Page 2 of 2 FirstFirst 1 2
Results 11 to 13 of 13
  1. #11
    Player
    Pharazon's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Pharazon Kensaki
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Chiramu View Post
    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.
    (0)
    Youtube Channel: http://www.youtube.com/c/PharazonGaming

  2. #12
    Player
    Arrak's Avatar
    Join Date
    Aug 2013
    Posts
    213
    Character
    Arrak Skeiron
    World
    Midgardsormr
    Main Class
    Gladiator Lv 90
    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.
    (0)

  3. #13
    Player
    Pharazon's Avatar
    Join Date
    Sep 2013
    Posts
    141
    Character
    Pharazon Kensaki
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Shurrikhan View Post
    -snip-
    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.
    (0)
    Youtube Channel: http://www.youtube.com/c/PharazonGaming

Page 2 of 2 FirstFirst 1 2