But at level 1 that's not inflated, that's the baseline. Damage inflation happens as you level and gain stats/skills that multiply it far more than it should be. It's not damage inflation to be doing 100 dmg a turn instead of 3 at lvl 1 if enemy stats are properly scaled to that, that's like saying FFX has damage inflation compared to D&D at the game's start when you're doing 80 dmg to a 200 hp enemy, which sounds like normal damage to me.
Then you have Valkyrie Profile where you start with tens of thousands of HP and deal thousands per hit at level 1 because you're a god and it should feel like it, which is good design.
As long as you're scaling correctly then it's not really an issue. The problem with inflated damage is when you're required to pump out the biggest numbers possible to win fights, which is what drove people away from raiding in WoW as the skill floor kept rising just to succeed.
It feels really good to start the game as a level 1 with 10 HP and dealing 3 dmg per attack, then level up to lv9999 with 100,000,000,000 hp and deal 30,000,000,000dmg every attack, then you transmigrate back to level 1, except now you start with 100,000 HP and deal 30,000dmg with every attack so you can level back up to 9999 and have 100,000,000,000,000hp and deal 30,000,000,000,000dmg every attack. Its the same reason shit like cookie clicker feels good and most of those games have a restart but with higher base stats feature.
I can accept lv1 health starting in the hundreds because otherwise %-based damage reduction formulas break by having points where increasing it does literally nothing, but anything over that is silly.
You're just a moron that gets scared when you see any number bigger than 10.
The health/damage values selected should be based on the function that they're being input into so that the player can see a sense of growth and it allows for proper granularity in scaling.
Japanese people for some reasons have autism about huge numbers in media. But then, their names for large numbers sound like chants for casting some OP world-busting spells so I am not surprised.
>Everyone has 100 000 000 HP. >One basic attack deals 1 000 000 DMG >No one can read this bullshit clogging the screen so you end up shortening it with k's and just leave the odd numbers out. >You successfully went full circle back to virtual single digits to show everyone how fricking moronic you are.
I've come to believe that around 60 is the perfect number for your MC's staring HP, and should around 1500 by the game's end. Damage and enemy health can all be easily scaled based in that range.
Ive always considered number inflation as lvl 1 soldier has 100hp and level 100 soldier has 100k hp in same setting. It just makes no sense. Or if game is live service and they bloat the numbers just to make artificial progression.
big numbers can lead to some fun situations where an attack nearly kills an enemy but a paltry <250hp has saved it for another turn and gives it a chance to delete a unit from play in turn.
that's proper optimization, baby
>big number get biggerer
brain feel good
nah, low digits feel gooder
But at level 1 that's not inflated, that's the baseline. Damage inflation happens as you level and gain stats/skills that multiply it far more than it should be. It's not damage inflation to be doing 100 dmg a turn instead of 3 at lvl 1 if enemy stats are properly scaled to that, that's like saying FFX has damage inflation compared to D&D at the game's start when you're doing 80 dmg to a 200 hp enemy, which sounds like normal damage to me.
Then you have Valkyrie Profile where you start with tens of thousands of HP and deal thousands per hit at level 1 because you're a god and it should feel like it, which is good design.
As long as you're scaling correctly then it's not really an issue. The problem with inflated damage is when you're required to pump out the biggest numbers possible to win fights, which is what drove people away from raiding in WoW as the skill floor kept rising just to succeed.
YOU MUST DESIRE RESPITE FROM THINE EMPTY EXISTENCE
THOU SHALT HAVE IT
CELESTIAL STAR
aaaa
This messes with noticeable powerspikes in progression tbh
The jump from 10 damage per turn to 1000 feels bigger than the one from 1 gazillion to 100 gazillion
But what if it's from 10 to 100 gazillion
Then you're playing Disgaea
It feels really good to start the game as a level 1 with 10 HP and dealing 3 dmg per attack, then level up to lv9999 with 100,000,000,000 hp and deal 30,000,000,000dmg every attack, then you transmigrate back to level 1, except now you start with 100,000 HP and deal 30,000dmg with every attack so you can level back up to 9999 and have 100,000,000,000,000hp and deal 30,000,000,000,000dmg every attack. Its the same reason shit like cookie clicker feels good and most of those games have a restart but with higher base stats feature.
Disgaea 6? I feel you.
I can accept lv1 health starting in the hundreds because otherwise %-based damage reduction formulas break by having points where increasing it does literally nothing, but anything over that is silly.
>all these gays defending unnecessarily large numbers
jarpigs were a mistake
You're just a moron that gets scared when you see any number bigger than 10.
The health/damage values selected should be based on the function that they're being input into so that the player can see a sense of growth and it allows for proper granularity in scaling.
what did you expect, theyre weebs
I'm sorry about your micro-numbers anon.
Remember - it's not about size, but how you use them. lol
...Did you unironically use a dobson comic as a react?
All of the day bro
Japanese people for some reasons have autism about huge numbers in media. But then, their names for large numbers sound like chants for casting some OP world-busting spells so I am not surprised.
>Everyone has 100 000 000 HP.
>One basic attack deals 1 000 000 DMG
>No one can read this bullshit clogging the screen so you end up shortening it with k's and just leave the odd numbers out.
>You successfully went full circle back to virtual single digits to show everyone how fricking moronic you are.
Cool it with the anti-Semitic remarks
more like anti-Semitic reichsmarks
I've come to believe that around 60 is the perfect number for your MC's staring HP, and should around 1500 by the game's end. Damage and enemy health can all be easily scaled based in that range.
>boss deals 50 damage
>panic
What game?
Wizardry 1
Pretty much every Fire Emblem. 50 damage is instant death to 90% of your party at endgame.
pathfinder around level 6
Ive always considered number inflation as lvl 1 soldier has 100hp and level 100 soldier has 100k hp in same setting. It just makes no sense. Or if game is live service and they bloat the numbers just to make artificial progression.
>attack does 1,644,783,754 damage
It's just meaningless at some point.
big numbers can lead to some fun situations where an attack nearly kills an enemy but a paltry <250hp has saved it for another turn and gives it a chance to delete a unit from play in turn.
No, it's just Hindu mythology at that point