Some new stats to track

IT WOULD BE NICE…

For atleast personal improvement…

Name : shot at
What does it track : Mainly, attention. Am I causing people to shoot at me.
Why is it important :
Tanks : Damage mitagtion is one thing, but being relevant is also another big part of being a tank.
Damage: perhaps character specific, but still useful. It goes back to “relavance”.
Supports: Great for knowledge on positioning.
Overall, character specific, you may want “shot at” high, or low.
Prediction : a key factor to “winning”.
How to implement: We have “hit boxes”, just add a larger hit boxes but stat tracking only “shot at”.

!!!Bonus!!
Name : Resource spender
What does it track : If your actions caused someone else to use a cool down.
Why is it important : Making someone use their abilities is critical. If you play style has that at low… well it might be character dependent, but sometimes you want that high. For example a tracer may what a high “resource spender”. You may not get a high damage, or high elims, but if you win a game and your resource spend is high, then you can begin to see a value in play strategy.

Name : Space taking
What does it track : if you can gain control of a given space
Why is it important : Obviously for tanks. Can they sit in a space and have others move away. I want the tank that combines “space taking” with objective contention. DPS can still use this, maybe your kicking stones cause you stink at 1v1s, but perhaps when you enter the area, you move others away… space taking.
How to implement : Easy… 2d circles on the xz plane and tracking when an opponent is in your radius, and if you radius expands, AND how much relative movement, that means they are moving away.

Name : Damage prevention from dps passive
What does it track : just like ana nade damage prevented, now it tracks the DPS passive.
Why is it important : Well, knowing how much time and resource your adding to a fight. Combine with other stats, I think this would help someone analyze target priority but resource sapping. If your shooting at someone and their constantly getting healed, this stat would be high. I think Ideally you would want this low, with high elims. BUT if you know this number is high, then you know their supports are healing your target and maybe leaving another open.

Not 1 statistic will be SUPER helpful, but just like any stat, a combination of others could help you become a better player. These stat suggestions above are to start tackling deeper meaningful stats we already have.

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There’s not really a way to track this stuff numerically

This doesn’t actually work because of how fluid space is. Let’s say a Tracer is flanking. Her team is able to push forward and take more space because the Tracer is holding some of the space the enemy team recently left. Tracer isn’t directly taking space for her team, but she’s taking her own space and it’s causing more space to be made by her team.

On top of that, just taking space isn’t the mark of a good player. Giving it up is even more important.

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The way I envision this, people have a maximum 10 -20 ft radius around them. Whenever someone from the enemy team enters that circle, its now a matter of tracking relative moment as to see who backs out of the circle the others circle.

“Tracer is holding the space the enemy team recently left”. This sets up multiple scenarios.

If the enemy team never enters tracer space - tracer is not make space.
If enemy team wonders back in, but then backs out - tracer is holding space.
If enemy team was “there” and tracer “pushes” people out - tracer is making space.

I think with that overly complicated scenario, multiple sub stats need to be used together. There is no ONE stat that will encapsulate everything, but if you want to model “good or bad” tactics, you have to break down each movement and then analyze with a symphony of stats.

Seeing if someone “goes into” someone else space, and eliminates someone (or gets eliminate) is a great start of determining space fundamentals.

Start at the 1v1 level, and yes as you add on multiple aspects, things get complicated, but those 1v1 fundamentals should still hold true. Its making an algorithm for a set of 1 elements, then 2, then 3. But eventually it should not matter, so you just put n or n+1. Sure it may look chaotic at n+1, but you can break apart the interactions of 1v1, and I am sure the fundamental aspects will return.

It’s too oversimplified to work, dude. It’d be cool, but there’s just no way to do it.

Check out Bro’s mentality of pushing one self. If we just stop here and say “oh well its not possible”… then will it ever be?

Seriously, a lot of tactics start at simple. Space on a 1v1 level I think would work. Just cause there is 4 people, 1v4, its just 4 sub sets of 1v1. Tanks already have “contested” time. This idea is taking “contested time” but having a king of the hill zone relative to a player. Who is contesting you, and are you contesting others… Start simple and let the numbers come in, and you can build the model around that.

But there are other stats other than “space”

Shot at…
Resource attention
Dmg prevention

You’re barking up the wrong tree. I pushed myself to GM within three seasons of starting.

And in OW they don’t matter at that level. There’s no way to numerically classify space. It’s not possible to do. If you believe otherwise you just don’t understand the concept well enough.

Grouped up people, doesn’t work.

Same as above

That’s already a stat. Mitigation.

Sorry its healing prevention from the dps bonus. It was in the original post, perhaps you missed it.

So what? Everyone still gets a count towards being shot at, and why wouldnt they? If I am a healer following closely to my tank, I would want my “shot at” numbers still low.

Apply the mentality to the stats, not the rank.

In OW we have “simple” stats already. thats all OW stats are AT THAT LEVEL. So just add a contention stat and see where it takes you. Ask yourself, will some heros have different numbers? The answer is yes. Flankers, tanks, and supports. If they will fundamentally have different numbers, it “means” it can help classify a play style, and good for analysis on games you win or lose.

It may not specifically classify “space”, but it could classify a “behavior” which then can be analyzed to see whats better for certain scenarios.

But hey, I like the input, but noted your not a fan, you dont have to reply we can agree to disagree.

I mean, it’d be cool and easy to track but the stat wouldn’t really mean much. It’s not a skillful thing.

Because the entire point of a category like that is determining how much attention you draw. Playing with your team defeats the purpose of the stat.

There isn’t a way to do this.

Numerical ones. That are actually simple. These aren’t numerical. You can not quantify them. That means they can’t be shown on a stats page.

Would help me in target priority. Again, any1 stat probably cant stand alone, but mix that with elims of final blows I think it would be helpful.

Shot at… even in a group. Yes, if your in a group you will get spammed. Will that draw resources…

For all these suggestions, I think you have to take a step back and ask, ok will it be different for between roles…yes. Then that indicates something. Will it be different even within the same role but different toons, the answer is still yes. From there ask yourself can it be combined with something else, all yes.

Applying it and saying, will it define “X” - no, move… kinda a pessimistic approach to things.

It wouldn’t. The target you go for is always the easiest or most effective option, not the one that’ll get you the most value out of the DPS passive.

Not really, no. The point of drawing resources is drawing them away from your team.

It’s not pessimistic. You’re asking for stats for things that are impossible to quantify numerically

Your starting to remind me of someone else… But to solider on… its something is cannot be defined by 1 number, it may take a symphony of numbers to create the scenario. I believe a personal space contention would “help” in space. Maybe not solve it. Any of these would “help”.

Your not convincing me, so its ok to just agree to disagree, but your stance of “your not convincing me so your wrong” reminds me of someone else lol…

The next step is to run simulations and really just see what happens.

Still waiting on this response. Would this numbers, be different? or would they all be the same for every role every toon?