---disclaimer---
This article is part of a series that will later be combined into how to twink the DV way. The main purpose of this article is to provide an application of is not a measure of skill. Alternatively, it provides some insight on a popular trend in feedback systems that focus on gameplay as submission, rather than gameplay as obstacles.
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I have the most "Killing
Blows" I'm the greatest player in the world! But wait! Some
other player has way more "Healing Done" than I've ever
seen! She's the best healer in the world!
What is really happening
here? What does the scoreboard mean?
The scoreboard is divided into the following categories:
Deaths:
players health was reduced to zero or less.
Honorable
Kills: player was within range of an opponents death.
Damage
Done: amount of health a player reduced on other players.
Healing
Done: amount of health a player replenished on teammates. This
doesn't include absorbs.
Flag
Captures: player held the opposing teams flag while their team
controlled both flags, all while stepping on the cap location.
Flag
Returns: player clicked on their team flag after an enemy flag
carrier died, but before the flag despawned.
Honor
Gained: the supposed amount of honor the player gained, its accuracy
is diminished as the same opponents are killed repeatedly.
Killing
Blows: This represents that the damage a player did reduced their
opponent to zero or less health. This can mean 1 point of damage
with a weak thrown weapon or 1000 points of damage with a templar's
verdict. Generally these are easy to acquire if you either hit very
hard or hit very frequently.
Did you notice a
“skill” category? Was that category overlooked? This isn't the
case. In fact, the skill category doesn't exist because it is too
hard to measure with a simple battleground wide combat log. Is it
odd that blizzard chose to use “Killing
Blows” as the default category?
Lets look at each
category a little more closely to find out why:
Do
deaths measure skill? Having many deaths does not equal poor skills.
A players death can be used to split an enemy team or distract them
from your flag carrier. There have been frequent times where I'm
able to kite and tow 3-5 people that are just focusing me. This buys
the team extra time to get to the flag carriers. You can also use a
death to quickly get back to the your teams base. This is the first
of the two most useful stats to sort. It can be a great aid to help
determine which path to take when leaving the enemy base with a flag.
Do
honorable kills measure skill? This is the second of the most useful
stats with which to sort the scoreboard. Honorable kills don't
measure skill either, but what they do measure is who is playing with
whom. If you join a game late, or are sitting back home protecting
the flag carrier and wonder how the groups look, just sort the
scoreboard by honorable kills. The players that are clustered next
to each other are fighting with each other. With this information
you can know who is on the enemy flag defense team. You can see
which sets of players on both sides tend to fight together. This has
more advanced uses, but I won't get into that until I flesh out the
full guide more.
Does
damage done measure skill? In some ways it can, but probably not in
the way that most players think. It measures ability to read the
situation and control your damage per second (dps). Lets say I have
two players that each do 200 dps and we are fighting one player that
has 1200 health. Assuming no cc or interrupts happen that 1200
health player will only live 3 seconds. Except... no one has a dps
turn on button. That dps can be focused into burst or sustained for
longer fights. Knowing how to control your dps is real time
calculus. But there is a critical problem with looking to damage
done. It's variable based on both the teammates that are with that
player, and the locations and roles of the players.
Does
healing done measure skill? In almost the same way as damage done,
yes and no. It measures the players ability to read the situation
and control their healing per second (hps). It has the same
limitations that damage done has: even if healers are identically
skilled, and there is a slight difference in latency, the healer with
the faster connection will seem to be slightly better. And much like
dps, the hps between different classes gives advantages and
disadvantages in the 'skill' component here. I have not written
about 'skill' yet but I mean my own definition. Not only that, but
absorbs are not even listed.
Does
capturing flags measure skill? This is extremely random. I've
helped 800hp flag carriers cross the field. I could not have crossed
on my own, but by supporting another player I can run ranged support
so that no one gets anywhere near them. I've also run with extremely
good flag carriers which make this considerably easier to do. But
this player wasn't skilled “because” he had 3 flags captured by
his name. He was skilled period. The specific feat of having 'flags
captured' by a players name does not necessarily represent that
players skill.
Does
returning flags measure skill? This only means the player was the
first one to click the flag after the enemy flag carrier died. There
is almost nothing to say here except that rogues and classes with
movement abilities should have a lot of these. The only skill it
requires is clicking on a flag with a hitbox half the size of the
screen.
Does
honor gained measure skill? Honor gained measures both the honor the
team has gained for objectives and what the player has gained through
honorable kills. This measures how well the team performed against
the opponents team. Generally, I would say that the team with the
higher overall honor gained should have won. If that team doesn't
win there is a serious issue with that teams strategy, or more likely
they were farming mid/gy.
Do
killing blows measure skill? No. And this is the primary reason
blizzard chose this as the default category. Any random player can
get one of these. It is possible that you can make a similar
argument for skill here as is made for damage done. And in some ways
reading the situation and controlling dps can get you more kbs. But
that is not always the best move. In fact, very often a team loses a
great deal of potential damage because too many people 'overkill' a
low health opponent. It is extremely common to see several
projectiles flood into a player that is already dead, or at least see
casts in progress on players that were going to die before the cast
could complete. This generally measures players that do either big
or frequent damage.
There is certainly
some measure of skill you can glean from the numbers on the
scoreboard. But this will only give you an extremely broad
estimation. The only particularly useful areas of the scoreboard are
deaths and honorable kills. Although you could also assume that a
player that has captured one flag will probably go for another
capture.
So how can one tell
if a player is good or not? The short answer is, skill level is not
on the scoreboard. You can see it in their gameplay. But what skill
means, is a post for another day.
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