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.

Thunderhorn
Hellscream
Darkmoon Faire
Draenor
Thunderhorn
As I ran around getting items which gave me +1 more stat than the item I have and feeling really happy about it I thought it was funny that I wouldn't waste my time for +1 stat on my raiding toons. In truth though I would waste my time at lvl 90, I do everyday. In fact when lvling I dont really care becuase the item is replaced quickly but at lvl 90 I wil have this weapon for a while so if it's better in slot thats the end of it I enchant, gem and equip the item until I get the next slightly better item.
You have more data than anyone on this subject but the obvious issue and I assume the reason why you have any hesitation is the potential for players to log in and go "OMG I got nerfed, FML, WTF," then quit the game. I don't really think that will happen, players get actual nerfs all the time and at least from my tiny exposure to that data i.e. my friends, you just get on with it and play the game within the parameters which change every month, even if its only slight changes.
Speaking from a personal point of view I love major changes, they make life more interesting. So a item lvl nerf would simply be like rearranging the furniture. Still the same furniture and the room is the same size but I've moved the tv around and the couch so it feels a bit fresh and different. It might feel odd when my friends come over but they will get used to it very quickly.
Aggramar
Frostmane
Auchindoun
Eredar
Let's be real, one will get used to whatever solution you decide for, the squish would make it feel more natural though if you were to level a new toon in MOP.
Terenas
Grim Batol
Dunemaul
Make all gear and dmg and stuff as TBC dmg. Make a whole new level of World of Warcraft and all except the "Americans" (Look comment down). And the patches after that you can continue large the numbers but not as much as you did in Cata > WOTLK. The numbers are too big.
Playing a Private server would be more fun and look more original than playing the real World of Warcraft, and without paying money.
Stormreaver
Ragnaros
Burning Legion
Ahn'Qiraj
squish.... -.-
Darksorrow
Grim Batol
Darkmoon Faire
Outland
Grim Batol
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 ^^