Ghostcrawler details potential solutions for gear inflation

Item inflation is the continually increasing numbers we see on gear, getting larger and larger each expansion. Eventually (perhaps even now, according to some), the numbers become so large that they become difficult at a glance to make quick computational decisions about.
Is the difference between 1,600,000 and 1,400,000 health really concerning or not? Probably not, at least in terms of percentages, but the loss of 200,000 health is something that makes you stop and think for a second -- and in a raid, that second might be the time you wipe.
Ghostcrawler has detailed two potential plans to deal with this inflation in a new blog post.
Mega damage In what sounds like a nod to scientific notation, numbers would be visually collapsed into easier-to-consume units. So instead of 5,000 strength, you'd have 5K strength, or instead of 1,500,000 HP, you'd have 1.5M HP. This is what Blizzard does for bosses now, and it'd expand the system to player numbers and other stats.
Another way to think of it: Instead of launching a Shadow Bolt that does 12,000,000 damage, you'd do 12 Mega Damage instead.
The Great Item Level Squish The second possible solution Ghostcrawler outlined is an item level squish, where all item level increases at the end of expansions are squished down. (Inflation occurs mostly at the end of expansions, where the gear increases greatly with each content patch.) This would have the effect of reducing numbers across the spectrum, so a player before MoP might have 200,000 health, and then when MoP launches, he might have only 20,000 health. Item levels and assorted numbers would be squished, potentially quite dramatically.
Ghostcrawler makes a big point, and we're going to put it in bold: These are just possible solutions and might not even be the ones Blizzard goes with in the end. So don't kiss your tank's massive HP goodbye just yet.
Ghostcrawler's full post, after the break.
Is the difference between 1,600,000 and 1,400,000 health really concerning or not? Probably not, at least in terms of percentages, but the loss of 200,000 health is something that makes you stop and think for a second -- and in a raid, that second might be the time you wipe.
Ghostcrawler has detailed two potential plans to deal with this inflation in a new blog post.
Mega damage In what sounds like a nod to scientific notation, numbers would be visually collapsed into easier-to-consume units. So instead of 5,000 strength, you'd have 5K strength, or instead of 1,500,000 HP, you'd have 1.5M HP. This is what Blizzard does for bosses now, and it'd expand the system to player numbers and other stats.
Another way to think of it: Instead of launching a Shadow Bolt that does 12,000,000 damage, you'd do 12 Mega Damage instead.
The Great Item Level Squish The second possible solution Ghostcrawler outlined is an item level squish, where all item level increases at the end of expansions are squished down. (Inflation occurs mostly at the end of expansions, where the gear increases greatly with each content patch.) This would have the effect of reducing numbers across the spectrum, so a player before MoP might have 200,000 health, and then when MoP launches, he might have only 20,000 health. Item levels and assorted numbers would be squished, potentially quite dramatically.
Ghostcrawler makes a big point, and we're going to put it in bold: These are just possible solutions and might not even be the ones Blizzard goes with in the end. So don't kiss your tank's massive HP goodbye just yet.
Ghostcrawler's full post, after the break.

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.
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.
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).
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.
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.
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.
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.
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).
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.
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.
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Reader Comments (Page 1 of 10)
Matthew Rossi Nov 4th 2011 1:02PM
If you ever played a Pen and Paper game named RIFTS, you'll know why Mega Damage ends up feeling weird and contradictory.
Adam Holisky Nov 4th 2011 1:06PM
Rossi's beard crits Mega Damage for 12 Mega Damage?
midnight08 Nov 4th 2011 1:16PM
I love how the 1st 5 comments were all about Rifts.
Drakkenfyre Nov 4th 2011 1:36PM
Mega damage just sounds awful. Especially considering it would also be applied to players health. "12M" doesn't work out so good when you have to display a damage on a scale much smaller than the "mega" scale would show it. So "11.0432M" ? No.
Flatten the stats. Let the people who are worried that their health or damage no longer displays in a 6-digit number complain for a couple of weeks, while the rest of the people get used to it. The people who would complain never realized or played in Burning Crusade when 7000HP was a shitload to a non-tank.
Killik Nov 4th 2011 2:23PM
Oh yeah - remembering a laser gun only doing 1-2 damage. 1-2 mega-damage.
Richard Kim Nov 4th 2011 2:25PM
I would feel very weird if that meant that non-crits did no damage to my prot warrior...
Deathknighty Nov 4th 2011 2:41PM
Well, to be fair, this isn't a matter of 1.2 MEGADAMAGE, it would almost cetainly work like the current health where it goes up to 99,999 and then becomes K or M.
So you'd be doing 12,000 MEGADAMAGE.
12,000 MEGADAMAGE seems pretty reasonable to me. And honestly, I ADORE the feeling of ever exponentially increasing godlyness - knowing that I am now mathematically millions of times more powerful than I was when I was level one is one of the things that I love best about WoW.
So in short, if they did implement MEGADAMAGE (especially if they implement that little crit graphic. :D) I'd be delighted.
Some day, I want to go to Molten Core and one-shot Ragnaros. This will let me do that.
Talia Nov 4th 2011 3:28PM
@Deathknighty - The compression method would let you do that too, because his health would go down the same percentage that your damage did. Everything will stay exactly the same in relation to each other, it's just reduced overall. At least that's my interpretation of the post.
Deathknighty Nov 4th 2011 4:04PM
No, that's the thing, it wouldn't work like that. The high levels are compressed more than the low levels. This is what would happen if they put it in the way you are imagining it:
Level 85 character with 120,000 health becomes level 85 character with 4,000 health.
Level 1 character with 42 health becomes level 1 character with 1.4 health.
See the problem? They will never implement that because it would just be bad. What they mean by "squish" is not squish as in squish from the top down, but squish the top and the bottom together.
They wouldn't be reducing health by 30 times, they'd be reducing the rate of power gain as you level by 30 times. This would destroy soloing, and make leveling a character to max level much less satisfying.
All they need to do to make the mega damage system work is not have 1.2, 12, 120, or even 1200 mega damage but have it start the way K and M start with health numbers. There's nothing at all ridiculous about 99,999K damage, the number looks reasonably large already. And then when it moves to M, it's starting at 100M. They could even make it start at 1000M, that works just as well. And the math problem could be sorted (I assume, I know nothing about programming so forgive me if I'm wrong here) by keeping all numbers at 5 or 6 significant figures, and then adding the zeros back on at the end.
I'm saddened to see how many people find the big squish to be a good idea, if they do end up implemented it I'll be a sad pandaren. :(
loop_not_defined Nov 4th 2011 4:24PM
Talia, it wouldn't work exactly like that. Item Squish is basically just cutting out all the ilvl jumps in previous raid/season tiers, since they're no longer relevant. Please excuse me while I got into bullet point mode...
A) Molten Core mobs probably won't be scaled down because they're the first raid tier. BWL and AQ mobs might be scaled down closer to MC levels. The gear from all these raids, however, WOULD be scaled down closer to MC levels.
B) All BC mobs - from Hellfire Peninsula to Kil'jaeden - would need to be adjusted so that the power curve continues from the start of Vanilla's raid levels, as opposed to the end of Vanilla's raid levels (although in this scenario, the end would be the same, or close to, the beginning...but nevermind that). Further, all later raids might be scaled down closer to the beginner raids.
C) All Wrath mobs - from Borean Tundra to the Lich King - would need to be adjusted so they start from BC's newly adjusted beginner raids. Further, all Wrath raids might be scaled down to Naxxramas levels.
D) So on and so forth.
The main thing to take away from here is that, while most raids WILL be scaled down, your relative power level will be much closer to these old raid bosses than before the squish. The giant jumps between each expansion would no longer exist, which Figure 5 illustrates very well. Cata gear would only give you 2x - 3x the required ilvl to defeat Ragnaros (with a raid), compared to today's 7x - 8x the required ilvl.
loop_not_defined Nov 4th 2011 4:27PM
I could've shortened that...
tl;dr:
Cata gear would only give you 2x - 3x the required ilvl to defeat Ragnaros (with a raid), compared to today's 7x - 8x the required ilvl.
Attempting to solo Ragnaros in post-squish Cataclysm gear would be roughly the same as attempting to solo him in pre-squish Burning Crusade gear. Good luck with that. ;)
Oakraven Nov 4th 2011 4:27PM
Rifts! I had flashbacks to Robotec (where they first brought out the MDC system) but back then it kind of did not feel as weird because that was human tec being "juiced up" by Robotech (thus Robotec weapons could damage Roboteched objects but normal "SDC" tec was gona get squashed)
Back then a 1-2 MDC shot was no big deal because that was still enough to junk most "light armor" objects like trucks.
Amaxe Nov 5th 2011 1:31AM
"I love how the 1st 5 comments were all about Rifts."
Maybe it's because that's the game (pen and paper) that the term "mega damage" came from...
PeeJay Nov 8th 2011 8:00AM
Not to be that guy, but Mega Damage was first used in the Palladium series of Robotech roleplaying books. Those predated Rifts by a number of years.
macbastard Nov 8th 2011 8:04AM
Not to be that guy, but Mega Damage (MDC) was first used in Palladium's series of Robotech roleplaying books, that predated RIFTS by a number of years.
PeeJay Nov 8th 2011 8:06AM
Um, not sure what happened there.. but sorry for the double reply.
RuzGofDI Nov 4th 2011 1:02PM
Mega Damage?
WoW turns into Rifts?
Eufimische Nov 4th 2011 1:06PM
Well I was worried I was going to be the only one who thought of that. Phew.
RuzGofDI Nov 4th 2011 1:14PM
Naw, I imagine that there's probably a number of people that know of the Palladium RPG.
My only concern if the plan goes through is that no matter how hard I try, I always end up being the SDC character in the MDC campaign.
jonas Nov 4th 2011 1:34PM
I want to play a glitter boy!
.... wait, I'm already playing a blood elf paladin ....