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you can see your power by how fast things die.
the worst thing with all the spell effects going off during gameplay would be to have a screen full of irrelevant numbers.
Currently I use Tor Gul in Spires of Deshar to test my dmg and builds. It takes 1min to get to him and he is an easy boss I don't need to worry about dying to. Can reset the fight if he is low hp.
In Diablo4 i had to deactivate the damage numbers because they were all over the screen and completely ruined immersion
with that i agree though
that would be nice.
The game already has a visibility problem as is, when there are a lot of effects you can't see anything.
Imagine if the entire screen was also covered in damage numbers on top of that.
It would be unplayable.
In a breach your whole screen would be just numbers, you won't even see enemies or terrain.
It would be both a performance decrease and severe visibility decrease.
Damage numbers could go into a separate chat window, so nothing would be on your screen.
It's not even a problem of screen... I think people don't understand the quantity of damage from different sources your char outputs with a actual decent build.
The chat will constantly be overloaded, and that's not even the main issue. PoE calculations are all done server side. That means that the server will have to send every damage numbers in the packets. Currently the server just sends the remaining HP of mobs.
The client doesn't actually know anything about the damage done. It's fast, and it's clean.
If you add the damage numbers, it's going to overload the packets. Longer packets means more server time to build them, then there is the routing and the processing by the client. all of that will result in processing time taken away from the preformance.
I'm sorry but I don't care about other people, I don't want my game to get +30ms ping because some people want damage numbers.
That is a damage (or event) log, a separate thing. And it would only work for the player character, but you won't really be able to track which enemy was hit at which point by which skill etc.
Those are all non-existent issues as other games have damage numbers no problem. All games calculate damage server side, if not the game would be ripe with exploits...
Forgot to add, data packets are always the same size. They don't get longer because of extra data. There will simply be more packets.