While a stat squish would be helpful, I think a level squish is what we really need. Smash 110 to 55, and then have us level up 5 levels to 60 again.
Then 2 levels in Vanilla and onward are = 1 level. It's win win.
While a stat squish would be helpful, I think a level squish is what we really need. Smash 110 to 55, and then have us level up 5 levels to 60 again.
Then 2 levels in Vanilla and onward are = 1 level. It's win win.
I already suggested it before.
Stats should just be linear all the way, or curve all the way but with less ridiculous jumps.
We're talking about stats.
The way stats progress while leveling is healthy, the way they progress end game is not.
It's needless bloat in numbers, specially when there's enough mechanical upgrades to be had (crucible, trait bonuses and legendaries).
Blizzard's excuse for making ridiculous end game stat jumps is that "each tier must be an X% increase over the previous otherwise it's not fun".
...and then we get Titanforging + random sockets + random tertiaries that makes sure you never really get to that carrot.
Even the "exceptions" - BiS Legendaries - often get an "about time" reaction, instead of excitement.
Last edited by Nurvus; 2017-10-15 at 11:52 PM.
Why did you create a new thread? Use the search function and post in existing threads!
Why did you necro a thread?
Hell no man. We will be hitting for trillions upon trillions because some dumb asses on the internet think hitting for 20 million on a 100 million HP target is really hardcore when it really just means the exact same thing as hitting target with a 100 HP and hitting it for 20.
They alreayd said its coming. I dont know what the fuzz is all about.
MoP LFR - 50k DPS, MoP Mythic - 75k DPS (half times higher)
WoD LFR - 100k DPS, WoD Mythic - 150k DPS (two times higher)
Legion LFR - 400k DPS, Legion Mythic - 600k DPS (three times higher)
Fixed that for you. It's very easy to balance and has little to do with item level.
No, there is only one reason why the difference is so drastic: Blizzard wants it that way.
Even if a LFR raider did 100 DPS, Blizzard would see to it that a M geared player deals 300.
Yes the numbers are smaller but the the effective delta in % is the same, as is the relative feel in power difference when you consider actual mob HP.
I believe you have the wrong definition of "mandatory". There's nothing "mandatory" about the stat squish they're doing, they're doing it because apparently they want to.
The reason for the previous stat squish was only because the had 32 bit clients still in the wild. This is because a 32 bit integer limit is 2,147,483,647 and once a number reach that it would cycle to one. This was achievable in Vanilla if you screwed up the pull to C-thun pull and spread the eye beam chain to the whole raid, it would reset and you would have people getting hit for 1,2,4,8....etc. Now that you are dealing with 64 bit integers you will never have to worry about hitting this limit as it is 9,223,372,036,854,775,807.
32bit clients are still available today and of course you can calculate and display numbers larger than 2^32-1 on 32bit executables, it just takes multiple registers.
Anyway the problem was serverside, that's where all the health and damage values are calculated. They fixed it in patch 7.0.
Last edited by Schizoide; 2017-10-16 at 06:56 PM.
I believe previous and future stat squishes are a complete waste of time because anyone that can figure out how to plug their computer in and turn it all can also distinguish between 1 dps, 1k dps, 1m dps etc. Lets not waste the devs time.