Dev Watercooler - 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.

Azshara
Azshara
Medivh
Gorgonnash
I agree with the total number squish. Streamlining everything in the game to were it is a steady increase in power would be the best(and yes most complex) way to go. Its gonna take everyone on the staff to sit and make like they knew this day would come from the very jump and just do it. As a DPS class my numbers don't matter when i'm killing the boss, just as long at it dies fast and my cool downs let me do that. As a healer, i don't care if the heal just ticked for 100k just that the tank doesn't eat it. Significance is key! Best of luck on the revamps and MoP!!!
Elune
P.S. The people that would actually "care" about 'big numbers' being > than small numbers brought on by an item squish are the small-minded cry babies no one cares about anyway. Truly loyal fans will see the changes, adapt, and be alright with it because it happened to everyone << that's the important part. Squishy squish.
Undermine
Undermine
Anvilmar
Stormscale
I'm also fine with ratings the way they are except maybe if there was a little more clarity and uniformity. For clarity, maybe you can add the option to see how much rating is 1% for the stat in the stats list or have the game show you on the gear how much percent it would be based on your current character level. And uniformity, it would be nice to have 12 hit rating be the same percentage as 12 crit rating or resilience so that it's easy to see the trade-off.
Kalecgos
Drak'thul
Imagine for a moment you knew all along WOW would be a run-away success with half a dozen expansions. How would you have run the numbers in that case? Then do that.
Kirin Tor
Sentinels
Destromath
Uldum
Gorefiend
As far as the computing issue with large numbers go - well that's simply not my field of expertise, so I can't offer any input on that, sorry.
Blackrock
Grizzly Hills
On a more relevant note, you could simply make gear that starts at a certain level, and further raiding would provide hard stat increases to the gear, or perhaps weaves/plating that change the appearances.
Blackrock
Bronzebeard
Auchindoun
Auchindoun
Moonrunner
Bladefist
Doomhammer
Bladefist
Doomhammer
Doomhammer
Crushridge
I recently got cata and sh%* a brick when the green quest rewards were replacing all my purple heroics gear, it shouldn't be so!
Eitrigg
Silver Hand
Tanaris
Tanaris
Even today from ancient times, a gold bar meant always a serious value that doesn't need huge numbers written on it to accomplish that feeling.
Value is in the eyes of the player.
Tanaris
Tanaris
So, obviously people like big numbers so they will grind for weeks to get those big numbers shown off; and that sells well unti la point where, as someone said, they will buy a chicken with 1 billion. Then, they will start to consider quality too, or will look for something else more valuable beyond obvious numbers. It has to be done, either way and, like all countries that went through such inflation changes(both painful and shocking to the eye and mind) once they reached small numbers they started to care about the value packed in small boxes, they started to care about each dime. Even more, valuable metals were used to show this small numbers huge value.
So, you can reduce the figures but yo ucan give them a different meaningfull color on the screen; people will now do (as gear has it already) blue, epic or legendary damage, each with its own units, from 1 t o1000 let's say. We are alread yused with white, yellow and green, so all other collors will do to make the further difference. For healers ,green can stay but instead of M or K, use stars of blue, violet or orange colors to symbolize same uncommon, epic and legendary healz(or add a rainbow like effect when such legendary heals occur. So people will notice the difference in between a 1000blue dmg and a 10 legendary(1Legendary for 1000epic=1000000blue).
2.On the other hand, talking about hidden value beyond figures, what happened with gear SETs combos/special traits that used to be better than simple numbers descrbing str/stam/armor etc? How about a boss suddenly brought down 25% because a special pop up or raid combo requirement was met due to both gear stats/traits and epic dmg allowed it? The reason behind big numbers was always the need to bring down zillions points of HP of such bosses, and didn't look weird when seen at a raid level. But after the raid, such players, alone in teh environment or in an yother situation outside the group, are scarry godzillas for everyone else, like elite NPCs...how about dimishing such numbers outside the raid/BG encounters once a player is out of a planned group encounter? How about making such numbers dinamic while traits on gear stay in place(10% dmg reduction or less cast time etc)Will peopel care more about playing things together? Wil lthis gear escalation stop? Will OP chars and selfish playing style stop too? Wil lbully egomaniacs dissapear whe neverything is due only to group effort not to 500kHP tanks?
Just my two cents even if , as I said in teh begining, nobody cares anymore about quality and team playing and old good values that made this game such a great game once upon a time.
Wish you all epic damage and legendary teamplayers.
Kilrogg
Korgath
Moonrunner
Destromath
While on a sideline of the topic, My rogue is beginning to feel like there is a bit too much survivability going around in the arena. Not just for my enemies, but for myself as well. One game shouldn't last the half hour that I'm pretty sure we've gone before and more than one time.
I look forward to what decision the dev team makes. It will be a difficult adjustment but I think it will also be really nice for long time players, especially once they get used to making right hand turns in the UK. ^_~
Feathermoon