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Idea for Crit Damage Cap for QOL

Thal
Thal
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TLDR - Introducing a Cap is fine, but instead set the cap as 125% Critical Damage provided through Gear, CP, Mundus, Racial Passives, and Armor Passives and exclude external buffs from that calculation. Totally on board with reigning in runaway critical damage if that's the overarching concern, but from a QOL perspective of building to a specific cap, this seems to diminish some of the value of everyone's favorite sound of War Horn, certain proc sets that provide temporary buffs, and general creativity in PvE builds.

Yes, I'm aware that there will always be a meta, but from a QOL perspective, I'd prefer if we could just manage our own character's stats and not have to build to hypotheticals (for those of us without coordinated guilds at 2am EST when I play out west).
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