I was reading through the thread with all the Live letters and I ran into this question.
First off I'm very glad they are considering putting enemy % on screen. So many mobs have phases that change at a specific % that it will be a great tool for us.Q34: Please implement a DPS tool and a feature that shows a monster’s HP %.
A34: An HP % display shouldn’t be too hard so we’ll look into it when I get back.
In regards to a DPS tool, we don’t have any plans to implement something you can use during battle. If we were to implement something like this, it would be a necessity for content and we feel it would cause conditions where lines are drawn by players saying a certain amount of DPS output is bad.
However, I understand the requests to be able to know how much DPS you are doing. While it is a bit off in the future, we are thinking to make it so you can understand how much DPS you are doing by having content for beginners where you have to reach a certain amount of DPS within two minutes to clear it.
However, the DPS portion is something I wish we could do something about. So I propose this middle ground.
Soon we are going to be getting a test dummy that we can put in player housing. I suggest that we add a feature to that dummy. (maybe even all dummys) Simply put I would goto a dummy and start attacking it. After a few seconds the current DPS will float up just like other attack numbers. This would continue every couple of seconds until I finish attacking it. This would give players a legitimate way to test their DPS on a dummy for self improvement purposes AND it would keep this feature out of battles where it can be abused.
Is this a bad compromise?
*edit*
- Make the DPS number only visible to the attacking player so that no one can possibly know the DPS number and ostracize you for it.
Here is a simple video example.
https://www.youtube.com/watch?v=MZl6kinukq0
---ALTERNATE IDEA---
I was thinking something like guildhests for solo play might be a good idea. You can have a series of them for each of the three positions.
The DPS ones could be tiered such that each successive tier requires more DPS. Similar to how t8 is (with 4 dreads) 1,120,000 / (11*60) = 1696.96 DPS we could have small one person fights that have a specific time limit where a specific amount of damage must be done. This would make it so if you are able to clear the S-rank (or whatever it could be called) missions then you know you have enough to tackle this content. Also to avoid any conflict make sure we don't tie any rewards or titles to it. This way it's entirely personal.
For Tank we could have something you simply need to take a beating and survive for X amount of time. Each tier can focus on different types of damage. One could be dread training where you're hit by one massive enemy, or another where you have many enemies and you must handle mobs.
For healer it could be different scenarios. Some where you have to quickly remove debuffs (like we need in moogle mog), one where we need to heal many people at once, one where one person is getting hit like a truck and the heals need to be focused and hard.
I think a series of fights like these could easily be enough to gauge you're ability to handle certain end game elements if they are designed well.
Also, I'm not opposed to some sort of result screen.
Something as simple as this could work.
D - You beat it, but barely.
C - You beat it with some wiggle room.
B - Above average.
A - Well Done!
S - Holy crap that's some Deeps! (or whatever mode you're in)
DISCLAIMER:
I did not create this thread to discuss the merits of parsers or not.
I did not create it to start a flame war.
I created this thread to constructively discuss if there is some way we could help people and reduce the amount of hate. Lets try to constructively come up with some way this could work. Naysaying and "oh this will never work" isn't the goal here. I understand this is a tough topic, but lets try to find something that can be useful.