#Better end screen
10 messages · Page 1 of 1 (latest)
Can’t agree more
Absolutely, knowing stats would help a lot with knowing how good a build actually went
Yes, please!
I think it's a good idea to hide stats during a multiplayer run, since it keeps the game feeling cooperative. But after the run is over, I think it's safe and helpful to show exactly what everyone did.
Definitely wouldn't mind a run history with stats, but maybe keep it personal even after. If you want to maximize with or brag to you friends they can tell you. But playing with randoms, especially new players, it's just a source for misunderstandings. I've recently gotten some new people started on multiplayer playing pure tank obelisk. I barely spend any will by the end, because 3 people could build for pure damage, but the runs would have ended world 1 if I wasn't there. Either the stats would have too be exhaustive and overwhelming, or they could provide too little context. Simultaneous turn resolve, roles, and resource sharing, just gives too many variables that are hard to quantify.
I just want to be able to look through prior runs and review final builds, much like how you can do so in Monster Train. Even something as simple as retaining the current manifestation of the Victory Screen in a searchable history would be fine, although more ways to drill into that data could always be fun too
I absolutely agree with this feedback. I think across the obelisk has a pretty good example of end screen stats. Damage done, blocked, healed. And damage by attributes such as burn / frostbite / etc. If you really wanted to be detailed and include damage by skill / item that would be interesting as well
+1 I play with a couple friends consistently and we would all like more detailed stats at the end of the run - think about how league gives stats like that at the end of summoners or aram
My friends and I always wonder what our damage stats are - and when we boosted by an item or grind throughout the round.