yeah but D3 just took an extreme lazy way to use it.
thatâs why people where/are so obsessed with hitting insane numbers. only ever seen that in D3 (i donât play MMOâs so not sure if people are as obsessed getting to see a damage number in the trilions)
only seen D3 putting so much emphasis on 1 affix (and they also scrapped statpoints because jay wilson didnât like it)
If your 10k âbigâ number makes everything that does 70 damage useless, Iâll take the 100
Besides itâs not like a single target DPS skill, everything has Crit, it was either the option they opted in for or the other one which I was kinda suggesting and thatâs add a penalty to Crit for everything outside center to AoE skills
Yep. All they needed to do was start with D2âs itemization and combat systems and expand outward. Everything would be fine.
Even after they released D4 in its broken state, they merely needed to make other damage types multiplicative so theyâre on par with crit and vuln.
At this point, itâs perfectly obvious, any changes that require any true amount of work, simply wonât happen. Blizzardâs version of âfixingâ D4 will constantly revolve around the path of least resistance, so the game will never be great. Will it get better? Sure, but that really isnât saying much.
Calling crit a dead stat may be a bit dramatic. Pretty sure their intent was to make it so that every build wasnât just stacking crit and vuln and then some fancy unique effect.
Crit and Vuln output may be reduced but theyâre supposedly lowering monster HP to rebalance that. So crit and vuln are moving down and other things are moving up to meet in the middle. Thatâs the way I understood it anyways.
So why not buff other damage modifiers to make them on par with vuln and crit, then adjust monster difficulty to compensate?
That isnât the problem. They wanted other damage modifiers to be on par with vuln and crit, which makes perfect sense, but they did it in a way where crit damage and crit chance no longer make any sense at all. If you get 50% crit chance and 50% crit damage, you should have a 50% chance to deal an additional 50% damage, just like the text reads and just like every other game in existence, but in D4, that isnât the case.
Nah. It is a dead stat. Much weaker now than â+% close dmgâ or â+% elemental dmgâ.
Letâs say the average crit chance is 40%.
A â+20% crit damageâ affix only applies to 4 attacks out of 10. This means an 8% increase in dps if there are no other contributing factors.
The â+% close dmgâ affix applies to almost all enemies every time. So you need only â+8% close dmgâ affix to have the same DPS improvement than a â+20% crit damageâ affix provides.
This is a dead stat. A blind man can see that. A dog could calculate that.
Pretty much every MMO I played players were obsessed with big numbers. This is why things like DPS meters are always brought up.
And D3 didnât get into the trillions because of crit. The game had it from the beginning (as I recall) long before anybody could hit a trillion. The damage got that high because they introduced a bunch of multiplicative damage sources. Like sets with (x)8000% damage. The key to high damage in D3 was to stack as many of those sources as you could. Sure you stacked crit too but if you just stacked crit and none of those other sources you would do crap for damage.
If I have a unique which is pretty good, but has 20% less additive, due to one being crit damage, I wouldnât call the item dead.
Itâs a big overreaction. Yeah, if it doesnât reach other additives in terms of number, surely something like close damage will be better.
You can basically cherry pick now. Random rare drops with Crit Damage, why not put it when you have 40 Crit chance. Youâll swap it later when you find better additives.
Tho I can admit the nerf was kinda uncalled. Itâs not tragic, just a whatever stat.
Not sure how it made the gameplay mediocre. Getting 10,000 damage vs 100 is obviously not as impactful to someone playing the game that isnât a mathematician.
Iâm not sure how crit made anything else useless. Plenty of folks have beaten all the game content just as the game was previously. I used poison, which the DOTs cant even crit. The shuffling around of numbers wasnât needed.
Step 1 - Unequip your Heart of the Barber
Step 2 - Unequip your vuln & crit
Step 3 - Try your character
???
I mean itâs not like weâre making stuff up you know, post 80 every 4 or so levels monster HP got ~10x bigger than before, that amount of exponential HP gain could only be challenged by cheap power sources like Barber Heart or Crit
Crit damage and Vuln damage are exactly the same as they were before, the only difference is there is a cap when both occur together. And they vaguely addressed OP and said âtrust me broâ it scales better.
The base damage formula still requires both and both are still multiplicative in the formula.
The only difference you are going to see is when you crit something that has vuln applied it will be capped to a .8 bonus total from both of those buckets together as opposed to their full values.
Now yes there is a point where taking Vuln may be worse than just using your crit bonus alone if high enough.
Of course seasonal hearts gave increased power. Thatâs what seasons are for, and the next vampire stuff will do the same. Why would I unequip anything? Getting crit chance as high as possible is a normal goal for any game like this