The Great Item Squish (or Not) of Pandaria
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The lead designers were originally going to talk about this topic at BlizzCon, but it didn’t really match the content of the rest of our “Intro to Pandaria” presentation, and seeing as how we finished our 90-minute slot with 93 seconds remaining, there wouldn’t have been room for it anyway. But several of us did bring up the issue with players and media we talked to, and it even ended up in at least one FAQ, so we figured we’d go ahead and get the information out there. Note that unlike much of what we presented for the upcoming Mists of Pandaria expansion, this is not an announcement. It’s more of a problem we’d like to address, and a couple of ways we potentially might do so. Feedback is certainly appreciated.

Big Number Syndrome
Hey, our stats are growing exponentially. If you look at everything from the Strength on a weapon to the damage being done by a Fireball crit or the amount of health the Morchok boss has, they look downright absurd compared to the numbers for level 60 characters in the original shipping version of World of Warcraft. It’s not exactly a surprise that we were going to end up here, and we knew where we were going every step of the way, yet regardless, here we are.


Fig. 1. Item level vs. character level. Brown = vanilla. Green = BC. Blue = LK. Red = Cat.

The numbers grew so much primarily because we wanted rewards to be compelling. Upgrading from a chestpiece that has 50 Strength into one that has 51 Strength is undeniably a DPS increase for the appropriate user, but it’s not a very exciting reward. Such negligible increases can drive players to do some weird things, such as skipping over tiers of gear or entire levels of content. This is particularly relevant when we’re talking about a new expansion. We don’t want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear that isn’t much better than what the level-85 players have.

So we arrived at this point in a logical fashion, and we don’t really think we should have handled things any differently. However, it’s still a weird place to be, and it’s about to get weirder. These aren’t real items, in that we don’t know for sure what the item levels will be in patch 5.3 and patch 6.3 (if only we planned that far ahead!) but they are reasonable guesses, and you can see just how ridiculous the items look.


Fig. 2. A theoretical item from patch 5.3.


Fig. 3. A theoretical item from patch 6.3.

So what do we do about it? There are two general categories of solutions. The first is to make the numbers appear more manageable and the second is to actually change the numbers.

Mega Damage
The first solution could include changes like adding commas and the like to large numbers. We could also compress all of those 1000s to Ks and all of those 1,000,000s to Ms, much like we do with boss health today. Internally, we have been calling this the “Mega Damage solution” because instead of your Fireball hitting for 6,000,000 damage, it would hit for 6 MEGA DAMAGE (queue the Arcanite Ripper guitar solo).


Fig. 4. Mega Damage. Name/screenshot not to be taken seriously.

If we can make numbers such as floating combat text and boss health and item stats a little easier to read at a glance, then maybe we can endure numbers increasing exponentially for many digits to come. Now there are some very real computational limitations. PCs just can’t quickly perform math on very large numbers, so we’d have to solve all of those problems as well. Even today, tanks can hit the ten digit threat cap on some encounters.

Item Level Squish
The second solution actually involves compressing item levels, which is why we call it the “item level squish solution.” If we can lower stats on items, then we can lower every other number in the game as well, such as how much damage a Fireball does or how much health a gronn has. If you look at the item level curves, you can see that most of the growth occurs at the maximum character levels for the various expansions. This is because we keep rewarding more and more powerful gear to make the new raid tier and PvP season in an expansion reward significantly better gear than the previous one. However, those huge item level jumps don’t accomplish a lot once the character level has increased again. Very few players notice or care how much of an upgrade the Black Temple loot is over the Serpentshrine Cavern loot when their characters are level 80.

With that in mind, we could go back and compress the big item level increases that occur at level 60, 70, 80 and 85. The Mists of Pandaria gear would still grow exponentially from patch to patch, but the baselines would be a lot lower. Health could go from 150,000 back down to something like 20,000. The big risk of this approach is that players will log into the new expansion and feel nerfed… even if all the other numbers are compressed as well.

In other words, your Fireball will still do the same percentage damage to a player or a creature that it does today, but the number would be smaller. Logically, this seems like it would work, and it does. But it feels weird. When we tried this internally, everyone agreed that it just felt off throwing a spell for hundreds of damage when you are used to it doing thousands of damage.

I came up with an analogy -- even though I know logically that people drive on the left side of the street in the UK (we drive on the right side of the street in the US) and wouldn’t be surprised to see it, it would still feel really disorienting if I was driving in the UK and had to make a right-hand turn.


Fig. 5. Item level vs. character level before and after ‘squish’. Brown = vanilla. Green = BC. Blue = LK. Red = Cat

So Now What?
As I type this today, we haven’t decided on which if either solution we want to try. Maybe we’ll come up with yet another solution. Maybe it’s the kind of thing we can put off for another expansion so that players don’t have to adjust to the new talent system and a drastic item level compression at the same time. Or maybe it’s better just to pull the Band-Aid off fast and fix everything at once. Time will tell. I did, however, want to outline the problem lest any of you believe we don’t think there is a problem. There is. We’re just not sure of the best solution yet. If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise, and thus these proposed solutions exist. Your thoughts on the matter are valuable.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. The last time he used “Fig. 5” in an article, it related fish predation to estuarine hydrocarbon contamination.
This article was originally published in forum thread: The Great Item Squish (or Not) of Pandaria started by Boubouille View original post
Comments 848 Comments
  1. Sammonoske's Avatar
    I don't want a squish, but something needs to be done about the inflation. A squish would have an effect on the sense of progression, "I went from 200k hp to 10k hp.." Sure everything is adjusted so in reality they only knocked off a few digits, you're still powerful in a sense. It would be to huge of a task for Blizzard to do. It's like wiping the board clean and starting from scratch. Blizzard is sure as hell not going to tweak older dungeons and raids for the Ilvl squish. Wrath/BC hits you for x thousand damage, GG you can't solo anything anymore. Nobody said iLvLs needed to curve up so damn high anyways.
  1. Deatheryn's Avatar
    Ppl that are opposed to the gear reset will likely end up getting a gear reset anyway in the form of SW:TOR! lmao!
  1. Crashdummy's Avatar
    Quote Originally Posted by 6kle View Post
    Simple people are against the item squish because they relate power so heavily to numbers and can't understand the concept of relativity. They will cry if their spell does 100 damage instead of 10 000 even if both chop the same percentage off. This reminds me of a kid in my class back in the 90's who couldn't understand the concept of huge inflation. The history teacher tried to explain how something trivial like a piece of bread cost millions during the huge inflation in germany after the first world war. The kid just kept saying "but it could not have cost millions because that's way too expensive". The same simple minded people are having a hard time understanding that they are not being nerfed even if their damage and health numbers go down.
    Simple people donmt understand that squishing the numbers is not the solution, that its only a partial solution, and its ther GROWTH the one that needs to change. If you squish the numbers but not the growth (as blizzard has proposed if you actually read the blog) you will have this same problem in the near future.

    The solution is to change the growth, and if you do that you dont need to squish the numbers, you can just start the linear growth with Cata numbers and there wont be a problem.

    Too bad that too many simple people think they are not simple people.
  1. Rioo's Avatar
    Personal progression is important. I want to be able to do an absurd amount of damage compared to 2, 4 or 6 years ago. Doesn't matter if they scale everything. It sucked going from ICC with 30% buff to Halion.
  1. angelx7x's Avatar
    i fully support the squish, and the should squish the previous expansion when a new one comes out so that it's all kept somewhat controlled as the game progresses
  1. Rec's Avatar
    For those interested, I believe I found the article relating fish predation to estuarine hydrocarbon contamination Ghostcrawler wrote up.

    http://www.int-res.com/articles/meps/152/m152p067.pdf

    (Yes I have a lot of free time, it is Friday afterall!)
  1. Skwisgaar's Avatar
    Quote Originally Posted by Accaris View Post
    The question here is character progression. How will characters progress with this change? The answer is: not much. Your character will not be significantly more powerful at level 90 than at level 85. This begs the question: if you're critting for 5k in full Tier 13, and you go up to 6k in full Tier 14 (that's exactly what linear progression means,) then why even buy the expansion? There's no feeling of progression.
    Yeah making the fanbase lean towards the squish idea so they can slack on the expansion and not let it release as soon as everybody wants it.
  1. Crashdummy's Avatar
    Quote Originally Posted by Snowy View Post
    Just from the reading the article, Blizzard already decided to "item squish" before posting that.



    Don't be, Blizzard pushed for such responses with their post. Notice how Blizzard jumped to talking about exaggerated numbers for the next expansion and the one after it such as 6,000,000 damage with 12,000,000 and the use of insanely high stats on gear for the examples. They also used examples consisting of term "MEGA DAMAGE" and the like to make other options seem less appealing. It's all a simply ploy to sway people to their side of things. It's a method used by politicians, special interest groups, and the media all the time with great success because the majority of people fall for it all the time. It's just sad to see how many people are always so gullible to fall for such simple forms of manipulation every time.
    I'm just curious how people would have reacted if Blizzard would have posted with honest numbers and strictly factual evaluation of their options rather than giving an overly biased post that worked to sway the reader away from one option and into liking the other option that the writer likes.
    This, Blizzard blog is intentionally directed to make people think in one way. They already did this in other posts and that didnt went well.

    The "Mega Damage" is a clear sign of this.
  1. Ravenight's Avatar
    SQUISH ITEMS - We'll get used to the change
  1. Caseyzissou's Avatar
    I agree with the item squish, maybe make it to where we don't go down to 20k at lvl 90 but more of 100k. And then at lvl 85 it could be around 75k, with lvl 80 at 45k, 70 at 20k, and 60 at 10k.

    Hell, maybe even item squish before MoP, that way by the time it comes out we are used to the health, damage and heal changes and can better prepare for the talent changes.
  1. Cakka's Avatar
    Item squish kthxbye!
  1. Dokuza's Avatar
    I knew it would eventually come to this, character power has gone up too much within 5 levels, should have been more even with BC->Wrath levels. What is the last expansion WoW to be set at then? Couldn't we just make this game like final fantasy and set the max damage/healing, hp/mp to 99999 (for example) at max level? And then work your way down expansion to expansion to balance it?In short, would it be better if it was possible to be HP/MP capped or "DMG/Healing" capped? Per expansion, but say it's really hard to be capped unless you have the highest ilvl gear obtainable per expansion? For example, if you're in full heroic geared dragon soul gear in ever slot possible, you'd be considered "capped" for hp/mp dmg/healing output for that expansion. When they release a new expansion that cap is no longer in place.
  1. Lore Lord's Avatar
    Such negligible increases can drive players to do some weird things, such as skipping over tiers of gear or entire levels of content.
    Anyone else think they have this backwards? With the current system, item levels increase so much and there is easy enough access to current tier gear that there is no motive to raid the earlier tiers and everyone skips over entire levels of content. If there was a negligible increase earlier tiers would remain relevant and still be appealing for people to run. That way each patch would essentially add a new raid instead of destroying and replacing the old one.
  1. Eduardo's Avatar
    NEWS FLASH! Blizzard Entertainment announced today that instead reporting players health and damage using the current foot length system they are moving to the football field length system. Every 100 foot long DMG will tomorrow become 1 football field length DMG. Players are outraged at the change!
  1. ganush's Avatar
    Quote Originally Posted by Snowy View Post
    Just from the reading the article, Blizzard already decided to "item squish" before posting that.



    Don't be, Blizzard pushed for such responses with their post. Notice how Blizzard jumped to talking about exaggerated numbers for the next expansion and the one after it such as 6,000,000 damage with 12,000,000 and the use of insanely high stats on gear for the examples. They also used examples consisting of term "MEGA DAMAGE" and the like to make other options seem less appealing. It's all a simply ploy to sway people to their side of things. It's a method used by politicians, special interest groups, and the media all the time with great success because the majority of people fall for it all the time. It's just sad to see how many people are always so gullible to fall for such simple forms of manipulation every time.
    I'm just curious how people would have reacted if Blizzard would have posted with honest numbers and strictly factual evaluation of their options rather than giving an overly biased post that worked to sway the reader away from one option and into liking the other option that the writer likes.
    I couldn't agree more. I am extremely disappointed with the lack of respect Blizzard now treats their customer base by using such obvious, but apparently successful, manipulative tactics. I see exactly what you see. I'm not saying the squish isn't a good idea, but the reality is the squish was made necessary by short term thinking and multiple mistakes made by Blizzard. Now they try to manipulate the community into just blindly following along with the plan. My guess is there are a lot of unrevealed repercussions the the squish as well that haven't been revealed. At some point at time Blizzard can just say, well the community was overwhelmingly in favor of the squish, this is just a necessary by product of what you guys wanted. They gave us skewed and meaningless information to allow us to come to the conclusion they've already decided to go through with.
  1. humby's Avatar
    Squishing is my vote.

    And make this a standard process each xpac to squish previous tier jumps. That way it will only hurt people once and become the norm in future xpac process. Players should be used to a decrease in dps, I know i did more dps at 80 then i did when i got to a newly minted 85.

    Also, as you are aware, you will not please everyone as there are plenty of people that a very insular. Do whats best for the game.
  1. Skwisgaar's Avatar
    Its funny how many people are falling for this and not realizing that they're being manipulated into going with the item squish. Even for this website, I was surprised there wasn't more intelligent people.
  1. mmoc0fd4065f0a's Avatar
    Items Squishing stats in my opinion would be the best way to move forward, yes you will have to get used to not seing big numbers like 140k mind blast crits but its something that needs sorting. Do you really want to have tanks with 1 million HP in raids. If numbers keep going up, some players will notice a difference while playing and may affect there gameplay by lowering fps, not everyone can afford to have High end gaming systems :P

    Before Squish:-

    If Mind Blast crits for 141,500 damage on a Boss with 26,350,000 health it takes off 0.00537% of the bosses health.

    After Squish:-

    If Mind Blast hits for 1,415 damage on a Boss with 263,500 health it takes off 0.00537% of the bosses health.

    It hits for exactly the same amount in %. Do people really just drool at big numbers and use big numbers to increase how much epeen they can brag about. If this is the case then your all beyond help tbh. I don't care how much damage I do or how big the numbers are, has long has I can see i'm within +/- 2% of the best dps in the raid then i'm happy. Numbers are just numbers, they don't give people superiority.
  1. Crashdummy's Avatar
    Quote Originally Posted by Jerot View Post
    The people against the squish don't seem to understand everything would change. Yes you would technically be doing less damage... To mobs with proportionately less health.


    It's like if you got your paycheck in pennies, yes its a larger number. No, your not getting payed more.


    It WOULD NOT affect soloing old content in any measurable way, assuming ofcoarse the stat squish is across the board and nothing is left out. I mean, if they didn't change mobs, it would be impossible to finish the current tier of raiding after the change, even with top gear. So I mean why wouldn't they?
    its you the one that dont understand. It will not change your ability to complete CURRENtt content, but it will affect your ability to solo content.

    Forget about the numbers.

    Look at the first chart, now, proportionally, how much powerfull your character is at 85 than 60?
    Now look at the second chart, how much powerfull proportionally are you from lvl 60? The answer: A lot less.

    You wont be as proportionally powerfull as you are now from old content, because now you would have scaled LINEARLY and before you were scaling EXPONENTIALLY. Now you understand?
  1. mmocced9c7d33d's Avatar
    I bet most people who are for this, don't play the game and spend their time on the forums hating on the game n make countless threads n posts of how every expansion fails. This would help the game fail, hard, this is what they want..

    When a new expansion arrives, it should mean PROGRESS, therefore I should be doing BIGGER NUMBERS! If I do the same number in the next expansion, then WTF is the point character progress?!

Site Navigation