The Great Item Squish (or Not) of Pandaria
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.

Burning Legion
Ahn'Qiraj
squish.... -.-
Darksorrow
Outland
Defias Brotherhood
Shadowsong
Auchindoun
Aggra (Português)
Bloodscalp
Ragnaros
Ragnaros
Sylvanas
Burning Blade
http://mop.wowhead.com/item=79343 and what the hell is this? Itlem with +1000 agi and +1500 stam? Please...
Sylvanas
Sylvanas
Neptulon
Die Todeskrallen
How things changed in Cata was way to heavy in my opinion, i hate the huge numbers that we see nowadays.
For me, and a lot of others, it would be very nice if you change it like you said in fig. 5. Sacling down everything is definetaly the best choice.
And.. please.. don't even think about the stuff like "Mega Damage". Sounds bad, feels bad and does not fix the problem at its roots.
Sylvanas
Azuremyst
Personally I'd prefer a simple reduction of all numbers in game. And probably assess it the same way for each expac from here on when they come round. I am dreading the day when I see numbers like 1,000.00000.000000.00..0.0000000.00000000 crit lol. I am glad they are tackling this now, and it is good to see them looking well in to the future for WoW :-)
Turalyon
Ahn'Qiraj
Bladefist
Both solutions are likely to isolate some of your market. In some ways, you've got the choice between the 'Pro' players and the 'Casual'.
The pro players will be upset by the performance loss with the high numbers, and the Mega damage solution will make them feel slightly empty in the game.
The casual players will be confused and isolated by such a drastic change to the game. Incidentally, would you scale bosses around too? Such as Molten Core casual soloing, which currently appeals to most casual players, but leaves 'Pro' players feeling a bit unchallenged.
To reciprocate some of the thoughts and feelings already mentioned, the game is currently lost it's magic. Whilst the larger numbers undoubtedly contribute to this, there are much more pressing issues. Your Game master team is complacent and rude to everyone, never able to help. Gold sellers have never been successfully stamped out. The world is too small.
I genuinely think these three problems alone deserve more merit. The world is currently far too small, my mage can reach anywhere on it in under 5 minutes. It doesn't feel like a world anymore. The amount of effort that would go into doing this would be better spend on expanding land masses.
Argent Dawn
I think the game is more balanced with this ^^
Azjol-Nerub
One thought I had on a rainy day was to flatten the stats on gear based on the level of the wearer, meaning that as you gain levels, the stats reduce as well. For instance, an item designed for a level 60 char will have lower stats if worn by a higher level character. A higher level character gains base stats as they level and the differential in levels will still apply to hits/crits etc.
I wonder if this thought would survive a sunny day thought ...
And as a last point, the greater accessibility of the end game is a vast improvement over Classic and TBC. We have a guild of ordinary people, some good players, some not so good, who would like to see all the content produced. We don't mind waiting a while while we gear up and other harder core players complete content before we do, and nowadays we have a real chance at completing raid content that we would not have even tried before. Too many people, in life and WoW, spend too much time looking back at the past with rose-tinted glasses and miss all the good things that have improved over time.
Ravenholdt
Just ditch exponential growth and go back to the classic growth curve...
Aggramar
Twilight's Hammer
enough said.
Hellfire
It would be nice if you could start designing some decent encounters occasionally to compliment this though, as one of the main points (for me anyway) is that the recent encounter design hasn't been compelling to play at all.
Grim Batol
In classic you could command 39 other players in an epic AV battle (sadly they are not very epic anymore) and they would all do their best to push forward and actually work together.
Today you can't get a small team of 9 or 14 other players to have a single player doing as you should. This is perhaps the most sad part.
fyi, tickets take 48 hrs + old glitches are ignored and GMs are rude and quick to players and completely neglect the feeling of service you had in previous expansions in this once magical game.
Perhaps it's time to lower the price per month in accordance with quality?
Perhaps you should get a playerpool from the different aspects of the game and give a slice to everyone?
Earthen Ring
Suramar
Give us the ability to lower our current level at will. I don't mean like a option in the character window or even a NPC. Make it a spell. I was thinking something like Hide Power, which could stack up 8 and would reduce all stats by 10% to the player and his gear.
But the real beauty of this idea is that in MOP, while we quest, we could be forced by the new land to use Hide Power. That way Blizzard you won't have to inflate the MOP greens like you did in Cata.
Bloodscalp
Anachronos
I guess my point is that it's perhaps not such a big concern. Remember, it was possible to enter the Molten Core at level 58, but a lot of items having level 60 requirements and even just the fact that it was an end-game raid meant that nobody who didn't have it on farm status ever did (I should say I don't remember it ever happening).
Shattered Hand
Furthermore, you should have never raised the level cap. Ever. You should have introduced more dungeons, and scrapped the retarded idea of heroics. You have made your player base lazy and comfortable with repetitive ideas of enjoyment that is truly an illusion.
WoW has been outgrown, not because it hasn't tried to keep up with the general gamer of today, but because YOU people have tried to squeeze the lemon every chance you got.
The way to fix this, you ask? I honestly have no idea. You started out with a game that could hold your hand, but didn't try to, and then you turned it into a game that won't let go of your hand at all. Everything is so specified and easy, the in-game quest helper oh yeah.
You think you are just giving the people what they want. Providing your consumers with the possibility to play as they demand to be playing. So you failed at what made the gaming universe, to get a player base interested and turn them into die hard fans by requesting that they rise to the level of the game, instead of the game dumbing itself down to the level of the lowest common denominator.
You once had a game where people would spend hours on end to try and achieve a ridiculously minor upgrade, because it felt like a big step up the social ladder in the game. Now you have a game where I can't even bring myself to do 3 instances in a row, even though it has been made a hell of a lot easier to get in, get done and get out. And perhaps that is why Blizzard.
You had a world. But you went with the WRONG approach for evolution. As a result you have a product that has diluted the quality of the MMO playerbase. And I bet you are shameless indeed.
Anachronos
Darksorrow
As I look through your character, looks like you haven't cleared any kind of PvE raids and you claim its easy? Its hard, nothing is easy in WoW. Btw, Blizzard didn't make it easy, they made the game UNDERSTANDABLE. They made it friendly to NEW PLAYERS.
If you were new in vanilla and didn't get helped by someone who knew vanilla alot, you would quit the game because you would be rejected and grow tired of it. All the ridicoulus farm of spell books, weird quests and such. Many new players couldn't understand it and quited the game afterwards. Because WoW changed the game from vanilla, they grew in numbers way more that they did in vanilla. And HC's was made to be challenging and they was in many circumstances. Normal dungeons was is for levelling and HC's is for gearing up and challenge. When TBC for example, was launched ALL HC's was hard, what happen when we were at Sunwell? They were soo easy, yeye. WOTLK, the launch of WOTLK, all HC's was hard. Again, what happens around ICC? Easy peasy. Same with Cataclysm, in the beginning, hard, now, easy peasy.
Blizzard doesn't makes WoW stupid with so many changes, they tries to keep up with the market competition. They dont wanna loose members over people needs to farm and farm to just have some fun.
There is still tons of farm in this game for the farmers, go farm gold, go farm achievements, go farm mounts, go farm BoE's, go farm transmo gear.
Deathwing
--roxi--
Auchindoun
so its kinda a great problem so if i where you i would make a team work on re-editing all items stats and make it an update instead an anournce a thanks for not leaveing because we needed to re-edit wow gift like a mouth payment to people who have played along time and stayed through hard times i my self dont play wow atm but i think if you need to lower stats its a big update and shouldnt be a delay to the new expantion
musachi out ;P
Deathwing
Azuremyst
I am for the number condensation as opposed to the item squish.
And heck..Lets not forget the main reasoning behind Blizzard increasing the HP of players so much in Cataclysm was to have longer fights in combat. :P
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