šŸ’„ Crit Damage is a dead stat now!

It makes a big difference. Games like Diablo III, Warframe, etc rely on big math. What happens?

Garbage boss fights, inability to provide a challenge in end game that doesn’t devolve into one shots and cheesing.

See Uber Lilith as an example.

If a game company can still make a good game while using big numbers, great. They usually can’t.

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there are some items or passives which increase ur critstat by % which will make out of like 30% on an item like 60%
if u stack some of those buffs i think it will still be viable but propably not for every build / class which sounds good imo
(example of the % buff i am talking about would be devouring blaze for sorc and grandfather for barb/necro)

I mean let’s look at ring mods…

Crit Damage… 21%

Fire Damage… 17.5%

Crit chance gives you a 1.5x multiplier, and enables other interactions though, so it’s not like you’re just wasting points on it.

Yeah but crit dmg only gets counted if you crit, obviously. That 17% fire damage is consistently 17% extra damage if you use a fire core skill.

If we have 40% crit chance we crit 4 out of 10 times. So the 21% crit dmg actually means an 8% dps increase if we calculate our dps.

This means your ā€œ+21% crit dmg statā€ is an 8% increase. But the ā€œ+17,5% fire dmgā€ stat is 17,5% increase. Of course it’s additive to other bonuses but this nerf is a huge nerf to crit dmg in the endgame. There will be maybe like 2 builds using the affix.

Yep, they nerfed it because it was good and people were enjoying it. Hopefully their other changes help a bit, but it just feels like they will be railroading you into specific stats for builds that don’t actually make sense so you can take advantage of the new paragon nodes. It is going to make changing builds even more of a chore so hopefully they don’t make any more balance changes throughout the season.

There are plenty of builds that get a much higher crit chance though, and also plenty of builds that can get much more accessible crit damage than just what is on gear affixes.

But those high stats are not from item affixes, but from those stupid aspects or that stupid paragon board.

Let’s face it: the game is broken because of those additions noone asked for, the game is not broken because of simple yellow items.

So what?

Learn to take more than gear into account when making a build?

I think the issue is that they went for parity, so all affixes will feel equally useless unless you have a paragon board node that takes advantage of them. So before you reach level 50 you might as well just use whatever has a higher number and affixes don’t matter.

The point is: instead of deleting the critical strike mechanic from the game, they should instead balance the things which are actually broken. Aspects and paragon.

If you deleted aspects and paragon in the old system, crit and vuln would still be far better than everything else, because they were multiplicative stats.

Yes, critical strike damage is a strong mechanic, that’s why it is an endgame chase affix in every RPG ever made. If devs cannot balance around it, resign immediately.

D4 is the only game where it is actually not related to the crit multiplier. In this game, it is technically a dead stat.

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That would not make Vuln and crit less required, you would just want to have a bit of everything then, including vuln and crit.

Making everything multiplicative with everything would be a horrible design mostly similar to how Diablo 3 imploded. You cant ever create a good sense of progression, or balance, with that. Every new item will skyrocket your dmg, whatever you do now will be meaningless in 5 minutes as the power grows.

Their dmg design at release seem quite deliberate. Bad, but intended. They definitely should have seen the issues coming.

That is the opposite of D3. When you add soemthing in D3, your dmg increases significantly, since nearly everything is multiplicative, and they do 1000% increases all the time.

I am always open for more nerfs. But how would you nerf it? And why?
Paragon is the best part of D4 character builds tbh. Arguably the only good part.
Nerfing it might be fine, since everything in D4 could use a good nerf, but they should be careful not to nerf it more than items at least.

Agree with both of these for sure.
Multiplicative dmg buckets is not itself a big issue. Lack of options in the buckets are.

That is not even remotely the case.

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They did balance around it, read the patch notes.

It isn’t, it’s just not universally the best stat for every hit build. There’s still going to be plenty of builds where crit damage is their best way to scale at certain points.

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Unless they drastically increase the values and give other ways of increasing crit chance I just don’t see the math working out to have them be useful.

Exactly, which was their stated goal.

Which is precisely how the game operated as long as you were building crit and vuln. The only difference, now, is that those two are capped, so the massive skyrocket will happen until you hit that cap, then the game will slow down dramatically, which is already a problem and a huge reason everyone quit at 70.

Well it is the most overpowered part of it. But the least fun.

Build creation (and power) should be based primarily on items, then skills, then the clutter, like renown and paragon.

It’s not going to be useful on every hit build, but there’s plenty of builds that can achieve very high crit chance because they get a lot from aspects/skill tree/paragon.

they changed crit dmg into a different affix, which is completely misleading. This is a fail by every metric.

It’s really not hard to understand, and it isn’t a different affix. It increases the damage you deal when you crit.

Have you considered making your own game where you can add all of the things you think ā€œshould beā€ a certain way?