Let's face it. Time to kill in WAR can be ridiculously fast. I believe this is largely in part due to critical hits getting way out of control. I have a SW guildmate who has a parsed 80% crit rate. I know BWs who pull off about the same. It's much more effective on the BW because their mechanic grants extra critical damage bonus.
As discussed in earlier posts, the ability to steal initiative from an enemy or cause him to be crit more often will often kill a target very quickly. Likewise making yourself unable to be crit allows you do some things that would normally kill you quickly. It's much easier for a healer to deal with a predictable stream of incoming damage than random spikes of incoming damage. (This is the principle that allows me to 2 hand tank in ToVL.)
I propose diminishing returns on critical chance once it surpasses 40-50% or so. I believe this will make fights much more strategic placing more emphasis on proper use and timing of CC than out-gearing and out-RRing your opponents to death. The main difference between a lower RR character and a higher RR character in most cases.is critical chance. Higher RR characters will still have an advantage over lower RR characters, but it will be much less pronounced, giving the lower RR player a better chance to survive.
I realize I'm going to have Shadow Warriors raging at me for this, but if this negatively effects the Shadow Warrior too much, then Mythic can simply adjust the class to bring its performance back to an appropriate level.
Any thoughts?
I agree, TTK is out of hand. Diminishing returns sounds nice. Either that, or let us stack -crit easier, or add more defensive stats or increase their value.
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