Personally, it's mostly a tool for endgame because the game really doesn't give us anything else to gauge ourselves on for areas of improvement. I wouldn't worry about it unless you want to play optimally in endgame content.
I disagree, personally. One is expected to know what they're doing by the time or soon after they reach level cap. And using a parser throughout leveling could help with that.
If we're ever going to make performance transparent and foster an environment for self-improvement over freedom to throw or under-perform, there can't really be half-measures, either, wherein parsers are seen as necessary but nonetheless evil, and therefore reasonably limited to X content, rather than simple, useful information wherever and whenever its given.
Players really shouldn't be focused on damage numbers while going through MSQ, though, hence why I specified endgame. I agree that the game does a crappy job at some of the tips you need to really do a good performance, but worrying about damage numbers when you're not at the level cap seems like a really bad idea because I think players will start short-cutting. I've never really been one to advocate for parsers to be used in casual content, because there's no need for a measuring damage metrics in those dungeons. The length of time in encounters are far too infrequent, most of the time in which you'll be using your AOE abilities.I disagree, personally. One is expected to know what they're doing by the time or soon after they reach level cap. And using a parser throughout leveling could help with that.
If we're ever going to make performance transparent and foster an environment for self-improvement over freedom to throw or under-perform, there can't really be half-measures, either, wherein parsers are seen as necessary but nonetheless evil, and therefore reasonably limited to X content, rather than simple, useful information wherever and whenever its given.
I feel like having parsers in casual content will start reinforcing those single target players in mass pulls.
Hmm, I suppose that's true with the leveling dungeon nerfs and most players seeing (other players in) older content only via synced roulettes and the like... If the leveling dungeons were revised to at least attempt some instruction, though, I think they could do a lot of good. They certainly did for others I knew back in ARR, to the point of spreading DoTs on all but a first target, burning the remainder down with just direct damage, then the one DoTed first, then the next, and next, etc., even as far back as Halatali (where only Archer and Marauder had AoEs anyways) or using DoTSpread-SleepRest-FocusFire to avoid having to heal even once mid-combat during Brayflox. Even if the stuff demanded too little to force anyone to test or learn new tactics, there were still quite a few people who min-maxed repeat runs even on their very first characters. And plenty of those admitted that if they hadn't had proof to back their theories -- a parser being more convenient to track encounter length consecutively than a stopwatch -- they probably wouldn't have bothered as much, nor gotten so into the shits-and-giggles optimization of it all.Players really shouldn't be focused on damage numbers while going through MSQ, though, hence why I specified endgame. I agree that the game does a crappy job at some of the tips you need to really do a good performance, but worrying about damage numbers when you're not at the level cap seems like a really bad idea because I think players will start short-cutting. I've never really been one to advocate for parsers to be used in casual content, because there's no need for a measuring damage metrics in those dungeons. The length of time in encounters are far too infrequent, most of the time in which you'll be using your AOE abilities.
I feel like having parsers in casual content will start reinforcing those single target players in mass pulls.
What are you talking about? casual content has dps checks that people fail to meet, and using proper aoe rotations is more dps then ST???? People ST because they do not know what they are doing so the reverse should happen, parsers would encourage to do proper aoe rotations by showing hey your number is higher doing aoe dps!!! magic.Players really shouldn't be focused on damage numbers while going through MSQ, though, hence why I specified endgame. I agree that the game does a crappy job at some of the tips you need to really do a good performance, but worrying about damage numbers when you're not at the level cap seems like a really bad idea because I think players will start short-cutting. I've never really been one to advocate for parsers to be used in casual content, because there's no need for a measuring damage metrics in those dungeons. The length of time in encounters are far too infrequent, most of the time in which you'll be using your AOE abilities.
I feel like having parsers in casual content will start reinforcing those single target players in mass pulls.
Even at level 15 + or w/e, keeping a half decent APM is the difference of trash dps that takes 25+ mins to complete and sub 20, and a tank holding threat vs not. A lot of beginners seem not to understand why it is important to hit the button a head of time, not eye ball reacting to the GCD being ready.
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