With the onset of subclassing the Crit power creep has gone into orbit. PvP really would benefit from the following adjustments to mechanics:
1) Crit Resistance: The PvP environment clearly does not have enough sources or values of Crit resistance available, period. I’m personally in guilds with players who’s Crit damage modifier is so far above the soft cap that even with 7 pieces of Impen & Rally Cry they’re still outputting at or near the Crit modifier soft cap. This is is game breaking. Some ways we might approach this could be: a) increase the amount of Crit Reist each piece of Impen provides by significant amounts, b) add named Major & Minor buffs that specifically increase Crit resistance.
Personally, I think the Impen adjustment approach is the easiest because it doesn’t require anyone to think about where the access or sources of named buffs might go (scribing, weapon or world skill passives, etc). Impen is already designed to combat Crit it just hasn’t been able to keep up; especially in the Subclassing state.
2) Critical Self Healing: Have self healing that critically applies to one’s self be capped at 25%, flat. The reason is because with high modifiers players are essentially critically healing themselves with such high values that they’re mitigating far too much damage, seeing themselves go from near execute levels of health back to full in one burst. What this adjustment would do is still enable people to heal themselves but it wouldn’t allow them to heal themselves instantaneously.
Now mind you I’m suggesting this ONLY for SELF heals, a healer who is outwardly healing their group would still have the full critical healing modifier apply to maintain a strong healing factor; we just would no longer see “self healers”, which we shouldn’t have anyway.
Self heals should be viewed as a strategic element of combat, not the “get out of jail free cards” that they are right now. This would also work to reinforce healing roles in PvP.
These changes wouldn’t see anyone’s builds “nerfed”, high crit chance builds and high crit damage modifiers would still keep crit scaling and frequency but their targets wouldn’t be guaranteed to take the full amount of that damage because effective counterplay would now be available.
Nobody should be guaranteed that every one of their crits actually deals the full scope of their damage; that’s a lack of balance. That’s like going into battle without armor but just in socks & underwear.
The same goes for crit healing. Everyone should have access to self healing should they choose but self healing should never be a full combat mitigator and in the current state of crit, that’s what it is.
These adjustments would have no impact on PvE; the critical self heal cap of 25% would apply through Battle Spirit.
I think this would go a long way in curbing some of the negative feedback we’re seeing in PvP combat that’s one sided as well as some of the negative feedback we’re seeing from Subclassing.