We all know by now the new critrate formula is not a bug. It was a conscious decision Daneos made. Maybe because he thought the default crit-rate was too high, maybe to nerf Kaioken, or maybe just to experiment. But the truth is, part of Daneos thought this might work. Without trying to come over rude, I just want to seriously put down why changing the critrate at all is a terrible idea.
It's because the ENTIRE game changes drastically because of this. Every game aspect, PvP, PvE, and every class, whether defensively or offensively, was designed around 1 crit being 100%. Changing this without changing the rest of the game is a design disaster. Let me name just a few examples that come to my mind.
- Moves that were a MUST to max before, such as "Roar", (gives some hitrate and 15 physical crit) are suddenly almost worthless. "Increase Critical Hit" goes from a Swordman's best to worst passive and is in no way worth investing. It's 17 critrate gives you 1.7% extra chance to land a critical hit now. Are you REALLY wasting 4SP on that?
- The Basic stats DEX and FOC give completely negligible critrate now. You need 67 DEX/FOC to get 10 crit, AKA 1 measly critical chance percent.
- Needles are nerfed to oblivion, making a Fighter's only remaining way to deal good damage(Since Attack Speed is broken) moot, killing off their class completely.
- Every DPS class is now even more redundant to take along in PvE teams. Without the crit multiplier, the damage gap between Support and DPS grows significantly smaller, and it becomes smarter to just take an extra support hybrid along instead.
- UD/TMQ/CC bosses are going to take significantly longer to take down. And with DPS being even less PvE-usefull now, they'll take EVEN longer.
- Tanky classes are going to be able to win through war of attrition now that their huge defenses and LP aren't challenged by crits. And without needing anti-crit, they can now wear even MORE Constitution gear.
- All the crit weapons are now no longer worth getting, helping you deal more damage.....5 to 10% of the time.
- And the one I keep repeating...this all just makes the game more luck-based. And I think I speak for everyone when I say "screw luck"
If you want to nerf crits, simply lowering the damage of criticals would nerf Kaioken's PermaCrit strategy(though this isn't viable in ranked PvP anyways, so I'm not sure why it was an issue). It would stop the lucky instakills many people hate in PvP. And the damage multiplier would still work in a DPS' favor, who has stronger attacks and crits far more often. This keeps the game's class roles in balance. :dhandshake: