02/28/2014 12:53 AMSo we've all known this was coming, including blizzard who first made mention of it during Cata. Things are out of control and they need to do something about it.
Posted by Paladiñ
So what did they do? near the end of WoTLK they increased our HP pools by a lot. Then in Cata we go for 30k hp to 100k - 200k HP with DPS numbers to go with it.
In MoP they went even further and tanks have over 1M HP, people are doing over 500k DPS.
This is insane, we all know that, but why did blizzard do it to begin with considering they knew for years things are getting out of control? was it to just speed up the item squish?
What's the deal blizzard, why did you give such huge increases when you knew things should have been slowed right down?
This isn't a negative thread about the item squish, I just can't work out why they went insane with the numbers to begin with when they knew there was a problem.
The reason for the big jumps in later expansions has to due with a shift in damage/healing versus health pool.
Back in WotLK, mana was basically infininte, so in order to challenge healers, raid bosses had to hit tanks hard. For example, The Lich King's soul reaper hits tanks for 50k shadow damage. Consider for a moment that tanks back then had ~45k health unbuffed.
They decided they wanted mana to matter and to give healers different abilities rather than spamming the highest hps spell without regard for mana. To do this, the damage done compared to health pool has to be smaller.
Let's fast forward 3 levels to a level 83 player/mob in uldum. At this point now we're in the transition to this smaller damage-per-health-pool damage paradigm. But the 83 player wants to feel more powerful than the level 80 player, so the 83 player needs to deal more damage. But because the damage-per-health ratio is to be smaller, this means that the mob's health pool has to increase MORE than the player's damage did. Similar logic applies to the mob's damage and the player's health pool.
Let's look at ballpark trend from WotLK - Cata - MoP:
End game level 80s: about 10-12k dps, 30k health (for a dps, about 45k health for a tank).
Pre-Raid level 85: About 20k dps, about 120k health (about 150k for a tank), 3.5-4x as much health, ~2x as much damage. (the health gap is smaller for tanks than dps simply because at level 80 you stacked stam for effective health but at 85 you stacked mitigation for healer mana)
End Game 85: about 50-60k dps, about 150k health (200k for tanks)
Pre-Raid 90: about 70-75k dps, about 350k health (400k for tanks), about 2.2x as much health and about 1.25x as much damage.
As you can see, the trend for increasing health/damage was actually smaller for MoP (and the gear item level reset was also less severe than cataclysm).
What you are noticing is simply the nature of exponential growth. the ratio remains constant. 2-4-8-16-32-64-128-256-512-1024-2048-4096-8192-16384-32768, you can see how these numbers are growing fast.