Rebalancing Critical Strike for More Diverse Builds

I don’t think that’s the case any more.
Yes, there are many multipliers for crits in many builds, but if you could at most crit 50 % of the time many multipliers would need a rework.

The additive bonuses for crit have been lowered for this PTR.
Now there are lots of alternatives that are giving the same bonuses.

What’s left are 2 directions to think of:

  1. Is the amount of character building needed to crit 100 % of the time a problem for any classes in the late game?
  • I think the answer is no.
    There are many ways to achieve 100 % crit chance on a build.
    It’s more difficult to get to 100 % on crit chance, on attack speed, on movement speed and max out lucky hit chance.
  1. Are DoT builds, which cannot crit, left behind?
  • And I think yes, that’s the case with some classes.
  • But the solution should not be to not allow 100% crit at all.

Overpower builds have been addressed by nerfs, because most of them were way too strong.
Some builds should be addressed as well, but not by nerfing everything else.

For example the Necro only has 1 good DoT build and that is Blight.
And as soon as you look at that build you will see something very curious.
Blight is a core skill but the build is putting only 1 point in it’s main skill.
Other core skills in the game will be pushed far beyond level 20.
Why is that?
With this Blight build, Blight itself does no meaningful damage, all the damage comes from the unique item Ebonpiercer.

So even the strongest and only real DoT build the necromancer has needs to be reworked. A unique should never do more than 90 % of the builds damage.
It should transform the build into something new, which Ebonpiercer does, but it should not be such an extreme damage multiplier.

The problem is not that crit is too strong, it’s more like DoTs are not supported good enough with some classes.

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