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Quote:
Originally Posted by
Chiramu
Not just for DPS -snip-
In my mind I picture the tank and healer versions kind of like this:
Tank - Threat Generation check - progressively higher threat generation from a dps that the tank must stay ahead of for as long as possible. Grade based on time until you lose aggro.
Tank - Damage mitigation / survival check - Scripted healing based on encounter, boss hits progressively harder/faster. Grade based on survival time and damage mitigated (healing done as well for those built in heals)
Healer - Threat management / Targeting check - increasing dmg amt and frequency over a party of players while not pulling aggro from the tank. Grade based on how long until aggro or party member death.
Healer - Tank healing check - progressively more dmg on the tank, stay under on threat. Grade based on tank survival time.
Though thats just some basics. It could certainly be fleshed out from there.
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Pharazon - https://www.youtube.com/watch?v=VuBVctXOsyA
This isn't me, but it's pretty much exactly what you're describing, just implemented a bit differently. This is what we believe S/E is going to use as the concept for Beginner's Hall.
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Quote:
Originally Posted by
Shurrikhan
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There's still a fundamental problem with the majority of people using parsers. They do not take the context of a fight/situation into account when judging performance. That's why having a well crafted proving ground (not what WoW offer for sure) that showed you a grade based on how well you perform based on the devs expected numbers for a class is a great starting point. You need a basic "does this person understand how to play their class" before you get into fight specific adjustments. It should also provide a better stepping stone into parsers for those situations.