Feedback: Numbers are too big in RETAIL

I consider that the numbers are too high, and here im talking about the damage dealt, the hp numbers and all other stuff that refers to numbers. Dealing hundreds of thousands of damage or heals seems a little absurd and because of such high numbers the player doesnt feel the progression. On one hand the feel of dealing 20-30k and then progress to 40-50k has much more visual impact and makes you feel the actual progress whereas dealing 100k and then progressing to 130k feels like no progression at all. In addition to that you cant see the actual action happening because of those big hundreds of thousand of damage/ healing. On the other hand there is no reason, and i mean NO REASON to deal so much damage to feel strong, its all about percentages and having such high values dont help the actual gameplay. Those being said, i ask you to lower the numbers from hundreds of thousands to a medium of 25-30k in order to make the game more enjoyable. Also, i believe that we got to these numbers because the ilvl/stats increases too much between tiers and patches.

11 Likes

100% Agree, the diference between tiers is too high, its like they are afraid people wont do newer content because the differences wont be big enought…
THey dont realise a true wow player would waste any amount of time even for 10 stamina, if stats where more down to earth

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What defines someone as “a true wow player”? :thinking:

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If you think the numbers are too big in retail, the numbers in MoP remix are probably best avoided.

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Im playing remix too and yes, you are right, i just want to make sure they wont do the same with War Within.

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I don’t think they will, the same thing happened in Legion where we had millions of damage, and they did the number squish.

No reason why they can’t do that again.

I meant “the average wow player”, for example in early wow expansions and classic most ppl would go through any grind to get a very small stat advantage.

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I cant see why people care about this.

Make an addon to divide it by some random number. There, you have smaller numbers and nothing of note has changed.

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…
If we need add-ons even for this…
I’m sure you understand what i’m saying…

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We don’t need them at all. If you think numbers are too big then do something to make them smaller, I think they are pretty much irrelevant.

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Who cares? Seriously how does this matter? And also do keep in mind that every single time we get any kind of a squish people start complaining about “rolling back progression”… In all honesty I would rather deal dmg in the billions instead of hearing/reading about that again.

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You’re saying that 100% damage increase feels more than 30% damage increase? Fascinating.

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That´s why sniper shot was nerfed. :dracthyr_hehe_animated:

I meant to say that when you see 100k dmg and then you increased to 130k dmg you dont really feel the difference because the numbers are already so high, while when dealing 20k and than rising to 30k you feel that you became a whole lot stronger.

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Imagine what they would be if the never squished them multiple times already.

Yea that is why i stopped playing retail, in legion i was dealing like 10k dmg with basic attack and like 100000k dmg with basic hitting ability, it was weird af, and i see its still the same to a degree. The differenc in numbers between them its huge and confusing. They should make different set armors from patch to patch, keep the numbers the same but increase versatility with different item sets, maybe abilities etc, there are a lot of soulutions to the number problem, they just dont care.

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Yes, there is a point where you just turn off numbers because they cannot be processed, and revert to looking at the health bar and basically working off percentages.

Same with dps meters, you just see your rank and how different your bar is compared to the full width, as well as above and beyond.

In D3 they don’t display hits anymore, only crits for fluff.
Given the massive disparity between abilities, the whole point is to see your crit frequency.
1.2B, 4.8T, 123G

Have to agree with the topic…
And it’s also numbers on gear etc, it’s so hard to determine what the upgrade/differences are.

Can we just go back to the moment where equipment had +6 agility, and we were excited cause it was a clear upgrade and clearly visible it was adding more?

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I turned off all floating damage (and healing) number displays because it creates way too much visual noise. Since turning it off, I’m much better at doing mechanics like dodging AoEs and cleaves, positioning myself for optimal damage output, aiming abilities, etc.

Back in Classic, floating damage (and healing) numbers were cool because everything was much slower and you only did damage from auto-attacks and active abilities around once per second. My brain could easily track the floating combat while I played the game, because there’d only be a couple of numbers visible at a time.

In Retail, not only do we get to use active abilities at a much faster rate, but we also have tons of talents and items (e.g. trinkets) that have additional damage/healing events. We also fight larger packs of mobs than in Classic. In Retail, in raids and especially in dungeons, floating combat numbers look like a gigantic cloud of yellow pixels. It’s just noise and not valuable information.

It’s not the size of the number that’s a problem (that can be formatted by addons e.g. by changing 100000 to 1 M) but the amount and speed at which the numbers get generated.

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Someone who agrees with the person saying it