Might as well bring up a really wacky, but beneficial idea for the @developers to consider.
Take out critical damage the stat from the game entirely. Replace it with a monster attribute that is critical weakness.
For example a merlock might have a critical weakness of 3, a Reverent might have a critical weakness of 0 (immune to critical).
When a hit is considered a critical hit, its damage is multiplied by that critical weakness rating + 1 of the target monster.
This has a number of benefits.
1. You still have distinction between a normal strike and a critical strike, but now have distinction amongst different monster classes. Certain squishy monsters should be more vulnerable to critical hits. Things like Evil Eye (big eye ball on a plant stalk), the Merlocks. Then there are monsters that should be less affected by critical hits such as Reverent or any undead (doh, they are already dead!), or mechanical beasts. You now create variation. Classes that focus on Critical Hit will be more effective against certain monsters and less so vs others, making the classes more distinct. The current CR and CD mechanics simply resolve into a multiplier to the damage number. It might as well just be power as CR and CD adds nothing fundamentally different to the game.
2. You free up an entire stat slot. CD is considered a must have stat in the game. You stack it everywhere you can. By removing it entirely, you now have more stat budget to go around. Making room for more interesting stats like Multi Strike, Ability Power etc
3. Making your normal attacks feel less like a feather duster. Since current CD can easily x15 times your normal damage, the monster HP had to scale accordingly in order to maintain challenge. This has the side effect of making all my non critical attacks feel like wet paper bag. Only critical hits count, the rest might as well not exist. I remember reading that a long time ago, you can build 100% CR, so everything crits. This was nerfed since Devs want to make critical hits special. I understand that. Currently situation is also perverse, non critical hits are completely unimportant.
4. Which means player damage is more controlled. Developers should be more willing to offer hard hitting specials and not worry as much about 15x CD making the game a cakewalk.
Pro: making all my attacks count, not just the crits, more class distinction (BH has innate bonus to CR instead of CD), more monster variety in terms of gameplay challenge. The biggest one is freeing up 25% of your current stat budget to devote into something else entirely.
Con: redo your gear. Hey you will always be redoing your gear anyway.
Take out critical damage the stat from the game entirely. Replace it with a monster attribute that is critical weakness.
For example a merlock might have a critical weakness of 3, a Reverent might have a critical weakness of 0 (immune to critical).
When a hit is considered a critical hit, its damage is multiplied by that critical weakness rating + 1 of the target monster.
This has a number of benefits.
1. You still have distinction between a normal strike and a critical strike, but now have distinction amongst different monster classes. Certain squishy monsters should be more vulnerable to critical hits. Things like Evil Eye (big eye ball on a plant stalk), the Merlocks. Then there are monsters that should be less affected by critical hits such as Reverent or any undead (doh, they are already dead!), or mechanical beasts. You now create variation. Classes that focus on Critical Hit will be more effective against certain monsters and less so vs others, making the classes more distinct. The current CR and CD mechanics simply resolve into a multiplier to the damage number. It might as well just be power as CR and CD adds nothing fundamentally different to the game.
2. You free up an entire stat slot. CD is considered a must have stat in the game. You stack it everywhere you can. By removing it entirely, you now have more stat budget to go around. Making room for more interesting stats like Multi Strike, Ability Power etc
3. Making your normal attacks feel less like a feather duster. Since current CD can easily x15 times your normal damage, the monster HP had to scale accordingly in order to maintain challenge. This has the side effect of making all my non critical attacks feel like wet paper bag. Only critical hits count, the rest might as well not exist. I remember reading that a long time ago, you can build 100% CR, so everything crits. This was nerfed since Devs want to make critical hits special. I understand that. Currently situation is also perverse, non critical hits are completely unimportant.
4. Which means player damage is more controlled. Developers should be more willing to offer hard hitting specials and not worry as much about 15x CD making the game a cakewalk.
Pro: making all my attacks count, not just the crits, more class distinction (BH has innate bonus to CR instead of CD), more monster variety in terms of gameplay challenge. The biggest one is freeing up 25% of your current stat budget to devote into something else entirely.
Con: redo your gear. Hey you will always be redoing your gear anyway.
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