Damage numbers

One option that would be nice to see ingame , would be Damage numbers both when enemies hits you and when you hits enemies .
The reason for this is that some times when you see high numbers like crits , can have a mental positive respons and makes your gaming more fun .Also options to change colors of the dmg numbers and perheps a little sound to it.
this is just small suggestions .
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Agree on this. But searching on damage numbers gave me a couple other threads where people was quite abit against it. That wasnt really fun to read as damage numbers when you hit enemies is one of the few things i would like added to the game for it to be really enjoyable.
At the moment combat somehow feels abit dull as there is really no feedback how hard you hit, progression from spending skill points and upgrading weapons, or even when you crit.
Some say you can see it in the visuals of the abilities. I sure cant.
I agree that there is a need to see the damage numbers somewhere, to feel how hard it we hit harder and harder, it's one of the main source of enjoyment in rpg games, it would be a mistake to neglect it.

Most people don't wan't numbers in the middle of the action, and I can understand that. But there is room to put them elsewhere, like next to the targeted mob health bar, it wouldn't be intrusive at all.
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Last edited by zriL#4590 on Apr 8, 2012, 3:46:37 PM
I think in previous discussions the ultimate consensus was that it would be a nice option that you could turn on and off.

As a default though, no damage numbers makes sense here. PoE has a different feel than some other games of the type: it is less "gamey", if that makes sense. For example if you've played the D3 beta, it is very self-consciously a videogame.
Last edited by aimlessgun#1443 on Apr 8, 2012, 4:34:47 PM
To me its no stretch that if you're the kind of person who enjoys deliberating over which weapon, which mods, which passives, which skills, etc -- all of which involve quite a bit of numbers and even math -- then you may very well be the kind of person who enjoys getting as much data as possible about the results.

I agree that keeping all this out of the way behind an opt-in option is critical, as is keeping it from getting in the way of real time game play even when its enabled.

Personally I'd love a detailed scoreboard available on demand or perhaps at the end of an instance with all the trimmins -- how often did I hit or miss, what did my abilities hit for, how many enemies did I kill per minute, how much xp/minute, how much damage did I evade/reduce/take, etc etc.

In addition to being intellectually interesting (to me, at least), it gives me more performance indicators to try to improve and to max out, which keeps the game more interesting for longer. (Want to make an overly familiar and now boring end game run more interesting? Put up a timer and a cumulative log of damage taken and now there's lots more to think about and keep improving on.)

If I were GGG I would not want to spend a lot of time on this type of feature, at least for now. There's bigger fish to fry. But maybe one thing they could do is just write out a lot of the combat log type data into the game's log file. The community might surprise them by coming up with their own really cool tools to do fun things with the data.
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Briala wrote:
To me its no stretch that if you're the kind of person who enjoys deliberating over which weapon, which mods, which passives, which skills, etc -- all of which involve quite a bit of numbers and even math -- then you may very well be the kind of person who enjoys getting as much data as possible about the results.

I agree that keeping all this out of the way behind an opt-in option is critical, as is keeping it from getting in the way of real time game play even when its enabled.

Personally I'd love a detailed scoreboard available on demand or perhaps at the end of an instance with all the trimmins -- how often did I hit or miss, what did my abilities hit for, how many enemies did I kill per minute, how much xp/minute, how much damage did I evade/reduce/take, etc etc.

In addition to being intellectually interesting (to me, at least), it gives me more performance indicators to try to improve and to max out, which keeps the game more interesting for longer. (Want to make an overly familiar and now boring end game run more interesting? Put up a timer and a cumulative log of damage taken and now there's lots more to think about and keep improving on.)

If I were GGG I would not want to spend a lot of time on this type of feature, at least for now. There's bigger fish to fry. But maybe one thing they could do is just write out a lot of the combat log type data into the game's log file. The community might surprise them by coming up with their own really cool tools to do fun things with the data.



I like the instance statistics idea. I'm not sure GGG would need a lot of time for that. They should already have all this information, so they just have to count them and put it in a list. It's still some work but it would be a better indicator than the current dps estimation that is most of time misunderstood by most of the people because it is so frequently innacurate. I think it would wise to remove it until it's accurate on every skill. Anyway, dps is meaningless for many skills (discharge, explosive arrow, ...), so it's impossible to prevent it from being misunderstood...
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Last edited by zriL#4590 on Apr 8, 2012, 9:07:11 PM
Damage numbers would look like absolute shit.

Might as well just zoom out so you can see the whole instance at once and make every enemy a loot chest icon with experience labeled on the side.

There is already fantastic visual feedback when you crit an enemy, they tend to burst into flames and spray blood everywhere or shatter and fall apart, not to mention screen shake (which was a recent addition).
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pneuma wrote:

There is already fantastic visual feedback when you crit an enemy, they tend to burst into flames and spray blood everywhere or shatter and fall apart, not to mention screen shake (which was a recent addition).


I doubt that is due to a crit. In that case my marauder have only one ability that can crit. That is the molten attack(unsure of name) that hits enemies with fire and also those enemies nearby. If i get the killing blow with that ability, then they explode and screen shake. It's the only ability i have seen that happen on.

Damage numbers should be an option, as there clearly are those who dont want them.

My opinion is that they would add to the immersion. Some sort of character progression feedback.
I agree it would be cool to have the option to turn them on and off.

As soon as TQ got a Defiler option to show all damage numbers, it greatly increased my enjoyment of the game. You can actually see your character get more powerful as you level up skills. They definitely shouldn't look like "absolute shit" if done in a way that doesn't obstruct the look of the game.

As far as crits, I can't say that I know what one looks like in this game?

I liked the way that Sacred 2 did crit hits. You got a crit noise and an 'impact' graphic like sparks coming from the point of impact. It really did feel like you were hitting them bloody hard.
I also agree with damage numbers, though the need for it to be a toggle-able option is obvious. Referring to the way critical hits appear, I believe that there are many approaches to the way it can be displayed. If there where damage numbers than slightly bigger number or different coloured numbers. You could go with spark, or some sort of graphical change to the attack. A noise would be great too. There are many ways this can be handled and I believe we will just have to trust GGG to handle it the way they want.

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