Quote Originally Posted by Reynhart View Post
So, saying that a parser is not mandatory and that everyone should be able to do as he wants is harassing ?

Being slightly higher or lower on a parser is a really poor testimony of skill.
1. But since when have the environments in which a player would be judged by a parser ever been about doing one one individually wants? You join a group meant to do something because you wanted to do that group content--not so that you could play in the same space as other players without actually participating in the same gameplay as the rest are (that less than RP-based world where numbers and responsibilities do, surprisingly, matter). I may want to pull as a DPS. I may want to pull an overwhelming number of mobs. I may want to rip off my tank. I may want to spend 90% of my time just sitting around as healer. I may not want to bother with defensive cooldowns. How are any of these things really any less detrimental (aside from the top) as performing poorly as DPS, in terms of actual DPS? There's plenty more to modify whether those numbers make you a good DPS, but that's your output. Ignoring that fact is a bit like expecting to get half-credit for a blank assignment just because it was turned in on time.

2. Admittedly, parsers can't see everything. Even with a near-perfect algorithm for (outputs done over a whole fight - overheal/overkill) over gear score (or even spec-based gear weight) * active time, even with critical damage turned into a non-RNG flat percent damage bonus, it's still not going to be a perfect measure of skill. But it is a damn good measure, especially for one's own reference. Should I hold onto that Dragonfire Dive? Should I use the BFB that will only get 15s of use before the jump, which will then last for 20 seconds where it'd otherwise overcharge (note that CT/Phb won't tick during jump)? With enough attempts, the only thing that's really going to answer that is your mechanical/timing observations combined with your parser. It is where your hesitation leaves its marks. It's where you see where you can improve. It's where your growth will show. And the players you're running with will take into account that it is a progression. "First time" doesn't excuse a DRG spamming only his Full Thrust combo, but it certainly excuses dropped BotD, poor DoT management during mechanics, etc., etc. Because they're learning. And their numeric output helps others in the same boat guess what went wrong and when. Without the parser, you still have rotational guidelines to help you out over time (which are, in turn, a lot easier to really understand when you have a parser), but the fine choices really want a numerical measure to compare over time.

Denying players that learning instrument just because certain others don't want to learn their jobs, how their tools interact with a given fight, or are unwilling to admit when they're inexperienced in a fight, and do not want to be called out for it (trust me, they will be with or without the parser) is like purposely cutting your gameplay down by its knees. I cannot for the life of me understand how that decision would be appropriate, especially until what time the game gives alternate support to fulfill its function. Make it automatic, and let it be a guide on the way to and at endgame. Most of those players who fear it now won't have anything to worry about by the time they get to the fights they fear being kicked from. Because they've already been made aware of what the game actually comes down to.