Even LoL has the damage taken stats

It was a useless stat that had nothing to do with your actual performance as a tank. It can be low when you’re doing great. It can be high when you’re doing terrible. It’s just a pat on the back number for tanks. The tanks goal is not to take damage, that’s just something that incidentally happens as he protects his team and sets up kills.

A ETC can look at his new team healing done and go ‘Oh, I should make a effort to heal my team more and try and get my globe quest done sooner’. What use is ‘Mmm, how can I take more damage?’ He should be looking to avoid taking damage, so long as he can do so without interfering with his job.

I am 100% confident that I had games as Xul where Harvest Vitality generated me more healing than our main healer. But I wouldn’t know, because those numbers aren’t tracked :frowning:

And all of that regenerated health can’t even be add to a number of damaged tanked anymore because I can’t see either

No positive reinforcement :c

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on the other hand, lol is successful hots not so…

I made a thread about it requesting if the devs could explain their reasoning:

So far it has 79 likes and 99 replies as I write this. It honestly makes no sense to me to remove damage taken, it’s just as important as healing given or received, the more information we have the better.

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