Perception of character power increase has been discussed by the devs needing an exponential increase. Adding to this is the large ilvl gaps between each tier due to all the difficulties with once again needing to keep perceivable power increases between the difficulty as one gears up.
to be fair almost every forum website out there is filled with random negativity and complete ignoring/over exaggerating of things
only safe places really is a few streamers twitch chats
nobbel and finalbosstv are the two i watch as the rest have just become cesspools of "garrison 2.0 is the death of wow"
but idk, i am fine with numbers going up high, as long as we have the option to do what we do in diablo
full number 1,111,111
Thousend 1,111K
Million 1.11M
(and later billion) 0.001B
so on so forth so idk, im fine with it
The biggest problem with stat squishing is that it doesn't apply to the entire game in one go. It has to be applied in each individual area. Mobs, bosses, players, items. That wastes development time I'd rather be spent elsewhere.
I don't particularly have a problem with large numbers, so long as they aren't so long that a small amount of them fills a large majority of the screen. A diablo 3 type solution would work very well for me. I'd also like to see them put an additive AOE counter in stead of showing individual numbers...perhaps just showing one line. ie: 55 hits 4885k(holy)...but that would waste development time.
Quite often, the difference between an idiot and a genius is simply a matter of success rate.
I think the problem is systemic. Since they've used the ability to scale gear according to level, I'm guessing they have to maintain a certain order of magnitude to maintain a feel of power, especially against lower level content. If a level 90 item gave 100 strength and a level 110 item gave 180 strength, it doesn't leave a ton of room for level 100 items. And the higher the level cap goes, the less and less stats that can go on low level items. This means items up to level 40(speculation) would look very much the same as level 10 items, stat wise. This power creep has been the biggest problem to nearly every multi-expansion game.
With that said, there are other ways to milk stats. You can still have a massive buff against lower level mobs. You can also make players have scaling stat bonuses. So say each item gives a +1 increase to main stats and 1.2 increase to stamina every 3 item levels, this still puts level 100 and 110 items in close proximity to each other, so the player gets a +x% stat scaling from stats based on player level. The power creep is still there. It is just less pronounced. They would have to be very careful to make players not want to keep and use gear from previous expansions. Some sort of "for each level above an item your stat scaling on that item is reduced by 20%"
And I'm afraid even changes like that would present a terrible technical and developmental hurdle. I can't be sure, I'm not a programmer.
Quite often, the difference between an idiot and a genius is simply a matter of success rate.
Squish was the worst thing they ever did to wow. I still can't believe so many of you wanted it and want to be squished again.
I still don't get the fuss over the numbers, at the end of the day, no matter which way you look at it, it's all relative. Abilities hit for a % of the target's health, abilities like execute are used at a %, not a specific number. I know which abilities do the most damage. If I see one ability hit for 900k damage, and another ability hit for 899k damage. I still know which one did more damage. It's not that hard to read. Go solo Lich King, it's not hard to read the numbers coming off him when you hit him with an ability.
we need bigger ilvls otherwise gear from past expas can still be reasonably good
Well, bursts in MoP, on my ret, went towards 2M+ IIRC.
Taking that into consideration, we lost quite a lot the first levle in due to scaling but eventually... our starter dps in WoD, which was maybe 15-25K-ish, turned into 60+(long duration) in BRF and HFC now at well, what? 150-200? I'm not maining ret or geared towards it but something along those lines.
Mages go 1M+ if really lucky(and good with le burst). Soo, I'd wager that if there hadn't been a squish.
200M+ on some classes?
That boss would need trillions of HP.
Yeah, everything is absolutely just % based which is actually constant over expansions. Designers think about combat durations and scale HP to meet those and not about the actual numbers. It's the players that love seeing big numbers get bigger over time, given the oft-complained about character progression being non-existent for non-raiders during WoD.
Also, the numbers during HFC are highly inflated by the legendary ring which was arguably the most moronic system Blizzard had ever introduced, so it's not entirely down to gear. The problem with the ring is the burst, in conjunction with a bug in RPPM trinkets (they are almost guaranteed to proc within the first 10s of combat), pre-pot, CDs and Bloodlust.
Seeing your frostbolt go from 600 damage to 620 damage is with a couple of new gear pieces is easy to process. Seeing it go from 34578 damage to 35731 damage is not. Percentually the increase is exacly the same but your mind doesn't notice the change. We just have to come to terms with those days being gone, or wait for someone to develop a smart addon that normalizes floating combat text.
They want you to feel the increase in power and 5 or 10% per tier does not make a noticeable impact unless you look at logs. And the bigger the numbers get the harder it becomes to feel more power with a linear increase. So they decided to use exponential scaling.
So instead of solving the problem they just pushed it back a couple of expansions.
going by the dps curve of the last expansions cata: ~25k DPS, mop ~50k, WoD ~120k DPS. cata to mop was 200%, mop to wod was 240%...
Keeping it linear with 240% increase:
Legion: ~300k DPS
Making the 9.2 quintillion a 988 444 year fight for a single person.
After Legion we will be around 720k DPS so having a 411 851 year fight.
After that we will be around 1.73M DPS with a 171 604 year fight.
After that we will be around 4.15M DPS with a 71 501 year fight.
Going exponential with 1.2 times the last increase:
Legion: ~345k DPS (288% increase)
Making the 9.2 quintillion a 859 516 year fight for a single person.
After Legion we will be around 1.19M DPS (345% increase) so having a 249 187 year fight.
After that we will be around 4.93M DPS (414% increase) with a 60 148 year fight.
After that we will be around 24.45M DPS (496% increase) with a 12 128 year fight.
Yes the fight time is really really high... but the exponential growth could and most likely would be much higher. Just bumping it up to 1.3 would mean increases of 312%, 405%, 486%, 584%.
So nothing is solved it's just pushed back to a later date.