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[ADDON] GCDsaver 1.0.6

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Scottx125
Posts: 965

Re: [ADDON] GCDsaver 1.0.6

Post#151 » Fri Sep 23, 2022 10:41 pm

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Talladego wrote: Fri Sep 23, 2022 3:07 pm I know how the addon works.

In a game where many people value keyboard clicking skills above anything and the best keyboard virtuosos are held in the highest regard, an addon that removes the need to actually click the ability you intend to use surely automates more than an addon that just blocks abilities that you shouldn't use.

Imagine a self-playing piano with only one single key to play a whole song (Sequencer) vs. A normal piano with the all the incorrect keys removed (GCDsaver).
In the first case you just play the one key and the song plays by itself, in the second case you still have to figure out in which order to play the available keys for the song to be played correctly.

Which case requires more piano playing skills?
Your analogy doesn't work because you assume casting is like a song, it always has a correct start and end. Rotations generally don't(especially complex ones that depend on what's going on). Part of a rotation might always be the same, such as for a BW ST dotting up a target before using a ST direct damage ability. Sure, some of the rotation can be put into sequencer. However the ST part depends on the situation, if the enemy is going to hide behind a rock, you cast burning iron as it's a 1s cast. If you cast fireball and they break LoS before you get the spell of, you've made an error. And again, all Sequencer does, is allow you to put casts that you would do via 1-2-3-4-5-6 into a list of just pressing 1, 6 times. GCDsaver on the other hand, whilst it doesn't reduce ability bloat on the hotbar (sequencers primary function), it does prevent you from using abilities that are not optimal in the first place by automatically determining if an enemy has certain immunities or resistances, or if your own dots etc are at a maximum. My issue, is the automatic nature of GCDsaver. If it didn't actively physically disable keys from being pressed it would be fine. The issue is that the addon prevents players making mistakes when they otherwise would (which is important, mistakes can lead to one side winning or losing a fight). That massively alters the balance of encounters. If it just marked abilities as red if they weren't appropriate for use on a target, it'd be fine because it's not automatically preventing the player from making mistakes, at that point it would be simply advising on what abilities should or shouldn't be used.

Oh, and with sequencer you can still make mistakes. If anything it has to be super generic, otherwise you railroad yourself into a bad rotation for many situations.
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bormo
Posts: 17

Re: [ADDON] GCDsaver 1.0.6

Post#152 » Sat Sep 24, 2022 8:32 pm

Scottx125 wrote: Fri Sep 23, 2022 10:41 pm preventing the player from making mistakes
Interesting. All you need is the mistakes of other players. You build victory not by improving your combinations, but by other people's mistakes. The more mistakes, the easier it is for you. It is a choice to be the best among the worst.
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Sulorie
Posts: 7219

Re: [ADDON] GCDsaver 1.0.6

Post#153 » Sat Sep 24, 2022 9:23 pm

bormo wrote: Sat Sep 24, 2022 8:32 pm
Scottx125 wrote: Fri Sep 23, 2022 10:41 pm preventing the player from making mistakes
Interesting. All you need is the mistakes of other players. You build victory not by improving your combinations, but by other people's mistakes. The more mistakes, the easier it is for you. It is a choice to be the best among the worst.
That's exactly what you do, trying to make no mistakes. The better you play, the less mistakes you make. Having a bad "combination", I guess you mean rotation, is a mistake.
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Scottx125
Posts: 965

Re: [ADDON] GCDsaver 1.0.6

Post#154 » Sat Sep 24, 2022 10:56 pm

People make mistakes and learn from them to improve, that's been true since humans came into existence, and it's true here. Preventing mistakes doesn't just stop players from learning to improve, but in the case of this addon in my opinion, it gives them an unfair advantage preventing them from firing off abilities by mistake. Victory or defeat is a factor of gear and skill, but skill is a factor of how many correct and wrong decisions you make. And in most fights skill is what results in victory. If you have a bunch of people not wasting punts and knockdowns because they use this addon, that alters the balance of a fight by quite a bit.
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Talladego
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Re: [ADDON] GCDsaver 1.0.6

Post#155 » Sat Sep 24, 2022 11:32 pm

Scottx125 wrote: Sat Sep 24, 2022 10:56 pm it gives them an unfair advantage preventing them from firing off abilities by mistake.
That would be true if the addon wasn't publicly available.

Not to speak of any non public addons (working NB) or external tools people use.

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Scottx125
Posts: 965

Re: [ADDON] GCDsaver 1.0.6

Post#156 » Sun Sep 25, 2022 12:30 am

Spoiler:
Talladego wrote: Sat Sep 24, 2022 11:32 pm That would be true if the addon wasn't publicly available.

Not to speak of any non public addons (working NB) or external tools people use.
Or we just disable the addon and the problem goes away. It's the same argument for NB and it didn't save that. "Well, it's publicly available you can use it too". I don't want to automate my skill away, thank you.
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bormo
Posts: 17

Re: [ADDON] GCDsaver 1.0.6

Post#157 » Sun Sep 25, 2022 7:27 am

Yes, the ratio of mistakes determines the result. In this case, addons without immunity checks will be fair. There are many secondary, but interesting skills in Warhammer.
Banning the addon is not a solution to the problem. A ban is an avoidance of solving a problem. Now RoR is a server of double standards.
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Zimzammer
Posts: 8

Re: [ADDON] GCDsaver 1.0.6

Post#158 » Sun Sep 25, 2022 12:19 pm

Can someone explain what the point of this addon is for abilities that stack? Because it just makes the drops stack before you can use the ability again. Which wastes gcds and ap. Am I missing something?

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agemennon675
Posts: 503

Re: [ADDON] GCDsaver 1.0.6

Post#159 » Sun Sep 25, 2022 6:08 pm

Zimzammer wrote: Sun Sep 25, 2022 12:19 pm Can someone explain what the point of this addon is for abilities that stack? Because it just makes the drops stack before you can use the ability again. Which wastes gcds and ap. Am I missing something?
The discussion is more about the ""mistake-free"" cc usage than the stacking ability part, even tho its still a condition check, stopping the additional dot stacks hurt player dps output more than it helps, because stacking dots usually get refreshed when you apply it again before the time runs out.
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