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It'd be nice to see what the average % of your teams total damage dealt to enemy heroes is per game. This would make it easy to spot players who do useless things like farm all game without participating in team fights, or stay invisible 90% of the time and only attack when an enemy is in the red and it's safe for them. People who pick someone like Scout or Night Hound every chance they get would end up with very low scores, but pretty much every other hero makes a decent showing. Even a support hero like electrician or accursed usually ends up doing at least 10-15% of the total. I think this would help both filter out unhelpful players from higher skilled games and encourage people to stop playing with such selfish unhelpful tactics that weigh down their team.
Support heroes won't be at the bottom. They'll be in the lower half, 10-15%. People who solo all game or play Scout every time will have like 3-5%
This'll be more useful than most of whats listed right now. If you think it's too chaotic suggest getting rid of something that isn't useful in there currently, like maybe creep kills or xp/min.
Last edited by DamnedReg; 08-07-2009 at 07:28 PM.
Support heroes won't be at the bottom. They'll be in the lower half, 10-15%. People who solo all game or play Scout every time will have like 3-5%
This'll be more useful than most of whats listed right now. If you think it's too chaotic suggest getting rid of something that isn't useful in there currently, like maybe creep kills or xp/min.
Creep kills is an extremely useful stat. It is much more informative than the stat you are suggesting. I'll agree that XP/min is not useful.
While the stat you're suggesting is useful in determining how someone plays, where do we stop? Should we then keep track of how many times you've stunned an enemy or how many times you've used Jereziah's heal on an ally? Basically, I'm agreeing with FiNGERS' statement that we are just adding to the chaos of PSR/stats.
Creep kills isn't useful. If it were creep kills in the first 10 minutes maybe. But someone can be a total gimp at last hitting and still get 300 creep kills in a match by just plowing through lanes with a runed axe or some AoE spells. The only reason denies aren't useless is people generally don't have time to waste denying after the laning phase.
Who cares how well you can farm creeps or steal kills? I want to know if you have good lane control and work in teams well. Right now the only hints at that we have are denies (which can be misleading as to lane control, since denying is hardly the only way to do that, early harassing damage is probably much more important and would be another useful stat) and assists. The problem with assists is that you can't tell how much they were assisting compared to the rest of the team. It's just a flat number, which is fairly useless. I can get an assist by walking by someone with a Mock of Brilliance without ever dropping invis. That's hardly meaningful assistance. Dishing out 20% of the teams damage to enemy heroes on average is significant assistance.
I think in the long runs I'd like to see the game tally a bunch of stats and provide general ratings for various aspects. So your performance for the first 10 minutes (damage dealt to heroes, creep kills divided by damage dealt to creeps, xp gained, denies) would all be factored into a lane control rating. Damage suffered divided by number of deaths, kills + assists, damage dealt to heroes, could all add to a skill rating. Assists, wards set, support items purchased (Support items like ring of sorcery or aura items obviously, Restoration Orb doesn't help your team more than you), etc. could be factored into a support rating. I think having a system like that set up would not only help people sort out the good from the bad, but help people improve themselves. Lots of people probably aren't even aware that running around invisibly and doing 200 damage every 5 minutes really isn't helping their team at all. Having the screen rate them poorly on that aspect after the game might help them clue in.
Damage dealt favour damage-dealers. Go figure. It wouldn't take into account useful things like couriers bought, wards placed, general skill and on and on. Just another stat to try to wrap our heads about. I think it's too much already, and this wouldn't help. Scout or Night Hound are excellent at dealing damage, that ain't the problem. Even a scout's ulti does more damage than a full rhasta channel, but is it more useful if used to killsteal? Not really.
Go ahead, get all the noob stat-boosting thunderbringers to buy refresher every game, sure. Every 120 seconds, boom, "5K damage dealt to enemy heroes" = "zomg your damage dealt stats are amazing you must be the best player in teh world!"
^_-;