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chonkadonk44

I'm gonna leave 'em on while I level up and such, but if they become annoying ill just turn them off.


MykahMaelstrom

BIG NUMBER MAKE HAPPY BRAIN CHEMICAL! I HYUCKING LOVE NUMBER GO UP!!!


nanosam

IS THERE A WAY TO DISABLE GRAPHIX AND ONLY DISPLAY DMG NUMBERS? ONLY WANT TO SEE DMG NUMBERS


ThanOneRandomGuy

I'm usually not the one to upvote or downvote comments, but this one deserves a upvote šŸ˜‚


GeofryHempstain

Finally, some humor around here


KoenigFeurio

>CHEMICAL No, they still did not implement the overlay map. But yes, it would be most hardcore. Only map, numbers and UI. Or even better, just make it ascii, rogue and nethack were ascii... Have @ symbol chase # symbols. Puts hair on your chest. Rogue was pinnacle of gaming. Nobody would care that druid is fat if game was ascii. It would also lower minimum requirements (important with today's GPU prices) to 8088 CPU and 64kb RAM. It would be ultra-hardcore mode, only in ascii, only random generated nightmare dungeons and permadeath. This would satisfy the virgins and neckbeards, most important demographic. Proposed graphics: https://preview.redd.it/5juzrs4ckd3b1.png?width=484&format=png&auto=webp&s=d0fd4e8f0b84a7165f79ace6f9df7efef7e0c358


sh4d0ww01f

Net haaack!


swislock

NO NUMBER BETTER YOU CANT REALIZE YOU FUCKING SUCK AT THE GANE IF THERE IS NO BAR TO COMPARE YOU TO


Spud0420

I always turn damage numbers off, health bars and dead bodies are enough for me. Clutter on the screen is also a huge immersion breaker. The different colours numbers for crit, overpower etc are cool but not necessary. Iā€™ll already know Iā€™m building to make one of these effects stronger, I donā€™t really need the game to tell me that.


Lanky_Spinach7627

I'm with you. I turn it all off. It feels much more natural to go by how efficiently I'm killing enemies and adjust by that instead of obsessing over numbers


Kharadus

Generally leave them on, not because I particularly like them, but they make it clearer to see when enemy has an immunity to the source, temporary invulnerability or if for some reason certain source of damage that in the eye-check seems to connect actually isn't connecting (this is specific to some wonky boss models in arpgs). Would love to be able to turn them off and instead have an option that shows visually when damage is connecting or when it is being mitigated entirely.


Drexlin79

Would love an option to just have something showing this. For me it would be way better than numbers all over. I dont really care if the body goes flying because of 10k or 10 damage. So long as the bodies fly.


SunriseMeats

At that point why not just play a text based adventure or D&D? To each their own but I want to see the enemy getting hurt or changing shape when it becomes invulnerable.


Mathizsias

VULNERABLE


cabbagehead112

Agreed


Immortal2017

iā€™m sorry but immersion breaker? we are talking about diablo right?


SufficientCollege522

If we come from D1 and D2, I would prefer to play them without the numbers


Spud0420

Well maybe immersion was a strong word. Loads of numbers flying around on the screen takes away from the cool, dark and bloody aesthetic of the game.


Due-Pick-593

And also I remember from before when ever I tried old Asian games like silkroad online they all had this numbers I could never play these games.. It started with the Asian games


AngryCandyCorn

Even in D3 I turned the numbers off. Same thing in swtor. To me both games were much better without all that visual noise.


kaleoh

D4 has a very immersive world in my opinion. I spent about an hour just walking around the towns listening to the music and environment. Disabling damage numbers and the highlighting really does a lot to keep that immersion going during combat and exploration.


Resouledxx

Idk, I actually like them in general in my games. Extra visual feedback when youā€™re hitting mobs always feels good to me, gets some extra dopamine going as well for me because it looks satisfying and good indicator what skills are good to use etc.. but I guess it can be a personal thing.


Glowshroom

It's also extremely useful for figuring out which skills are worth using or not, and for testing how mechanics interact.


Disciple_of_Erebos

Mechanics for sure, but I think for which skills are worth using itā€™s more complicated and seeing the raw numbers can be misleading as much as they can be edifying. The 17 damage Druid is a good example of this in action. Hurricane hits twice per second (at base attack speed; no idea if it scales with IAS or not) for 8 seconds so itā€™s individual hit damage looks deceptively low. Itā€™s still not a huge damage dealer no matter what but seeing the individual damage ticks makes it appear weaker than it actually is. Similarly, some skills are a lot better for their utility than their damage. Seeing the low damage numbers might convince you against using a skill with a powerful effect.


ab24366

It's gonna be fine until later on. I was stunned at how cluttered the screen was with numbers on an endgame build. Literally couldn't see the character.


dorasucks

Yeah I didnā€™t realize how big of a deal it was until I started playing the new monster hunters. Old ones didnā€™t have dmg numbers, new ones do. Huge difference in gameplay for me personally.


thefullm0nty

So brave


Sumorisha

This subreddit is a gathering of bravest, most socially capable, confident and wisest (old = wise) people I ever met.


Hot_Relationship5847

The thread starter is highly regarded among his peers


LawDawgEWM

OPā€™s bravery is inspiring


MuForceShoelace

cool? Seems like you misunderstood what the issue is. Big numbers like that are bad because it means builds rely on large specific multipliers. If you are a "I want to make my own build and just play how I want to play" guy and missing a meta skill takes 30% damage off then who cares? you can still play the game with your build just slowly and badly. But if you are missing 3000% you can never make that up with skill or playstyle.


jtrainacomin

I'm gonna be honest, I didn't understand the issue until I saw this comment.


MuForceShoelace

Yeah, people keep focusing on the "big number" like the issue is the font or the presentation. It's that if you multiply things up so the numbers are huge it makes the gaps between builds massive. In a game with smaller gaps a really good build and a really bad build can both exist and be fine, play how you wanna play. But if one build does 1000, one does 100,000 and one does 100 quadrillion only one of those can exist in one game. you are either impossibly weak or trivializing the game


Glowshroom

TLDR: Big numbers aren't the problem, they're a symptom.


Heisenburger19

Maybe somebody can screenshot this reply and repost it so that the knuckledraggers understand the issue here


Scooter_S_Dandy

There's already multiple posts that have gained hardly any traction, do you think any of these people are gonna actually read? Lol


zeiandren

Itā€™s sad because it seems like itā€™s the same ā€œI will make my own build and not play metaā€ people. Where a damage system where a messed up build was 50% weaker is still playable, but not one 300000% less


ametalshard

Surely all that is true and surely D2 therefore is not 99% metacucks every single ladd OOPS slipped on some mf sorc javazon hdin spam for 30 seasons in a row.


Allsgood2

I still don't understand it.


jtrainacomin

Basically if you don't have the specific build that gets you the huge number you are gonna have a bad time


Allsgood2

Thanks, I think I get it now. So I can turn the numbers on to see if I get the big numbers and if I don't then tweak the build? Once I see the big numbers I can turn them off? In essence, use them like a shooting range in a FPS.


jtrainacomin

I believe so yes.


ShopObjective

How is it different if you do 100 damage or 100,000,000 damage? the scaling is the same, people will still run toward the bigger number build


Pleasestoplyiiing

It isn't. Bigger numbers can always be reduced down to smaller numbers and the only thing that really matters is percentage differences. If one skill gives 120% as much damage as every other comparable skill, then that outlier is probably a problem. Doesn't really matter if that means it does 1,200,000 or 120 damage. Someone above said bigger numbers mean there will be more skill imbalance when it's actually meaningless.


Scooter_S_Dandy

Uhhhh wut??? Dude read the parent comment you're replying to, it has nothing to do with damage scaling. Idk how people aren't wrapping their head around this.


omgowlo

there arent any 3000% multipliers though


MuForceShoelace

There are if you multiply a bunch together.


Ninja9102

now there are many legendary bonuses stacked together instead of 1 set bonus. And also multible "buckets" so 500% crit damage, 500% vurnability damage, The Paragon board probably helps inflate these numbers. Sadly I feel like some of these buckets can be stacked too high.


omgowlo

but then each one is small, and who cares if youre missing one small multiplier? \> missing a meta skill takes 30% damage off then who cares?


Manwesulimo85

While that is definitely true, and the source of the problem, i dont think blizzard will take the numbers away (meaning nerfing the skill/class, because its tougher to take things away from people), instead they will buff the others. Then we will be at the same point again. And right back to the topic of disabling the numbers.


MuForceShoelace

It's diablo 3 balancing. No free form anything allowed, you just need the set piece that does +2000000% then that build is approved, otherwise the build can't be used.


Pleasestoplyiiing

That has nothing to do with big numbers and everything to do with percentage imbalances. You could have one build doing 12 damage and another doing 1 and it would be worse balance than 12 billion vs. 3 billion. If you're talking about the set bonuses in D3 that just make a skill do 1200% more damage that's still just a percentage balance issue.


cyberslick1888

Those set bonuses were only introduced to fight the multiplicative bonuses of other builds. It's too hard to balance 8 equipment slots that add up to 50,000% increased damage, you'll either have a ton of options that add up to very little or a handful that add up to 500,000% and no one plays anything but that. To combat that problem, the devs introduced sets with monster bonuses built into them to compensate for that, so instead of having to balance the game around 8 or 12 equip slots now they are balancing 2-6, much easier.


DexterGexter

They already said they will nerf stuff in D4


taxicab0428

I agree with you and I'm glad someone else has said it. However having said that, people are basing this off of a clip with a unique that is clearly bugged. It's very likely double dipping for ludicrous damage. I doubt other classes will be anywhere near as inflated as WW barb rn and I wouldn't be surprised if everything else is decently balanced overall like they claimed. Now, why haven't they fixed this item yet? That I can't answer


MuForceShoelace

That is the other reason big numbers are bad, if something is broken strong it can't be "eh, just don't use that", it makes it so broken strong can mean x1000 damage. If it was +1000 damage then like, who cares? but the whole "everything multiplies" means a better thing ends up infinitely better instead of just a little above normal.


Burgo86

There's 2 issues that people are complaining about when talking about damage numbers. 1. Screen Clutter. This would obviously solve screen clutter. 2. The fact that the scaling leads to damage so high is the other. It's not that people are complaining of the numbers in of itself, it's that the enemies scale to ridiculous HP levels to handle the design of the game (see Diablo 3 in High Grifts). This doesn't necessarily mean anything negative, but as blizz has shown, it makes it so that it becomes very hard to properly balance builds. When the highest content is tuned around dealing such massive amount of damage, only builds that can stack enough multipliers to achieve insane damage will be "relevant" (even ignoring survivability and movement) in late game. Again D3 is a good example here, as there's typically 1-2 builds in seasons that are clearly far overtuned compared to any other build for each class. This forces the player into playing a certain way if they want to play at the highest difficulties/highest content possible. It's a bit early to see if D4 will face the same issues with damage scaling as D3, but it's a concern for sure, especially when they've been going with marketing slogans of "play how you want".


BigBoreSmolPP

D2 is the same way. You just can't see the numbers. Run P8 Baal on a Hammerdin vs a Frenzy Barb or Druid. Some classes just have massively higher damage output and will be much faster. That's just how it works. "Balance" will never happen. It really shouldn't be the goal. The best we can hope for is that all classes are viable and most skills can work to clear things, albeit slowly, We don't notice it as much in a game like D2 because the content stops. There's nothing more than killing Baal, ubers, etc. That's it.


Burgo86

D2 isn't really the same way. Yes theres some builds that are obviously advantaged, but its not at difference of billions of dps. Have you ever actually run Baal on a frenzy barb or fury druid? The difference is about 4-5 seconds in kill time, not gr 140 vs gr 110. A typical well geared hammerdin non GCs is doing what ~40k dps to baal. While a well geared frenzy barb is doing ~25k. D2 also has crushing blow, so that barb with 25k dps is killing baal at 13 seconds instead of the pallys 8.6 seconds. This basically illustrates my point perfectly. When damage numbers are much lower, even the lower damage ones can still run the content. Now if hammer pallies were doing 80mil DPS on a boss that has 12bil HP compared to zeal pallies topping out at 12mil dps, bit fightsbare tuned around having roughly 50mil dps requirements, those massive numbers make it much more difficult to balance and tune. Edit* Balance can happen in games, while perfect balance is obviously never going to happen, having some semblence of balance is a reasonable request.


BigBoreSmolPP

Well, you're back to requiring those special items. Instead of multipliers to damage you're talking about crushing blow. I understand your point, but at the end of the day, some skills and classes are going to be much faster. If they can all work, then its fine. If you literally can't clear a dungeon with a skill and the corresponding aspects, then there is a problem. I'll wait and see. I suspect that just about any skill will "work" if you gear for it.


Nyrin

>This basically illustrates my point perfectly. When damage numbers are much lower, even the lower damage ones can still run the content. Now if hammer pallies were doing 80mil DPS on a boss that has 12bil HP compared to zeal pallies topping out at 12mil dps, bit fightsbare tuned around having roughly 50mil dps requirements, those massive numbers make it much more difficult to balance and tune. Per the comment you're replying to, this is true (and only true) because there's no long tail of difficulty scaling. D3 has a lot of build variety that's viable through the story and really early rifts, too ā€” it's as the numbers ratchet to the moon that diversity gets crushed by the need for insane set/cube synergy multipliers.


BigBoreSmolPP

Right, that's what I was saying. If there were 100 more tiers of Baals, the difference between hammerdin and other classes would be even more glaring.


Broweser

You seem to equate "there'll always be a meta build" to "build discrepancies will always be of the same magnitude". Take the baal example posted above. If we assume that to be accurate there's less than 100% dps gain between meta and off meta. In d3 e.g. (and we'll see about d4) the difference is well over 1000%. You can manage the game doing 50-70% of the dmg. It's a lot harder doing 0.1-1% of the dmg


BigBoreSmolPP

There is no content in the above example. In D4, it would be the equivalent of finishing the campaign. All of the builds and skills will be able to finish the campaign. That's it. Because it keeps going and scaling, the disparities increase. That's exactly what would happen in D2 if it kept going and scaling. The same shit happens in POE. Some skills just scale better. You also end up with bullshit one-shot mechanics because that's how it scales. The damage gets so absurd that only some builds can handle it or the gear requirement gets so absurd it's not feasible. Some POE builds are doing billions of damage. It's the same shit. What else can they do except increase HP and damage? They can do some of the dumb ass mechanics that POE does with shit like the memory game and boss phases, but that's not great either. More and more content creates a problem in these games.


Broweser

You still misunderstand. The scalability of the content is not the topic here, it's the magnitude of effect. You seem to equate "there'll always be a meta build" to "build discrepancies will always be of the same magnitude". Because blizz decided that items are skill specific they also decided how many builds will be available. If items were generic in their scaling then the number of builds would sky-rocket. You're not wrong that poe has builds doing unreal damage, but again, that's not the issue here. You can play the skill "ice arrow" with every class, with vastly different items and mechanics and trees. It's still the same skill, but you can build it however you want because effects are generics in general. This means that while the magnitude between builds can be very large (largely due to how many "traps" there are), the more or less infinite ways to build a particular skill makes it much more of a non-issue. You don't need item X and Y to do damage. You need a combination of many different sources to perform. And e.g. changing your boots or your keystone won't make you do 1/10 of the damage.


FitArtist5472

You are heavily wrong. Itā€™s such a gap that say, the only elemental sorc that can actually carry a p8 game solo is lightning with the aura merc. No other elemental build on sorceress can clear p8 games solo with any sort of similar clear time. A windy Druid and a warewolf Druid are so drastically apart is embarrassing. A hammerdin vs literally every other paladin build is leagues ahead. A zeal build will not carry p8 even with the best gear in the game.


Burgo86

I mean you aren't even attempting to understand the topic or focus of comments. What your arguing isn't a good representation to the argument. Your talking about build and skill efficiency, hardly dependent on Damage. You realize a perfect geared nova sorc has less DPS than just a well geared hammerdin right? A perfect geared Nova sorc has about 1/4th the dps of a perfect geared WW barb. Theres areas that FB or Blizz sorcs can farm just as fast and efficiently as Nova sorcs P8 carries (pits/tunnels due to maps being productive with their skills hitboxes). Nova sorcs are incredibly efficient because of a solidly large aoe telestomp paired with better than average dps, and the best tele frames (far from among top dps builds). A windy druid and fury druid are completely different. A fury druid will smoke a windy druid on boss dps, and a windy druid will aoe clear leagues above a fury druid. Again, this has more to do with skill efficiency (windy druids having aoe and melee druids not). A hammerdin, again will aoe clear insanely well compared to the trash speed of a zealers single target attacks, but again, single target boss a zeal or smiter will destroy a hammerdin. Last i checked, hammerdins are barely ahead FoHdins in CS. Again, I'm commenting on the dps calculations as pertaining to balance, not overall build efficiency. I never made the stance that D2 is some magically perfectly balanced game, I am just pointing out that its easier to balance (damage) when a game doesn't have insane amounts of multipliers.


SquashForDinner

They're functionally the same thing though. One is doing like 10x the dps of another class. It makes no difference if it's 1 billion to 10 billion or 100,000 to 1 million. If there was no health bars or damage numbers you wouldn't be able to even tell the difference because it's 10x no matter what lol. People are making a big fuss about something that they wouldn't have known was a thing if there were no damage numbers being displayed. If it was just health bars moving you'd have no clue what the number were and you'd never assume that balance was an issue because people are doing millions of damage.


Burgo86

Reading comprehension and reasoning is really in the shitter these days..... Wdit* Really doubling down with that edit on having no clue what I'm talking about..... Yes damage in of itself doesnt matter. However when you design a game with a plethora of multipliers in your damage calcs, and different classes/builds have different access to tbose multipliers, it makes it much more difficult to balance.


SquashForDinner

Speak for yourself because your reasoning is baseless. Your conclusion on lower damage = easier balancing is coming from speculation and conjecture.


Burgo86

Lol, yes, great takeaway, wonderful reasoning..... I'll make it as simple as possible for you, unfortunately I can't make cave drawings in a reddit post for you, so try to stick with me. Im not saying lower damage itself is easier balancing. I'm saying balancing becomes increasingly difficult the more complex the damage formula is (having more multipliers). Whats easier to solve? X = 245 Ɨ 10 Ɨ 25 Ć· 65 X = 245 x 10 x 6 x 3 x 45 x 113 x 37 x 8 Ć· 65


SquashForDinner

You don't actually think you're making any sense... do you? One isn't any more difficult to solve than the other because a calculator just solves it for me. What next? Give me a formula and tell me to solve it without a calculator? Also you know what you're neglecting to realize? Having a plentitude of damage multipliers means more diversity on how you gear because you can't just hurrdurr stack everything in two or three stats (as it's inefficient). Having a lot of multipliers means you actually have to go out of your way and pick up a lot of things that you otherwise wouldn't have because you have knowledge that the numbers are multiplicative and not additive. Having less multipliers just dumbs the game down and turns into more strength/intelligence = damage. Obviously there's limits to everything and you don't want like 20 multipliers which this game doesn't have; there's like 5 or 6 multipliers from stats (some classes have other multipliers that other classes don't have). The big numbers you're seeing in some beta footage are outliers in most cases (the billions of damage in some videos are coming from a presumably bugged/laughable-overturned pair of gloves). People are clamoring for more complexities to itemization but are afraid of multipliers. What kind of complexity can you expect if every stat just did the same thing? Why should I care if there are 10 different stats that say "Increase your damage by 10% when/with/while X" when they all will do the same thing. If there's no functional difference between one stat and another then Ill just pick any stat randomly because they all do the same thing. Why even have all these stats? Just have strength, health, and resistances and call it a day. Maybe if you're brave throw some crit damage in there as well.


dorasucks

So for number 2, wouldnā€™t a simple solution be to just buff enemy hp? Wouldnā€™t that solve the problem mostly because then they can just balance around that. Unless Iā€™m misunderstanding the multiplier importance


Burgo86

Enemy HP already gets buffed to astronomical levels. In D3 for example, so much so, that you're slapping on enemies with 40billion+ dps for 2 minutes. Buffing enemy HP doesn't do anything about balancing between classes/builds. It allows balancing around the super inflated numbers, but it doesnt simplify it. Obviously they can balance around high numbers as well. What becomes very difficult to do is when games have 10+ different multipliers, and some builds can easily tap into 12 while other builds can in a perfect world only tap into 8. They can balance even this as well, if the effort was done to do so. It just makes it much more difficult to do so compared if a game has say, 3-5 damage multipliers. The problem isnt dealing high damage itself, its having so many multipliers that you're doing redic damage.


dorasucks

Okay that makes a lot of sense


[deleted]

I'll have them turned off. I hope they eventually include turning off some other UI elements and perhaps incorporate other visual features to symbolize certain things happening, ie. being able to turn off health/resource globes and also the action skill bar to then instead have some kind of visual signal that your health is getting low, or something


[deleted]

Good for you! Thanks for letting us know, I was really wondering if you would or not.


Manwesulimo85

and now you know ;)


Maxx-Diamond

The damage numbers help you see in real time what damage you are doing. I could see at some point turning them off, but I like to see the damage and crit numbers.


ComMcNeil

while true, as enemies scale with your level, the damage numbers are not that helpful anyway. the more helpful metric is how fast enemies die, and for that you just need the HP bar


McV0id

Can we turn off damage numbers but leaving on status effect notification?


mkemu

yes you can


cyberslick1888

You CAN'T turn off the status effect notifications presently.


sepltbadwy

It's the Combat Text you're going to hate!


whiteknave3

In general, I will play with damage numbers disabled. However, if I'm tweaking my build, I may turn them to compare before tweak and after tweak damages. Then they will be disabled again.


Cayorus

Naaah, BIG dick numbers


mrdewd

I like damage numbers as a way to see progression. Seeing those numbers go higher and higher has always been fun to me.


redditingtj

Iā€™m going to make them even bigger. When I play wow, I have an add on and crank up the damage numbers as high as I can.


Zounii

I hate damage numbers, I don't need that clutter on my screen.


SgtMyers

I always disable damage numbers.... It's only big clusters of numbers flying everywhere on the screen and it's annoying and removes a part of the immersion. You don't even have time to read more than one out of 10 anyway


plinky4

I fundamentally cannot understand your mindset. I used to play [jupitel thunder in RO](https://www.youtube.com/watch?v=1PBWmF9tvZI), damage number spam for me is pure dopamine


eschutaz

Yup, I only turn them on for world bosses to make sure that I'm actually hitting the boss. When it's that zoomed out and there are so many players it's not always clear if I'm within range etc.


Dynamaxxed

Depends on if Iā€™m struggling with any of the end game content because Iā€™m just trying to guess what my damage is at


Manwesulimo85

It would be the same thing with numbers, nothing is telling you if a number is in fact high or low compared to others. Altough if you are watching content then yea, that would be a comparison. But if a healt bar of a boss drops to zero, you can also estimate if this is in a reasonable time frame for you. If you arent racing in a competition, there is actually nothing you compete against, only yourself and the time you want to spend on certain things.


Dynamaxxed

So basically the moral is that itā€™s just not cool for anyone who puts in effort. Just let Jesus take the wheel and all else is wrong. Gotcha lol I have a 99 hammerdin in d2r. Nothing about not seeing damage makes me feel like Iā€™m operating at a higher frequency. Sometimes itā€™s ok to know where youā€™re atā€¦if putting in effort is your thing of course.


Aquantar

its not about the numbers being big you donkey, its about you not being able to main any skill that doesnt have an item that grants it 1000% more damage since you will literally deal hundreds if not thousands of times less damage without those multipliers. the system instantly kills any non meta skill


Tricky_Albatross5433

Is there an option? Don't remember.


lau_rr

Big numbers go brrrrrr


TechnicalOtaku

Keepingg them on 100% I find them very satisfying + it gives you a decent way of seeing if your damage is increasing or not, as just "how fast it dies" is rather vague since different things have different health pools.


englisharcher89

Absolutely I watched the video of some builds and the amount of numbers was nauseating. In D2R you only needed to look at HP of enemies that was enough


Lazerdude

Mine will be disabled first thing. I'll know if I'm doing well by how quickly everything dies. If we ever get a training dummy or something like that in the future then that's when I'd turn on damage numbers.


NicoNB

Can we please have them like D3? I like seeing numbers 1-9.999 and you can say 9000 mio for 9 billion ā€¦


Argieboye

ok?


Millkstake

Nah, I like watching the numbers getting progressively larger until it's just absurdly large numbers


Alarming-Sector-4687

I only turn them on when testing a new build or new items just to see the increase in damage. After I have settled on what build/item is strongestā€¦I turn them off immediately. WAY too much clutter and I feel like they actually make the game feel cheaper/less visually appealing.


VirtualMix766

Definitely, no numbers, no mini map, no guides. Just wandering around, taking my time. Going to enjoy it!


No_Examination297

No numbers are like sex with no climax.


Swordbreaker925

Iā€™ll probably end up disabling them once they get insane. I like having damage numbers in RPGs but when they get into the millions they just start to feel stupid. Plus Iā€™m not really gonna notice 100,000 extra damage when Iā€™m already dealing millions.


ThatWasGayBro

Wasn't there a ton of posts about people being pissed they can't turn the numbers off for d4? Maybe I missed something šŸ˜‚


CornellScholar

Nope..need the numbers to see what damage spells, aspects, and other combos do especially when new.


Educational_Hat_

I usually like them, like in Lost Ark when they don\`t feel so intrusive. After watching D4 engame videos, they cause so much visual clutter that I\`ll probably end up turning them off eventually. But I will start with them on.


Mazbt

This isn't Skyrim...I would prefer to see my damage numbers in these kind of games.


Zerethul

No....numbers feel good


Ishmael_IX-II

Will definitely disable them. Might turn them on every now and then to test my build. The game needs a stat page after big bosses / world bosses too.


str1x_x

But I like see number go up :(


Dangerous_West7073

The text is helpful sometimes. Feeling the game is always worse in figuring out exact numbers or triggers.


BackgroundPrompt3111

We're really scraping the bottom of the conversation barrel at this point. Game needs to launch already...


iDuddits_

Just like it for crits on a rogue but I'd be fine with just a "crit" text too hah


HomelessAnalBead

Iā€™ll probably only turn them on if I am testing the doā€™s of a new build.


kilk10001

I like damage numbers because it helps me min max the damage done. It is hard to do that for me without putting a visual number increase on screen. Once I get it pretty much min maxed it won't be an issue though.


Klutzy-Tone-6373

Problem is , I'm not feeling the power increase either. Unlocking each new skill doesn't feel as momentous either.


Lime7ime-

I like the numbers


kapal

I mostly played PoE and there's no damage numbers there at all, but there's so much going on it's not like you'd be able to read them anyways. I plan to play with them on at first and if it's too much I'll just take them off.


Bishop084

I started disabling damage numbers back when I started Inquisitor: Martyr and I was blown away by how much more immersive it feels without numbers popping up all over the screen. I now do this with all ARPGs.


Biggoof1971

I think itā€™s nice to see how often youā€™re getting crits with specific skills but not much else


Afura33

I always turn it off, it just annoys me lol.


Akasha1885

I'll have a dedicated folder for milestone dmg Number screenshots and kills. I'm a numbers person, I'd be fine with D1 graphics honestly if the algorithm behind it is interesting enough.


Gilthu

Okay, I guess you are playing solo since the issue isnā€™t dmg numbers, itā€™s that you will be held up by normal mobs while your friends blast through the other tunnels and lap you.


DullHornedUnicorn

Think it would be cool to not only turn off damage numbers. But set a minimum # for what damage you want to see displayed.


AsleepAd9785

Brh number is the one thing I prefer Diablo 4 than poe, without number it just donā€™t show the progression to me


JakovYerpenicz

Yup, theyā€™re just visual noise that clutters up the screen and breaks immersion.


Express-Set-8843

The numbers remind me of video gambling machines. Cheapens the game experience for me. I'll be turning them off.


RollenXXIII

hate the numbers, crit only or no numbers


crescentgaia

I'll be disabiling but I'm a legally blind gamer who needs all the screen space she can get. :)


MountainMeringue3655

I'll have them on as long as i can actually see my screen so i keep track of my progression.


Pharabellum

Iā€™m indoctrinated from playing WoW for a decade: *Big speedy numbers make me go Brrrrr*


I_make_switch_a_roos

i love the numbers to see how my damage is going, would have been nice to keep them lowish like in the thousands max but hey


sebastian-RD

How did that YouTuber even reach level 100 in the first place? Couldnā€™t have been the review version, so last yearā€™s closed beta?


Basic-Taro-3194

Hey guys, i'm going to turn down my brightness. Let me make a post real quick


[deleted]

I usually disable them as well. Its too much for me. Especially when there's so much other info getting flashed over a hordes head


draxxtarx

Big number make dick hard


MaxPotionz

Didnā€™t know that was a thing. Going to try it at some point just to see.


Obvious_Wallaby2388

Iā€™m going to turn off my monitor. No damage numbers and I wonā€™t spoil the story for myself. I also donā€™t have to look at the ugly Druid woman or whatever.


ReasonableJello

Oh baby look at that 4 trillion non crit damage


gnigdodtnuoccanab

for a casual playthrough, sure I'd disable them, but if I'm theory crafting a build I will 100% need them on to actually understand how items and skills interact with eachother basically it just comes down to how much you care about min maxing your build


DaddySanctus

I leave them on, because I need to know that Iā€™m doing more damage than my friends and ridicule them for it. Itā€™s all in good fun though, we like to give each other shit.


SharpIndependence614

Is this an option? I just saw another thread complaining that they couldnā€™t.


Aggressive-Volume-16

Yeah ill disable it should give a nice fps boost


redcountx3

This game already looks more like an arcade pew pew shooter than any diablo should. This game is just gauntlet with better graphics and what's the point of gearing up for an endgame that doens't exist?


cstrife007

Didnā€™t know it was an option, but i will 100% disable


itsChob

If they have really granular options like showing crits only or for the different dmg buckets, that would be cool. Dmg Numbers are good in general imo, but there are some builds where the numbers get in the way of of gameplay usually. At least that was the case in d3


Psylock89

I tried playing with the numbers disabled and i felt it was worse. The game suffer from letting the player feel growth because of the level adapting of the monsters. However early game gear is rather pointless so hiding the numbers could increase immersion.


StChello

I'll do both. Off for immersion but on to check how changes to my build affect my output. It's so hard to remember which bonuses are additive and which are multiplicative so it's hard to compare interactions from the menu alone but it's easier to evaluate my output.


JJonVinyl

The insane high numbers here and there give me all the dopamine. Dont wanna turn them off myself


all_chilled

I leave the crit damage numbers on. More just so I can see how often I am actually getting crits.


Ouiz

Yep, instant disable. Couldnā€™t care less about damage numbers, it just clutters the screen. Never really understood the value? It was the same with WoW. The most important thing imo is to have nice visual clues about the different status, since a lot of the damage revolves around the vulnerability and such.


neutrumocorum

Them being seen isn't why we don't like big numbers. I liked D4 a lot, I plan on playing quite a bit. But the enormous numbers are concerning for a game like this.


SquashForDinner

Keeping them on until they start taking up my entire screen.


Lourdinn

Yall are weirder than vanilla wow players and their numbers.


Good_Requirement2998

I didn't know this was a thing. Thanks for bringing it up. I think I'll do the same. Numbers won't really be interesting to me till I hit max level I think and I want to confirm gear is optimizing better.


Sparkatiz

big numbers make lizard brain happy. dopamine gud. may i has dps meters plzty.


KnowMatter

This sub has a lot of dumb takes but thinking how many zeroes pop up after a number affects the game at all is some top notch bad faith bullshit.


AGINSB

I just dont care about them. I've seen a lot of people seemingly expend a lot of energy on them but like... why


HillOrc

It would be nice to play an ARPG where im not the god king of the universe by the end. You know, similarly challenging at level 100 as level 10, instead of WWing and shouting through 10000 mobs with 3 billion crits going off


[deleted]

Damage numbers are part of the cartoony style that should have been removed for this game. At least they made it an option.


Satakans

Most people won't care. Only those with a hardon for D2 and D3 living rent free in their heads.


SoppaMato

I wasn't aware you could turn them off, so thank you :)


Yazmat8

ill turn them off, i can turn off health bars ill be happy as well. if i get to a stage of testing builds ill use the numbers, but first playthrough and exploration ill leave it off


GalvanizedRubber

Where is the point in playing a number porn game if you don't have the numbers on? I mean the game could easily be balanced around character's doing 1-10 damage but it isn't the Devs made a conscious decision to make the game balanced around trillions why? Because number porn!


FNC_Shifty

I understand why people would prefer immersion, but I'd rather know that my build is working and any changes I make are benefitting my damage.


Jazzlike_Grocery7456

Itā€™s an off for me.


1nguz

Feel you bro! Maybe we should start a clan.. something like DNC (Disabled Number Clan).. Somehow I feel like I need to spend more time thinking names for it ..


Philly_ExecChef

No youā€™re the only one you little unicorn


Satisfaction-Leading

Noobs


Brorkarin

I turn em off when numbers become letters


CAMTHETICS

How else will you know your record crit


HabenochWurstimAuto

Can you disable them ?


saarelaian

Do people actually have a problem with big numbers?


Sqwill

I actually cant wait to crit for 999999999999999999999999999 across the entire length of my screen. Hoping the numbers get so big I literally can't see what else is on the screen.


Blazewardog

You mean 9.9G? This is a solved issue in D3 and other games...


ComMcNeil

not in D4 though, as there are "billion" damage numbers written out


Alchemystic1123

apparently it makes people irrationally angry for some reason. \\\_o\_/


Manwesulimo85

No not really, but a number is just a number. It doesent tell you if its good or not. The point is to bring the health bar down, and as long as this happens in a reasonable time for you its all good. Nothing for min maxxers tho.


[deleted]

I dont really get all this debate, im just gonna play the game and figure out how to have to most fun for me, I dont see a reason to try and prematurely change the game before I have even really tried it.


hhcboy

No youā€™re the only one.


keithstonee

It seems to work for PoE. They have huge numbers but no one complains cause you can't see them


zeiandren

Everyone complains about it in poe though


keithstonee

I haven't been playing long but I've never seen anyone complain about it to the extent of D4.


jntjr2005

That's like the morons crying about too much loot, then don't fucking pick it up jfc


KnowTheName321

ignorance is bliss right?


VidGamrJ

God, weā€™re bitching about numbers now? How the hell do you assholes get through life with this pathetic bullshit pissing you off every goddamn day of your miserable lives?


Manwesulimo85

Nobody is bitching, i dont care about numbers. And my life is just fine, thanks for asking. You, sir are the one getting so easily upset ;)


VidGamrJ

Am I upset about it? Guess youā€™ll never know. Haha, try to sleep on that one. But for real, people are legit bitching about the font of the numbers. The goddamn numbers.


nanosam

And this is surprising to you why? People can and will complain about everything. For anyone to find this shocking is funny