The first weekend of Diablo 3 Seasons has ended. How did the ladder rushers enjoy the experience? Which fast leveling strategies worked best (and worst), and does the Torment 6 “kill nothing but level fast” cheese need to be fixed? Featuring Wolfpaq, Rankil, N3rdwords, Katniss, and Flux. Following up Friday’s Season-prep show, this is a […]
is hitting the live servers tonight/tomorrow after the weekly maintenance concludes, and there’s a ton of new stuff to be had. We’ve been newsing it all up for the past couple of months and keeping all of the DiabloWiki.net articles up to date. We’re datamining the Patch right now, so we’ll have the full data […]
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Vote: Diablo 3 DPS Meter, Essential Addition or the Worst Thing Ever?Posted 18 Apr 2014 by
We’ve seen a lot of requests for a Diablo 3 DPS meter, and Blizzard has turned them all down. There are two more long Blue posts about the issue today, and it’s interesting since the Blues offer the same argument against players with very different points of view. One wants the DPS and Toughness meters removed entirely, while the other wants a much more detailed and accurate DPS meter. (Or perhaps they both want the same thing, and are just offering arguments for it from both sides of the coin.)
Reading through the topic “350k dps WD got kicked out of party“, I see a lot of people are still in “D3 vanilla” state. Unfortunately, this is no longer the case. Sheet damage doesn’t mean jack-!@#$ anymore. There are a lot of offensive stats which aren’t factored into sheet damage: pet damage, elemental damage, elite damage, skill damage, CDR, resource cost reduction, area damage, etc. I know this has been a known issue, but seeing people still giving WD “700k dps should be minimum for T3″ or similar things, I just lol.
Toughness is somewhat a less broken measurement but it needs fix as well.
TL;DR: Either remake sheet damage or remove it. What’s the point of a measurement if it gives you wrong information?
Nevalistis: The DPS, Toughness, and Healing stats are all meant to be general, quick evaluations of your character’s power. While you will have a better grasp of exactly what your character is capable of by more closely analyzing your individual stats, these overviews are there to provide this information at a short glance. Similar to the green or red Damage/Toughness/Healing estimations that show up when evaluating a new piece of gear, scrutinizing the details will give you the information needed to make those more precise gearing decisions.
For players that wish to focus a little less on min-maxing, though, those stats are there to provide a sort of surface check. We’re certainly open to feedback on how we can improve on these stats, and as indicated in our Patch Notes, we are keeping an eye on the stats that weigh into this to make sure they’re properly indicative of the amount of benefit they provide.
Bear in mind that some stats are much more tricky to incorporate into this kind of system, with bonus damage versus Elites and bonus Skill damage being good examples. Stats with an orange diamond adjacent to them are not calculated into DPS, Toughness, or Healing, and should be independently considered from these overviews as a result.
It turns out the 350k DPS WD in question isn’t a good poster child for this debate, since he’s actually in very mediocre gear (for T3), and is not kitted out in some super-optimized legendaries and +elemental damage kit that would display poorly on the sheet DPS while kicking ass in action.
This case study aside, that is a real issue with the game today, with so many items capable of adding damage via +elemental, or +skill, or legendary procs, none of which are factored into the “sheet DPS” score. And while it can occasionally be an issue in multiplayer games, it’s more of an issue with players not being able to tell what their actual damage is. I’ve seen many clan chat threads running on issues like, is it worth it to give up some Critical hit Chance to gain more +elemental damage, even if only 1 of their main attack skills is of that element?
Over in the EU forums there’s a more traditional request, which gets the usual Blue denial. The OP is from a player who really wants the DPS meter, and most of the replies seem to agree, but when the Blue appears he quotes one of the few anti-arguments, and builds upon it.
PLZ BLIZZARD. would make trying new builds so much more fun. We could actualy know exactly how much dmg we would be doing with different items, builds etc.
A build’s worth isnt just defined by its DPS potential, but also by its defenses and utilities
Ulvareth: Well said! We know that a DPS meter is a fairly frequent request and you can be sure that we’ve talked about it. Ultimately though, we feel that a DPS meter would put too much focus on one single aspect of the game and we currently don’t have any plans to implement one.
Let me explain why we feel this way: DPS is certainly important, but Diablo is a combination of activities. Healing and Toughness are are important, too, and your movement and positioning, your ability to aim with certain abilities and using them at the right moment also play an important role in “determining” how “well” you’re doing. DPS alone shouldn’t be the only number that matters when you play.
You’re not competing with anyone but yourself so that DPS number is completely irrelevant to your own experiences.
Actually, we believe the frequent call for such a feature is indicative of a desire for a way to measure your progress and compare with others.
One feature that we’re working on and that is planned for our first major content patch are Tiered Rifts, and our intention is to add Leader Boards which will allow you to track your progress. That way, you’ll be able to see how quickly you can clear these special rifts which in turn should allow you to assess your efficiency and compare with the community at large.
We don’t have details to share at the moment, but we’ll have more information on Tiered Rifts (and Seasons) in the future – stay tuned!
So what do you guys think? I thought the DPS display was fine for Diablo 3, but now in Reaper of Souls with so many more ways to boost damage and gear that aren’t just CC/CD/IAS/Mainstat, having a sheet DPS number that doesn’t include anything else is lame. Lame to the point of being misleading, I think. Sheet DPS is fine for early gearing up, but it becomes less and less useful with better and more specialized items, and while I’m fine with the other stuff not being included in the sheet DPS — after all, the game can’t know in advance how much you’re going to use the one of your skills that’s boosted 20% to Fire Damage — it seems pretty dumb that the won’t give us some kind of damage tracker that would record your actual damage dealt.
Why not a feature that added up the total damage you dealt over the last 5 or 10 seconds of combat? The number would fluctuate depending on which of your skills you’d been using, which buffs were active, if you were going full out emptying your resource or maintaining a steady pace, it would skew high if you had a lot of AoE against a large group, or low when you faced a single target, etc… but so what? The number would even out over time and you’d have more data to evaluate your character with. I’d love such a number to help me plan my play style and skills and build, and yes, it would function as something of a skill-rating, showing how much damage a character actually dealt, rather than just the misleading and incomplete sheet DPS number we have today. For privacy issues, Bliz could even include an share/hide option, so you could let others see it, just let friends or clan members see it, or no one else at all.
Perfect solution. Everyone wins! Right?