DMG numbers
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As someone who came from Diablo. Im really wishing that POE has dmg numbers. sure they might get anoyying during mapping. but they should at least have the option to the player wether to turn them off or not.
Last bumped on Mar 26, 2023, 8:47:05 AM
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Imagine the amount of bugs people would discover after that :) Since GGG can drop things like "or btw that bleed modifier wasn't working all this time anyway so we're removing it" in their patch notes, there would be interesting things to discover with damage numbers.
But yes, being able to actually compare damage of 2 different skills without uploading whole build into POB would be nice. Idk how GGG expect people to theorycraft without seeing exact damage at all. |
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Why not?
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I’d be inclined to assume that this is a cost-saving measure.
I’d prefer them, too - but they’d be bad for GGG’s bottom line. GGG do not offer first-party Technical Support.
Free Technical Support guides are available here: https://www.poecommunity.help No ads, trackers, or other weird stuff. |
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They will weed out many fraudulent build guide creators because the viewers will see the damage numbers and can compare and estimate for themselves.
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" Doubt there is anything to cost-save with that. Damage numbers already arrive to the client, even if scaled/obfuscated somehow, and 2D text overlay hardly costs a lot of GPU resource. By now, I think GGG isn't adding them because numbers would have to remain on screen long enough for human to read them, and this game's resolution speed has long surpassed human reaction time. Any aoe CoC or minion build would generate so many numbers per second that current visual clutter would look like nothing. Solution would be making them toggleable, so people could turn them on for test and then turn off after build is finalized. But here another argument comes in: GGG refuses to allow players to tune down visual effect opacity because "it would make game look bad". Well, 100 damage numbers per second would also make game look bad on screenshots. And of course GGG does not trust people looking at videos to make educated conclusions about that, and prefer to hardlock game's visual appearance, even if it means depriving those who actually play from a massive amount of QoL, be it with adding damage numbers or reducing VFX opacity. It is ironic how they target hardcore and thinking/tinkering audience first (with overall complexity), yet at the same time treat people like donkeys to be herded, by refusing to expand visual/UI customization options. |
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" Source? GGG do not offer first-party Technical Support.
Free Technical Support guides are available here: https://www.poecommunity.help No ads, trackers, or other weird stuff. |
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" Client needs data to show health bars fill. In addition, it shows absolute numbers for player health and other attributes. And calculating all of those in client (instead of sending final values from server) would be a very poor move, exposing their internal formulas to reversers. Even if client monsters actually get only relative percentage of hitpoints received (which would be weird, lack of this data may create unnecessary complications in other clientside tasks), implementing damage numbers still should not be hard technically, which was the point. I am not pretending to know PoE backend personally, was just extrapolating from common sense. |
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" Can't remember there is number pooping in Diablo 2. Titan Quest if i remember correctly, it does. It just dev decision. Also, since the monster has different resistance and the tooltip dps already very wrong. Number display on the screen has no use.... This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong?
quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature |
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" Erm, monster different resistance actually means number display on screen would have been of great use, to be able to see how many damage you've actually dealt after all calculations to this particular monster, as opposed to some generic skill dps value Last edited by Echothesis#7320 on Mar 26, 2023, 5:35:46 AM
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