AaronLannister 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.
AaronLannister wrote: »I really find it amusing people think this poor design choice is being interpreted as others for "Creativity" or "Immersion".
AaronLannister wrote: »Ahhh yes so in you're view. Ignorance is bliss.
AaronLannister 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.
AaronLannister wrote: »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.
AaronLannister 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.
AaronLannister wrote: »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.
Pirhana7_ESO wrote: »AaronLannister wrote: »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.
Hiero_Glyph wrote: »AaronLannister 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.
Hiero_Glyph wrote: »AaronLannister 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.
WolfgangArmadeus wrote: »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
Hiero_Glyph wrote: »AaronLannister 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?
Hiero_Glyph wrote: »AaronLannister 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.
Hiero_Glyph wrote: »AaronLannister 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.
Hiero_Glyph wrote: »AaronLannister 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.
Hiero_Glyph wrote: »AaronLannister 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?
Hiero_Glyph wrote: »AaronLannister 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.
Hiero_Glyph wrote: »AaronLannister 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..
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.
Hiero_Glyph wrote: »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.
Hiero_Glyph wrote: »AaronLannister 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.
AaronLannister 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.
AaronLannister 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.AaronLannister wrote: »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.AaronLannister wrote: »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.
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.