If you are DPSing just as well with any class with your condition damage via auto-attack than there should be no problem to measure the amount of damage each person has done in the entire run since you are DPSing still.
And to help make it more balance since you state that most of your skills are situational, than make a couple catagories:
- Overall Damage Dealt
- Overall Condition Damage Dealt
- Overall Damage Taken
- Overall Condition Damage Taken
- Overall Heal Amount Dealt
- Overall Heal Amount Received
- Number of Knockbacks Dealt
- Number of Knockdowns Dealt
- Number of Dodgerolls
- Number of Deaths
- Number of Revives Dealt
- Number of Revives ReceivedThat should pretty much accurately describe who did what and how much that said person contributed throughout the dungeon run.
And by introducing all this, you achieve two things:
(1) You just created a comprehensive to-do list for players in dungeons. Doing stuff not on the list will have you risk being talked down or thrown out by PUGs.
(2) You have just handed bad players a tool to berate others. Be it because those others are doing things not on the list or doing things that are on the list but that are deemed “less important” by the bad player berating them.
Congratulations.
Meters are a horrible idea.
Edit:
Stuff not on the list:
- Kiting.
- Stopping to DPS to run over to another player a long way and revive there.
- Stopping to DPS and run over to a ranged player to help them kill a mob standing in their face (so the fellow player doesn’t go down).
- Going down or being killed but for a reason, for example to bind some mobs long enough so the others can DPS freely.
- Stopping a high-damage channelled ability to help out another player.
- Sacrificing DPS to kill stuff that others have problems with. For example rangers switching to axe for TA 1st boss so melee classes don’t have to worry about blossoms.
All these things are just examples of good group-play that would be punished by the type of meter you propose. It would be punished because a meter won’t show players helping their group at the expense of better numbers in the statistics.
I repeat: Meters are a horrible idea that would kill group-play (in PUGs) as it has done in other games. But in GW2, group play is more important so the damage would be greater.
Edit 2:
More stuff punished by the existance of meters:
- Having a build that helps others. Major traits like “grants 70 power to nearby players” are a wasted trait. What’s worse, they make you look worse by making the others look better while not using that major trait slot for something that makes you look good.
- Having utilities slotted that help others rather than pushing your DPS.
In this way, the introduction of meters might not only degrade group-play but even affect the way people build their character, maybe even to the point where their ability for good group play suffers from it.
Don’t introduce meters unless you want to kill group-play just so that some players can stoke their egos!
Edit 3:
This time not adding points why meters are bad idea in general but why the list you’ve given won’t achieve what you said it should.
You said that in order to capture situational abilities and their contribution to the success of the group, you’d introduce the categories you listed. let’s seeā¦
- Number of Knockbacks Dealt
- Number of Knockdowns Dealt
That means in order to look good, I’ll use all my situational skills on cooldown and not save them to interrupt dangerous abilities that might hit groupmembers of mine. Great idea. Not.
Not everything we do can be assessed by simply looking at numbers – but looking at numbers is all a meter can do. A meter will therefore tempt players to also just look at numbers, at aggregated numbers even, and to judge others based on such flawed statistics.
I guess you think that more good will come from it than bad. I think you underestimate the immaturity of significant parts of the playerbase. Just look at what DPS-meters and gearscore and other numbers-based tools did to other MMOs.
(edited by phooka.4295)