Aluviya wrote: ↑Thu Dec 22, 2022 3:51 pm
One could implement a statistics for healers and tanks.
Problem here with raw stastics such as damage, deathblows, healing, protection values is that they do not neccesarily indicate the overall performance or gameplay at all.
There are many ways (here just to name a few) to fluff values here:
- using hots into other groups (some classes are better suited here than the others)
- deliver the classic melee-range, braindead WP/DOK gameplay (honorable mention: leading the prayer tactic)
- playing an AM or Shaman in terms of EoV/FotG together with either SM or Choppa CD-reduction abilities.
- playing a DOK vs Engineer and cleanse on CD to have a higher protection rate than tanks+
- playing just a regular zealot/rp build usually gives a decent protection value by procs...
The question is, what is considered a "good gameplay" for a healer/tank and what would be the corresponding (raw/calculated) statistics that actually indicate "performance".
For a Healer:
- raw healing values?
- ability to support outside of your own group?
- ability to keep the supported groupmembers alive?
- ability to stay alive yourself (without needing a lot of support yourself)?
- ability to see and and cleanse debuffs?
- ability to rez as many people? etc...
For a Tank:
- raw protection value from guard?
- appropriate use of challenge, bellow?
- times you parried a punt, while your guarded dps was attacked?
- times you cc'ed an enemy, while your dps chose to attack?
- reaction times until a guard is swapped...
Without the clarification of what a good gameplay in a specific content of the game is (RvR, Sc's, Ranked Scs) it would just resemble another empty statistics.