Inter-character Damage Scaling

Disclaimer:
I fully expect trolls on a forum. Anyone without constructive conversation will be vehemently ignored.


I do not have records of any encounters my guild had in Wrath of the Lich King, but I do remember being quite high on the damage charts most of the time. I also do not remember dealing over double the damage as someone else, which is more of the point of this post.

I took a long break from this game from MoP (because Fire mage was ruined in that expac) til the virus struck in 2019.

Since coming back in BFA–and all the way up til now–I look at damage charts and see some players dealing over triple the damage of another player. Triple. Triple means 3 times more. Imagine someone having dealt 1,000,000 damage over an encounter. Someone else didn’t just deal 1,100,000; no, they dealt 3,000,000.

For myself, I was never “top-dog” in damage, but formidable. Since returning to the game, I’ve noticed more and more of the community slaving over guides and logs desperately trying to “min-max” their gear, “optimize” their build. What that really means is “play the one setup that the community discovered to be best”. Everyone needs to conform to the ONE build and secondary stat that is agreed upon. How is this fun? Can we be realistic and actually fight for an actual solution to this damage crisis?

I see 2 options on how to fix this:

  1. The balance team needs to work harder to bring all talents and secondary stats to the same level for every specialization.
    (Admittedly, this I can defend to be very difficult to handle at large scale)

  2. Reduce the power scale from stats and talents to a much smaller amount.
    (This is much easier to handle)

By reducing the power scale, players will output much more similar numbers, and if elitists want to classify themselves as better than someone else, well maybe Blizzard, you can design encounters where instead of expecting every player to use the best spec, incentivize players to focus on surviving the boss’ mechanics, and each difficulty–between Normal, Heroic, and Mythic–requires more and more attention to such things to stay alive.

I removed myself from this rat race of playing DPS. I wouldn’t mind playing it again if I could play my favorite build-style without feeling like someone is dealing an exorbitant amount of damage more than me. I’ve instead moved over to healing, and have had a lot of success.

Praying for a portion of this community to realize that there can be more to this game than feeling complete only when comparing yourself to another player.

Salute

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There is too much from this missing to really know whats going on.

Where, exactly, are you seeing triple the damage difference? Yes, this matters. Because this only exists with people of wildly different gear and skill ratios. This could also happen in WotLK. At the end of an expansion, take a fresh character someone played badly, and then if it was compared to a well geared character someone played well…similar results.

This is due to the game being a lot harder than “back in the day”.

You arent exactly explaining what is broken.

For example. Warcraft logs shows damage is in the shape you are asking it to be in. But no, at no point will blindly picking talents and gear give you optimal results.

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I have logs where a Demonology Warlock did 250k dps and a Beast Master Hunter did 80k.

Where is that okay?

Once again. More information is needed.

Why would it be ok to balance classes around someone playing very very very badly?

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why is more info needed?!?! Both players have above 470 ilvl. Even if Lock has 510ilvl, why is the discrepancy over double ever? There is no reason why. None.

I need ilvls.

I need activity level.

If both are similar ilvl, then it means the BM hunter is playing extremely poorly. BM hunters right now are generally better than Demo warlocks.

So if the generally lower performing spec is doing triple the damage of the generally better performing spec…something else is going on

If its a massive gear difference, then class balance should not be based on that.
If its a massive skill difference, then class balance should not be based on that.

The game should not be dumbed down so anyone of any gear level, any talent set up, any skill level all does the same damage.

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I think it should be. This game is not a competitive shooter. It’s an MMO, which stands for Massive Multiplayer Online. We used to have 12 million concurrent players. 40 man raids. Now, all i see is elitism and people finding it okay that other players are quitting the game.

Thats fine. Plenty of people dont think it should be.

WoW offers a variety of difficulties. One of those difficulties allows you to play however you want and still progress.

MMORPG. The RPG aspect is why, as a gear progression game, you get more character power as you gear.

And none of that is because WoW was super easy. WotLK started WoW’s downfall. Those people quite MMOs for good. It was a fad, the trendy thing to do. Now it isnt.

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its because wow adopted the esport mentality. most normies dont like esport in MMOs. thats why wow dropped off in subs and concurrent players.

and im sure the people who quit never touched another MMO again. (unlike ff14 people tho)

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This makes sense as long as you ignore everything about WoW

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wow now or over the past 10 years

wow now is trying to get the normie casual player audience that doesnt like esports back. with delves and ish

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The player exodus started in WotLK and was hardest during WoD.

Is your belief that WotLK and WoD were esports based?

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the heavy emphasis on world first and making wow focus on dungeons becoming esports and arenas becoming a sport

ya it was esports that made the normies leave

Not what I asked.

Are you specifically stating that WotLK was an esports expansion?

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what are you on about.

more people joined in wow in wotlk - cata. it peaked in cata lol

Do you have a citation on this? I have never heard cata been seen as the population peak of WoW.

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Since its launch in 2004, World of Warcraft (WoW) has been a juggernaut in the MMORPG space. Its rich lore, immersive world, and engaging gameplay attracted millions of players worldwide. At its peak, in late 2010, Blizzard reported WoW having over 12 active million subscribers .

Exodus started late in WotLK because raids started to get much more difficult compared to Naxx. Naxx was a pushover, admittedly.

It’s nice that Mythic raid exists now. It’s good for us mid-core players that want that semi-hardcore experience. But i’m playing Resto Shaman now. Healing grew on me more that I would have expected.

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so yep you’re wrong