Originally posted by Jose Sarmento
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"So true. I have been down that path. I like his point about how overemphasized Critical Damage and that removing it would change the game in a way that we would have to find other means to increase our damage output and have the room in our gear and CP's to put it in. Right now as it stands, Critical Damage is still Critical to have in the highest value you can."
This is one of the consequence of the change I proposed. Although it wasn't my original aim. I consider it a real benefit (one of the biggest), creating room in the stat budget for other things.
The ultimate goal is to reduce "must have" stats. Because if a stat is a must have, everyone stacks it, leading to less room for other things. Imagine there are 4 must have stats, guess what. Everyone's gear will be exactly the same. What's the variety in that? Essentially any flat rate stat has the potential to be a must have stat since diminishing return doesn't affect it.
Lastly I actually think moving critical dmg factor to the monster instead of the player is a long term plus. A simple armor rating for monsters fail to capture all the variabilities combat should have. For example a merlock wearing plate armor should have high armor, but if you get in a lucky shot, slits its throat through the crevices, merlock's soft skin should provide little resistance. That's a big critical hit. The same plate armor on a skeleton knight should offer far less of a critical hit (if any) even if you get in a lucky shot. This adds depth.
So more trade offs to consider, which as I have argued in other posts, is the key to build variety. No trade off, no build diversity.
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