|DPS meter||April-16-2014 9:05 AM PDT (4 years ago)|
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
|DPS meter||April-17-2014 2:14 AM PDT (4 years ago)|
A build's worth isnt just defined by its DPS potential, but also by its defenses and utilities
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!
|DPS meter||April-18-2014 8:26 AM PDT (4 years ago)|
what im trying to say is that those numbers mean nearly nothing... SPECIALLY damage number.
DPS, Toughness and Healing are stats that are meant to serve as quick way to assess your general character power. The numerous individual stats on your character sheet, perks granted by your legendary items, and various skill options all need to be considered however if you wish to analyse your combat efficiency thoroughly. This is the Diablo III reality and a single legendary affix can make a hero with surprisingly low values perform at a level that is unachievable for those with higher raw stats but wielding no special legendary powers.
Nevertheless those stats can still be used for a surface check for the gear and characters - especially if you keep in mind the stats marked with adjacent orange diamond (that are not calculated into either DPS, toughness or healing), and how crucial can they be in increasing your real damage output or survivability. We are definitely open to hear your feedback on how these aggregate stats could be improved so as to better indicate the power of your heroes so please keep it coming.