Because as a core encounter dynamic, DPS is not important. Adding a meter would suggest that this is something that you need to track, that it matters to gameplay.
And it doesn’t.
Is more DPS better? Sure! Look at Remix and its 30s dungeon runs.
As I’ve said before, Mythic World First raiders defeat the encounter with lousy gear, so clearly it’s not DPS that wins the day.
In another game i play, there is no built in damage meter, so you have to get an addon.
But the addon only shows your dps.
You have no clue what other peoples numbers are unless they tell you, send you a screenshot, or post it in chat.
Could you imagine if Blizz did this? Made it so you could never see the DPS of the people in your group or raid. Oh it would be a disaster of legendary proportions haha
This isn’t really the case anymore. M Fyrakk was downed with 5 under max ilvl.
Yes it would because it’d be impossible to work out why anything went wrong or isn’t working. After all details shows way more than just a damage number.
Imagine defending something that is entirely driven by toxicity. If blizzard is gonna integrate its own version of meters it has to be very limited on what it can do to reduce toxic behavior. Like not able to link DPS numbers in chats or finding out this person or that person not doing this particular thing and if you’re going to call out “person A” or “person B” you should be punished for abusing it in the chats.
Pyromancer (YouTuber/twitch) says otherwise and he is more truthful than most streamers. And yeah that dude is playing World of Warcraft again and he is getting ready for the war within. Also, he knows more about certain addons and what they are really used for and how it will affect the game long term.
Get with the times yourself. Literally no one talks about adding a dps meter into the game to any great capacity because the common solution is the addons that filled that role for what 16-ish years or more now.
Adding in-game M+ rating was bad enough. We don’t need an in-game damage meter to permit even more widespread bullying of underperforming players. We have a hard enough time retaining new players as it is, given how confusing the early game experience currently feels.
“Retaining new players” stop using them as a scapegoat you and I don’t have access to those information and plus war within prepatch is making dragon isles as the default leveling zones.
This doesn’t solve the issue of thrusting people into a level of content and story progression that skips any sense of character development for the player.
You go from “recruit” to “champion” in the span of 10 levels, after just one mission.
Obviously for those of us who have played for a long time, we know exactly when we became Champions (WotLK during the Trial of the Crusader), when we became prominent figures in the Alliance/Horde (WoD when we got our garrisons), etc.
But new players don’t see any of that. They have no context for who they are, why they’re there, or how they became significant. Not to mention, if you start in Dragonflight you’re immediately slaying large dragons and giants. Even in Exile’s Reach, your first ‘dungeon boss’ is a giant undead dragon.
There needs to be an early starting experience that has you facing bandits, wilderness creatures, dealing with ordinary people problems (protect my farm, deal with this gnoll camp, etc.) before you get thrown into high-fantasy conflict against dragons and titans.
They don’t call you champion they call you adventurers most npcs uses that title also some main npcs. And also what you just said are mostly false and didn’t paid attention to the campaigns they do introduce who and what they are but instead of diving deeper you just skimp over everything and make excuses.
I’m thinking of stuff from the new player’s perspective. It’s not executed well. We’ll agree to disagree from here. I don’t think it’s worth arguing over it.
Respectfully, the difference is that those mythic players can eke out maximal dps with the gear they have that other players even with better gear could not - it’s an amazing comparison between potential dps (high ilevel, choosing optimal talents, etc.) and kinetic dps (proper rotation, positioning, cd management), the latter of which can’t easily be overcome with a game mode with gear ceilings. DPS is still pivotally important for a game based on numbers and time.
It is a measurement of the intrinsic nature of the elements of this game.