The timed leaderboard has bad fallout for people who don't enjoy speedruns, as well as for new people trying to learn the dungeon. The goal, IMO, should be to optimize the run for performance, not speed. My suggestion is for leaderboard points to be equal to total damage of attacks thrown against enemies minus heals landed. So the best run would be to throw your biggest hits on all enemies and need zero heals - which is of course impossible due to cooldowns, etc. This hopefully should lead to runs being more optimized without being more rushed.
#Change or add leaderboard for damage - heals
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This will probably lead to the slowest more degenerate runs where you wait for all cooldowns before pulling every pack one by one.
Don't really see how it is better than speed ?
Kill a pack, wait 2mn for my cooldown to come back.
Also, kitting meta were mobs are burned down one by one
Dungeon is based on a clock. Of course speedrun is the way to go
isnt speed also more performant? if u do no dmg u cant be faster... if u are inefficient in pulls u wont go faster, if u f up mechs u wont be faster... all that plays in with the timer... u wont always deal the biggest numbers + being damaged is normal... key is to nut f it up so important cds are panic burned wich would make the coming pulls where u wanted to burn cds slower...
Speed is the best measurement of performance. At best you could include consistency. Do people always get times like that or did they get lucky procs and crits at the right moments?
But a short time inherently implies that you did the predefined threshold of damage in the least time possible, while having as few deaths as possible as those would have slowed you down, indicating correct performance from healers and tanks (plus routing and grouping for maximum damage within the tank's responsibilities)
i disagree. as someone who HATES timers in games, this is my one exception. removing the timer removes a much higher ceiling, I completely see your point but once you have done these dungeons 100+ times each there needs to be some higher incentive. pushing the timer is that incentive.
If you'd apply your logic to racing, we wouldn't see F1 cars driving around the track but tractors and excavators
100% terible idea absolutely awful
"the timed leaderboard has bad fallout for people who dont enjoy speedruns" <-- this is a convoluted way of saying people who dont enjoy competing to finish dungeons fast in the competitive dungeon game arent having fun, ok? Go do something else?
"the goal, imo should be to optimize for performance, not speed" <---Performance IS the speed, an F1 pit stop is high performance BECAUSE it is fast, performance is not some seperate idea.
"leaderboards should be dps based" <----- absolutely not, this leads to total degeneracy IE wow parsing and goes against what the game is really about, pushing harder keys to try and complete them in time. This also does not negate
the importance of large dps, if you are in a group right now trying to complete a 44+, then everyone in your group has to be a pipe swinger.
"runs more optimized and not more rushed" <----again, speed is optimization you need to adapt
Horrific suggestion and my suspicion is that you are struggling to maximize your dps because of chain pulls, and other variables of dungeons, in a static environment where you can stand there and have every cooldown up when the fight starts and you just have to blow your load is what youre looking for, but thats not the reality of running dungeons where not everything is oging to line up for you and you have to make the best choice with how to utilize your cooldowns
my suspicion is that you are struggling to maximize your dps
Nope, I'm trying to get started. As a noob, if I join a run, as soon as I say "I'm new, what's the mechanic?", someone drops. And since speedruns are incentivized, it's hard to blame them. I seem to have someone leave around 2/3 of my quickplay attempts. There's now lots of threads about penalizing leavers and incentivizing mentors, both of which I think are good ideas. Or maybe just a simple 'practicing' vs 'time trialing' flag to factor into the match algorithm.
The reason people are so speed focussed in quickplay is that the game forces people in the endgame to farm it because it provides access to crafting material boxes from a vendor. For some materials, those boxes provide a substantial portion of what's available including the loot from farming a lot of dungeons, but for godstones in particular, they seem to be the only source.
That means endgame players have to farm quickplay, and a substantial number of them at that (an average of around 10-12 a day, depending on how many marks they get from regular dungeons).
And because quickplay which doesn't have sets, gems, legendaries, relics, or weapons isn't interesting for players at that stage, they want to get it over with as fast as possible.
This in turn results in an extreme speed meta in quickplay, which is unfriendly to new players.
I think that whole paradigm is bad design, but it's not caused by the leaderboard being based on whether people complete a dungeon within a certain time.