Crit Multiplier + Diamond Flask (still) too powerful

Personally I dont like high numbers of "Crit Damage" in a game. Its like "crit or GTFO". Youeither do too much damage or almost NO DAMAGE. How can this be satisfying in combat?

If you go for a critbuild(not abusing diamondflask, but also getting Critchance) its like "Chance to hit". If you crit you do damage, if you dont crit its like missing.


In my opinion it would be a lot better if the critsystem would work like this:

-change initial critdamage to 200%(instead of 150%)
-only allow SPECIAL ITEMS or rare crit affixes to get Critdamage to 250%(not higher) So if you play a dedicated critbuild you need a weapon which has for instance +25% Critdamage. Maybe there could be unique weapons which dont do as much damage as perfectly rolled rares, but provide more Critdamage
-balance critchance of passive tree and items around this
-it must be like "Crit < other damage modifier", because of the utility Crit provides
-introduce diminishing returns of Crowd control and other status alingments


basically, if you go crit you should do LESS DAMAGE compared to other damage modifier but you should get reasonable use of the statusalignments.

But critdamage over 700% is just ridiculous, espaically with diamondflask. Actually the diamondflask are not he problem, but the too high numbers of Critdamage.


If maxed critdamage was around 250-300% and Diamondflask gave +20% base critchance for 5 seconds, this would be a lot cooler in my opinion.
Última edição por Nasabot#4956 em 5 de jan. de 2013 08:03:37
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Omnivore61 escreveu:
Another possibility would be to add the mechanic so that the next attack or spell cancels out the remainder of the diamond flask's duration. So each flask gives you one and only one guaranteed critical attack per use.

Does not change much when that attack is going to be a LA+Chain+LMP into a group of enemies. These groups get one shot anyways with crit.

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CanHasPants escreveu:
I'm pretty sure I just read "Boo hoo, your build is stronger than mine, I am now dissatisfied with how my build engages content. Nerf his build so I don't feel so weak about mine."

This line of reasoning, if listened to, will inevitably lead to the perpetual nerfing of all content, until absolutely no build is so op that it makes you feel bad about yours.

No, what we want is this huge tree to do what it is supposed to, empower different builds. Currently it is not, and part of the problem is Diamond Flasks (there are other problems as well like weakness of pure dps builds or evasion/armor over stacking life/ES).
I don't want whole game to get nerfed but some builds need to be brought closer to other builds (or find a way to empower more builds to be as powerful).

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Nasabot escreveu:


In my opinion it would be a lot better if the critsystem would work like this:

-change initial critdamage to 200%(instead of 150%)
-only allow SPECIAL ITEMS


This is the best solution. 200% of critical multiplier, no increase critical multiplier in Passive Tree(or maybe one special node like +25%) and low extra critical multiplier from uniques. Then damage is under control and easy to balance.
I am also tired of crit dominance in games like this.
Ah, so everyone should have the same damage as those who take RT. I think not.

I tested a non-crit caster, and at end game, I had around 3k DPS.

No thanks.
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Torin escreveu:

I don't want whole game to get nerfed but some builds need to be brought closer to other builds (or find a way to empower more builds to be as powerful).


Such as.....
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SL4Y3R escreveu:
Ah, so everyone should have the same damage as those who take RT. I think not.

I tested a non-crit caster, and at end game, I had around 3k DPS.

No thanks.

Non-crit isn't viable since crit is the damage scaling for spells/int.
Crit without diamond flasks is interesting (actually investing in crit chance nodes and using weapons/amulet with crit chance), unless that's the 3k you were talking about, and if so, how much aoe was in that 3k dps?
I mean, my first character (Slurms), was originally built with me making the same mistake as always. Not understanding crit.

I made the same mistake as most people do, I grabbed +cold dmg nodes, mana nodes, +ele nodes, w/e.

Ended up with 3k. This was without LMP as well.

Also, it was viable. Very viable. Just, compared to everyone else. It wasn't.

Further, and I can't state this enough. My current build can hit around 35%-40%..? (not sure on exact) crit chance.

This is why I am not at all worried if they change diamonds. They do not affect me whatsoever. They're a fun dmg boost and nothing more. I am not reliant on those things.

EDIT: I know other builds are. BUT, from what I can tell, many people are abusing diamonds for the sake of single target DPS. Who cares?

It takes a lot of points to attain both circles of crit multi. A LOT. Those other points could have easily gone into cast speed, base dmg, (those easy access crit chance nodes), what have you. By sacrificing all those, many of their builds suffer.

Just because one says, "I have 125k DPS!!!". Guess what, that person is using flicker strike (or cleave), and cannot maintain a large AoE or well anything compared to my build. Their build suffers because they are locked into the mindsight of high DPS. Even if it doesn't mean anything in terms of the game itself.
Última edição por SL4Y3R#7487 em 5 de jan. de 2013 17:09:48
Crit mechanics are horrible and should be banished from all aRPG. D3 was the worst offender here.

I always prefered IAS as something to boost your damage output, as it's really a fun mechanic, where you can actually see the progress as you are breaking those % thresholds and swinging faster and faster. D2 had this nailed, you had IAS, you had crushing blow, but you didn't have cookie cutter crit damage builds that plauge most of the arpg games.

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No mod action. Business as usual.
this is the first game i have played with crit mechanics so to me it is new and exciting. i kindof like it actually. diablo 2 had like crushing blow im not sure if i payed much attention to critting.

i think omnivores point of empowering other builds is key here. lets not nerf peoples builds but bring other builds up one at a time in very specific ways.

it is a problem if all builds are op and the game is too easy but as we bring the builds up we can bring the difficulty up as well.

lets not forget that the game is not done and we will see more skills as well as more content that may be more challenging.

right now i am not interested in casters and such i like my bow and dagger shadow but i want more builds that appeal to me so lets come up with some ways to empower builds.

i am not suffering in pve even while my diamonds sit untouched in my stash but i am worried about the bows viability in open pvp (a know quill rain on a maurauder is okay in 28) but i dont want to be a huge jacked tall dude machine gunning arrows right now. its just with 5% base crit chance, slightly weaker dmg nodes, lower base dps, no shield, and im not saying arrows are easy to dodge but with whirling blades shield charge and flicker i can imagine maybe getting a lucky hit before they are right next to you. maybe this should be in pvp feedback but maybe a more perfect solution to diamonds could balance 2 things at once
IGN- Isiander
Última edição por myr#4744 em 5 de jan. de 2013 21:09:16

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