Is the item level on items squished as well? Because I saw a screenshot of a squished weapon that was 528 ilvl still. I'm guessing they just aren't done with it yet.
Is the item level on items squished as well? Because I saw a screenshot of a squished weapon that was 528 ilvl still. I'm guessing they just aren't done with it yet.
Zhulrak
Kil'jaeden-US
Level 80 content (Onyxia) will be squished less than level 90 players. Therefore GC's buff ('Level 90 chars get 10x stats in this instance') or some other kludge is needed to make up the difference.
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Saving for posterity.
Well, obviously you don't understand what the problem is. Please continue reducing the numbers in equal, relative amounts:
Now a WOTLK mob has 10,000 health. If I continue your row the level 80 mob will have 100 health after the squish, that's about what a lvl 7 tirisfal bat has now. A BC mob now has ~1500 health, so after the squish he will have 15?
Does that mean all mobs below level ~55 will have 1 HP?
So it can't be a linear factor as you simplified in your post. It's a complex calculation, and so the item squish will have influence on our ability to solo old content - nobody knows yet if it will get easier or harder in general, or that it just depends on the bosses. And yes, of course you will still be able to run through MC and AoE everything that moves, no doubt. The question are cutting-edge fights, like LK 25 HC. People did about 10,000 dps in ICC when it was current content, so following your logic people at 80 would do 100dps after the squish. That would be absurdly low, don't you agree? So lower levels need to be squished less than higher levels. That means if WOTLK content gets squished by a factor of 10, and MOP content gets squished by a factor of 100, in this example you will be 10 times weaker after the squish than you were before when entering with a level 90 char a level 80 raid.
I don't say I oppose the item squish if done right, but it is not as easy as you point it out to be.
I feel like they aren't squishing things things enough. Won't we just be back at mop numbers in 2 expansions?
As long it doesn't bother me soloing old content I'm content.
I don't think it'll be any different than any expansions to date.
Every expansion so far, we've had to resettle our standards for damage, healing and health values as they increased dramatically. This time we'll do the same but it's going to be smaller instead of bigger. Two weeks after 6.0 people won't even notice it.
I agree on it taking awhile to get used to..
Like the Devs said:
If it takes you 5 seconds to kill ANY EVEN LEVEL MOB before squish it will take you 5 seconds to kill the same exact mob after squish.
Sure it will take couple of days after it launches to get used to it but then it's going to rock and make things alot simplier.
OP asks how it feels, people tell him that mobs die just as fast. That's not a feeling, that's something that you see happening.
OT: Nobody can tell you how you will experience the squish. Some people won't care at all while others will only get used to it after some weeks.
You mean like 10 seconds instead of 3 seconds? Woe is me lol.
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It's not necessarily needed, only if it makes soloing popular old content unfeasible. If it takes me slightly longer to kill Ony, big whoop.
If it makes it impossible to kill Ony, that's different.
Maybe, but once the overall numbers are compressed into a gradual slope, it doesn't seem that hard to go back every two expansions and squish the end-game jumps from two expansions ago. This item squish is huge because it's dealing with three expansions and 25 levels, but it will likely need ongoing maintenance to compress an expansion's tiers once they become irrelevant.
In this context, the OP is likely not asking about emotions; you're being to literal. "How does it feel" is the OP colloquially asking how the smoothness or clunkiness of the implementation. Everyone's answer is fine.
I personally believe they should just leave health at a constant. Then use character level, item level, attackpower/spellpower and ability coefficients to make all damage and healing relative. Also stats should reset or quickly lower to previous start of expansion levels so a lvl 70 with BiS gear will have the same amount of attackpower/spellpower as a lvl 80 BiS in the same progression. The idea here is that as you level your attackpower/spellpower drops but your level and item level increase to offset the drop plus some.
For example there is a level 70 mage with 154 item level and 200 spell power and a level 80 mage with 277 item level and 200 spellpower they both have 50,000 health.
The item level were taken from wowhead for endgame of BC and WotLK expansion, the spellpower amount was pulled out of my ass.
Spell bolt does (your level / your target) * 10 * (your item level / theirs)* 10 * ( spellpower) * (100%)
level 80 mage's spell bolt does about 41000 damage and just about one shots the lvl 70
level 70 mage's spell bolt does about 9700 damage and would take 6 shots to kill the level 80 mage.
Im happy with it! tired of seeing the huge ridiculous numbers!
I saw the gameplay videos and I saw the abnormally small numbers and was overcome with sadness.
You can talk til you're blue about how nothing is nerfed but the fact still remains that we used to hit in the 100k's, now we only hit for 10k.
100k is greater than 10k. I feel weaker.
Bigger numbers also feel more epic. Seeing bosses with billions of HP made them feel like bosses. Hitting in the 200-300ks made me feel like a demigod. And we have defeated nearly every major villain, so shouldn't we feel like a demigod, and hit like one too?
Last edited by docterfreeze; 2013-11-13 at 04:56 AM.