What are the pro/con of this idea?
Probably not the biggest issue with the game but it would be a good thing anyway.
Proâs - less zeros in the damage - less screen clutter - more meaningful numbers
Conâs - Players thinking their less powerful??? - Time better spent elsewhere for the developers.
Wonder how big a job this would be??
Stat squish? Do you mean lowering damage values while also lowering enemy hp by an equal amount?
Honestly i understand the sentiment towards this, but it wouldnât actually make any difference to the game at all. Unless it really would allow the GR cap to be raised. Displaying damage numbers does nothing except break immersion and create screen clutter anyway.
The problem is the GR limit CANNOT be raised any further due to limitations in HP. The most they could raise it is like 3 or 4 more levels before running into the HP cap.
Stat squishes while needed are NEVER a good idea. I remember all the rant when WoW did its first stat squish. Its not fun feeling less powerful.
Bout the only thing they can do to continue with increase is instead start giving monsters an all damage resist of 17% per additional GR above 150 to pseudo increase the power.
If they squish, say 2 decimal points, they would potentially have room to raise the GR cap.
However, it may not be that simple as there are other variables. It would probably require some PTR time to update numbers but overall probably wouldnât be that bad.
As someone who asked for this a lot back around the time sets were starting to get their massively inflated multipliers, I think at this point I think the ship has sailed. Because of the exponential damage requirements for GRs and the number of different multipliers contributing to character damage, youâd have to scale all the multipliers back relatively evenly so that when they multiply together it all comes out at about the same point as the âsquishedâ GR scaling. The game has clear balance outliers in its current state. I donât know that a squish would be without unintended casualties.
Divide everything by 100.
Ya, itâs less appealing maybe to see Immortal King increases damage by 40% opposed to 4,000% or whatever, but if all the monsters have their HP also reduced by a factor of 100, then youâre still just as powerful.
Except this doesnât work. If you divide all your multipliers by a factor of 100 and monster health by the same factor, if you have two contributing multipliers, your damage has actually shrunk 100x100 times, or 10,000 times. This is what I was saying above - youâd have to identify build-by-build what and how many multipliers it is using, and then draw them down in a way that also takes into account that other builds likely share some but not all of those multipliers. Itâs doable (address the shared multipliers first, then figure out your squish âbudgetâ for the remainder), but it would be a significant undertaking.
Multiplication is communicative.
It doesnât matter where you pull out the 100 as long as you do it to every build and every monster.
100 * 100 ==> 10,000
now divide by 100
100 * 1 ==> 100
400 * 10 * 20 ==> 80,000
now divide by 100
4 * 10 * 20 ==> 800
The only problem is you end up with items like Blade of Prophecy providing 800% increased damage and Akkhan providing 15% increased damage. But it is what it is.
EDIT: of course if the developers were serious about it they could go build by build and factor out a 5 here, a 2 here, and a 10 over there. But as long as everyone has their damage reduced by 100 and all monsters have their health reduced by 100, you get the end result you need.
Yes, but then it becomes a question of which multipliers get the squish and which donât. In your example, you left alone the 10x and the 20x multiplier. Doing that means having to look at whether any other builds are using those multipliers and whether, in the context of those other builds, they should be squished. If the answer is yes, then you need to squish them and reduce the squish on the 400 (which might seem counter-intuitive because the 400 is so substantial, but is what I was talking about above where I commented on squishing shared multipliers first).
Itâs a lot more work than I think most people realize to do this without breaking some builds or leaving others wildly overpowered.
A build, if not zero-damage, has to use either LoN/LoD or a 6 pieces set. So just nerf 6 pieces and LoN/LoD. However, my vote will be no nerf at all.
@Dragonmaster:
Why there is a limit to HP? I didnât know about it.
I wonder what kind of rebellion would occur if they squished the characters by 100% and the monsters by 75%! Thereby increasing the GR ceiling without changing it.
64-bit integers are the limit. Past GR159 the highest health numbers exceed that.
Iâd scale the weapon damage affix down, revert primary stat values back to vanilla levels (100-200, 300 for certain slots), cut critical hit damage on emeralds significantly, and reduce set mutlipliers (damage and defense) to something much more reasonable and then adjust the supporting set legendary items. Iâve called for a stat squish since before the massive set multipliers⌠it was like a prerequisite step for making some serious changes to improve this game. At this point there is literally no hope at all that anything significant changes so I donât really care if the squish happens or not.
Letâs not have a stat squish in D3. They implemented a stat squish in WoW (maybe twice?), and it really unbalanced all of the early game content below current content. Even with tweaking, the character growth and gear progression while leveling are still not anything like they used to be.
If you are consistently completing GR150s solo, congratulations are in order. Youâve effectively beat the game and should either rest on your laurels until D4 comes out or just try to do it again with a different class/build. Donât break what currently works in a vain attempt to extend the gameâs life span into eternity.
Actually thatâs a good idea for the stat squish.
Divide all weapon damage by 100. It might be weird having a weapon that does 0.04 damage at level 1, but oh well.
Then you can also have main stat only add .1 to damage instead of 1 full damage, or maybe even divide that by 100 too. Really stat squish the game by a factor of 10,000.
After that itâs just a matter of addressing Thorns builds. But Iâm assuming we could just divide Thorns values by 100 across the board as well.
Except a stat squish isnât all that simple. It would have to be across the board from level 1 to 70 as well as end game. WoW has done it twice or 3 times now and while it âsortaâ worked for end game, it messed up the leveling process.
As stated, there âareâ alternative methods. Do remember as well, Solo builds still have a wayâs to go to get to 150 yet. They can solve the HP issue by just keeping HP the same and implementing a scaling damage reduction above 150 which essentially does the same thing as increasing the HP.
10,000 HP / 0% damage reduction
11,700 HP / 0% damage reduction = 10,000 / 17% Damage Reduction on a GR+1
Its still a dirty method as it would give more power to % type things like curse frailty and such but it still solves the 150+ scaling and really make is a sperate system like GR150 Prestige 1 to prevent additional Gem leveling and solely be leaderboard tracking.
Reducing weapon damage by a factor of 100 is an across the board change from level 1-70. Including end game.
Reducing how much damage main stat provide by a factor of 100 is an across the board change from level 1-70. Including end game.
It was a 32-bit game and still has a 32-bit client, so nothing 64-bit would exist. (I replied in anothre thread but not to you).
Except that an Invokerâs damage isnât based on weapon damage, itâs based on Thorns value. Heck, my Invokerâs got a weapon that does around 340 damage for precisely that reason. So, itâs not just weapon damage that would need looking at.