're in combat there are only 3 things you need to focus on.
    1. Buffs are up when they should be.
    2. You're dodging abilities that could potentially kill you and/or mechanics of the fight.
    3. You're performing a rotation that maximizes your tanking/damage/healing.

    There is nothing else to have to worry about. No numbers, no gear, nothing.

    After combat you should be able to review your overall damage, DPS, etc. and then improve based on this information.

    I highly disagree, Numbers are always needed no matter what, it also shows whose performing better and or not.

    The problem is that you want exact numbers as an indicator to know when you're also Criting, and or how much damage you're receiving with a certain enemy, Knowledge is power. There is absolutely NO EXCUSE.
  • AaronLannister
    AaronLannister
    ✭✭✭
    MCMancub wrote: »
    MCMancub wrote: »
    I use FTC, AUI, and Srendarr. I can confidently say that the only information truly needed missing from combat are buff timers (which they've said are coming natively), post-combat damage logs, and how much experience I get for doing quests and things like that.

    It's nice to see how much damage I did after a fight so I can sort of know where to improve, but the actual in-combat damage/healing numbers, while nice to have, really don't mean anything to me in the middle of a fight and at times are rather distracting. Overall, in-fight damage numbers feel rather useless.

    I highly disagree. That's why when showing numbers you can enable and disable certain numbers, for a DPS Healing numbers might not be as important to a healer trying to Maximize his Healing Output.

    In fight damage numbers are highly useful for anybody who is serious enough about this game to try and maximize there damage output letalone this is an easy way to tell if somebody is lacking in a group.

    I've got nothing against trying to maximize damage or healing, and I take the game seriously enough to want to do that myself, but when I'm buffed up, if my Surprise Attack crits for 11k at the beginning of a fight, it will continue to crit for 11k for the duration of the fight (provided I keep the buffs up). No amount of looking at the in-combat damage/healing numbers or changing my position is going to change the amount of damage/healing it is doing right now. There is literally no need for the information during combat, only after.

    Wrong just plain wrong, it's not just about Max Damage, Healing, I want to know how much Damage Enemies are dealing, how much damage the Heavy Armor i'm wearing prevents x amount of damage with that Enemy, I want to know how much Damage EACH move is dealing so you'll have a better understanding when to heal and or which move causes more damage then the other.

    It may not change for you, but it may change for others, EVEN if it doesn't it's good to have Feedback, Even if it doesn't it's good to have numbers constantly popping up so you know when you Crit. There is absolutely no Knowledge and that is stupid. Completely Stupid. Knowledge is Power and The fact of the matter is no matter what Showing Numbers is always better then not. This is why even Destiny shows numbers, It's ALL Static, but it still helps. Also some monsters may be more immune to certain elements etc...

    What is somebody on PS4 wanted to make a Unique build? Oh... too bad we don't have numbers so we will never know if this build is better then others.
    Edited by AaronLannister on July 23, 2015 12:22AM
  • AaronLannister
    AaronLannister
    ✭✭✭
    Iluvrien wrote: »
    Iluvrien wrote: »

    No. They just decided to not be yet another cookie-cutter MMO, to make it possible to make much of that information available through addons if people wanted it, and to concentrate more on the RPG and less on the MMO in the vanilla client.

    Are you serious? You're telling me It's cookie cutter to know how much damage your doing in an RPG? That's like saying Leveling Up is a cookie cutter mechanic in an RPG. Or it's a Cookie Cutter Mechanic to Shoot a gun in an FPS.
    Console versions don't have access to these add-ons, it is ZOS's job to port and fix issues.

    Levelling Up is a cookie cutter mechanic in an RPG. Everyone has done it. A fair few people will continue to do it. Levelling Up is not the only way to handle progression. That you seem to think it isn't tells me a fair amount.

    Shooting a gun in an FPS isn't a mechanic, it is the fundamental basis of the game. As such the choice of that as an example is... well, let's just go with "not the best selection to prove your point" and leave it at that, shall we?

    ZOS rebuilt the UI for consoles. While doing so they specified that they would include the functionality of some of the more commonly used addons. I wonder what it says about the popularity of this kind of information that they intentionally chose not to bring it in.
    I really find it amusing people think this poor design choice is being interpreted as others for "Creativity" or "Immersion".

    And I find it really amusing that you think that taking exactly the same design choices as everyone else has, on countless previous occasions, would constitute much of a choice at all.
    Ahhh yes so in you're view. Ignorance is bliss.

    Awww, bless. I won't make an appeal to authority, but let's just say that this isn't my first rodeo and my view isn't based on ignorance...

    ... I played the min/max-numberchasing-gotta-maximise-every-moment way, and you know what? I got bored of it. About 10 years ago.

    Because those Design Choices are necessary, You're views are based purely on ignorance. You admitted you played Min/Max 10 years ago, guess what you needed numbers and INFO and Feedback to do so.

    You're just encouraging Bad Game Design choices, there is absolutely no excuse in this day of age especially in an MMO where you can't see numbers. Even Destiny has them.

    Leveling up is an integral part of RPG's. it's not a Cookie Cutter mechanic. It's part of the genre.

    Regardless even if they don't How ESO handles MMO's Numbers, Text Chat are necessary.

    You're also acting like giving numbers up will take away the choice, they're OPTIONS in MMO to disable numbers and text chat so you're point is absolutely moot.

    But anyways thanks for making me realize that these Design Choices limit so much more then Min/Max. It Limits you're creativity in building a character because you have to ask PC people to see the actual numbers if This Build is really better then others.
    ZOS rebuilt the UI for consoles. While doing so they specified that they would include the functionality of some of the more commonly used addons. I wonder what it says about the popularity of this kind of information that they intentionally chose not to bring it in.

    No they didn't they obviously ignored this and just went, oh IMMERSION, which was obviously the case for Text Chat.
    Edited by AaronLannister on July 23, 2015 12:25AM
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