I have just returned from classic recently, can’t help but notice the 1 million hp player healthpools, insane damage numbers on mobs, and gold inflation is ridiculous.
Could blizzard possibly do another stat squish like before? So instead of 5* 200,000 firebolts killing me, it will be 5*200 for example.
Last time they talked about this, the term they used was “almost certainly” and in the context of midnight, so next expansion.
We anyway would scale beyond the magic number 1000 if they let midnight and last titan as well go on without one and we just cant have that.
This felt terrible in both BFA and SL and will feel terrible in Midnight as well.
Its just not nice to log in one day and suddenly notice that your starsurge now barely crits for 50k (if at all) when yesterday it did 10 million.
I can hardly imagine anything which is more immersion breaking than this.
Actually I will be very surprised if 12.0 will not suck just as much or worse than 11.0 did in the first few months, due to the various side effects and bugs they will inevitably introduce with the squish.
9.0 already demonstrated many of these.
Didn’t they hint at some stat squish between Midnight and The Last Titan?
The squish itself is not needed. What is needed is 2 things:
Numbers on the screen need to be truncated. I don’t need to see all 8 digits of damage and healing numbers. 4 are enough. I have suggested in the past that there should be a UI option that truncates numbers to the number of important digits that each player likes. -=EDIT=- To be more accurate, I have suggested that numbers should be divided by some power of 10, whichever the player likes.
Some abilities show 2 or 3 numbers on each target because of various random procs (for example Stormstrike for Enhancement Shamans). That is not needed either. Just give me the cumulative damage from using the ability.
I don’t agree with this, because when you look at the healthbar, your spell will still knock off a certain percentage of damage, so even if it’s 50k compared to 10 mil, it will still be let’s say 16% of damage, so regardless of the number, your damage remains the same.
The issue I have with these high numbers, is that it becomes almost impossible to determine whether something is a upgrade at this point or “doing better”.
It’s way easier to compare let’s say: +10str -5agi stat change vs a +2400str -1452 agi change.
We’ll get a stat squish (And the usual ream of bugs, oversights, blunders, and other annoyances that go with it) next expansion, or the one after at the latest.
A gold-squish is quite unlikely though, resetting the whole gold economy involves actions by the players, and players are notoriously difficult to predict, let alone control.
But I like big numbers, makes me feel special. Also its very confusing each time they do a stat squish, because I can’t judge my performance accurately compared to a previous season/expansion.
For me personally I am more taken aback by the sheer number of stat squishes we need.
Vanilla → MoP (although Cata realistically) worked fine. That’s 5 xpacs before we needed a squish and even then it was because during MoP the stats scaled at such a colossal rate it was needed.
Now we seem to need one ever other xpac, and I think this is a combination of both the player base expecting huge jumps in HP and dps numbers between each tier, but also because of the sheer number of modes (LFR, Normal, HC, Mythic) and peoples expectation of how much of an upgrade each mode needs to be.
I am easy going with whatever, its all just digits on a screen and they are either huge or small, but the effects are the same. I have 100% hp, I get hit and I lose x% and am left with y%.
The only issue for me is everytime they do a squish they always manage to balls stuff up. They cannot barely keep on top of bugs right now. :shrug:
My aversion to stat squishes isn’t so much that it’s confusing (The theorycrafters are quite quick in figuring out what’s good DPS after a squish), it’s that Blizz always manages to muck it up in some creative and unforeseen fashion, i remember the first stat squish, with new Blood elf characters getting one-shot by quest-mobs for the first levelling quest.
It’s not as simple as hiding numbers. If it was Blizzard would have done it years ago.
It’s not the actual numbers which represent an issue, it’s the effect when combined with other numbers.
If you were to increase stats by 100 times you wouldn’t increase damage by 100 times you’d increase it by much more.
Let’s say we increase stats by 100 times, for arguments sake it’s 100 AP. Not only is AP increased by 100 so is crit and haste. We have 100 times the size of a hit, and it’s also crits more AND due to haste hits more often.
That’s an exponential scale and the ‘feature’ of an exponential is that it increase much more the farther along it goes. Each time we increase stats we increase the damage much more than the increase in stats.
We can see this in a few ways through balance and threat. There’s never been a magic number for balance, with an ever increasing gap in stats there’s going to be a greater disparity in balance - that’s what we see now.
Maybe balance really is the worst it’s ever been!
Tank threat used to be an issue but then it wasn’t mainly due to squishes. Tanks could maintain decent damage and also keep threat from bursty dps. The choice now is to increase threat greatly to silly multipliers so sneezing will keep a mob on to you or keep the threat multipliers the same but increase damage.
Boy do i have news for you, we are already approaching the 700 ilvl this Expansion and we got another 2 in the pipeline, so pretty soon you will be hit for not only 5* 200.000 but for 5* 2.000.000.
No. That is why diminishing returns exist. And its tied to your level. That is why, among other things, we still have levels to begin with.
So every expansion we get a reset. And THAT is what you observe.
We went from 500 haste in DF S4, which gave us values like 40% haste, to 5000 haste now. Wich garelly even gets you 4%. If it were trully exponential the final value of 40% would go infinitely high. To 100%.
The HP of mobs increases to compensate for bigger yellow numbers… ect… so yeah, it is in the end cutting a couple of zeroes.
We even saw that in MoP remix. There is a ridiculously high number, that when paired to your level gives you ridiculous stats.
My argument is that the thing that matters is what appears on the screen, not what happens behind the scenes. We can have stats in the order of trillions and quadrillions, and all calculations done by the servers based on those. After all, if they have converted all those values to 64bit double-precision floating numbers, they have 15-digit accuracy when converted to decimal, which means that, excluding any decimal remainders in calculations, every single value from 1 to 999999999999999 can be represented with 100% accuracy.
But the numbers that appear on our screen should be “human readable”. The amount and frequency that numbers appear on our screens is too large for the number of digits currently (7 to 8 digits). It has generally been accepted that 3-4 digits is optimal for easy comparison for most stuff regarding every day life.