Quote Originally Posted by Hoodcat View Post
Lost Ark used as an example again, the game that ranks a person as MVP with dmg and bascially has a damage meter with the % dmg done after the fight.
It also has extradimensional Training Rooms into which one can summon, by pretty finely customizable choice, any number of enemies --ranging from from common mobs to rares to outright bosses-- around which to test one's uptime maximization... complete with an in-game parser.

Honestly, if our SSS were similarly customizable to simulate actual raid environments and much of their cognitive load / intensity, we'd probably have far fewer players who'd feel like a parser is necessary for enrage-based higher-end content.

Now, having a usable-anywhere parser would still be a great and convenient tool to have for casual experimentation and comparing one's performances (better still if instead used nominal relative potency --which isn't so stat and luck-driven-- and could be toggled between Raw, Adjusted, and Raid relative potency per second), but at least the game wouldn't then essentially be blinding its players (as well as they can through regulations enforceable only on streamers) to information given freely in most MMOs in the interest of making its content last longer through artificial difficulty.

Going out of one's way to prevent information access (long before the third-party addons controversy it was those who let others in on how the game's stats actually work who were getting suspensions) is honestly of little difference from outright outlawing guides; you're simply removing the primary means of proving out better/best practices instead of the primary means of sharing those better/best practices (that would otherwise be rightly held suspect if they were denied precise empirical forms of measurement).