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Do you think mobs should have crit, and crit resistance?

Madness1
Madness1
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Hi all, now I'm asking this because around every patch I see people complaining about balance between PVP and PVE. Now after playing a lot of both sides of content I though about adding crit chance and resistance to NPCs the player goes up against. This seems like this would help balance things out a little. So what do you all think of this?
Edited by Madness1 on January 26, 2017 1:38PM
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Do you think mobs should have crit, and crit resistance? 77 votes

Yes, mobs should crit.
27%
alainjbrennanb16_ESODaraughWingAFrostWolftonemdtunepunkAquanovaMadness1Rex-UmbraWaseemdarkllordSovjetCroniccrabCerboltwill_rob87NocturnalanAAbrigomaltinkilicSqueaky_Cleanrobertthebard 21 votes
Yes, but only during dungeons.
2%
BouldercleaveRouDeR 2 votes
Yes, but only standard mobs, and not bosses.
3%
emanuele175b16_ESOstatic_rechargeThaumic 3 votes
No, keep it as it is.
48%
kewlNewBlacksmurfSchwa83b14_ESOKendaricdanno8idkMalthorneStillianstarkerealmwhiteshadow711jppreub18_ESOGhost-ShotElsonsosollWolfchild07MissBizzpaulsimonpsLiofaADarkloreOompuhBigevilpeter 37 votes
I don't know.
5%
TurelusSorakaPuzzlenutsArgonianAustin 4 votes
Sweetroll.
12%
lolo_01b16_ESOmertustaEdziuJesterHKuroinuWollustGeneralPardonAnti_VirusUphzRoshi035 10 votes
  • Turelus
    Turelus
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    I don't know.
    I don't know really.

    Part of me thinks this would be great as it makes impenetrable trait worthwhile outside of PvP, adds some challenge and makes the game feel more random/dynamic.

    The other side of me know how annoying critical hits can be when you're working for scores or rankings, to have great progress ruined by no fault of you own but because "Natural 20" wrecks you.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • ADarklore
    ADarklore
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    No, keep it as it is.
    Why on earth would you now want players to have to run around in impenetrable in PvE? Oh wait, let me guess, you're a PvP player and you don't want to run two sets of gear.
    CP: 2060 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
  • Liofa
    Liofa
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    No, keep it as it is.
    Yay ! Even more RNG !

    *equips Iceheart and rolls magicka sorcerer*
  • Wollust
    Wollust
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    Sweetroll.
    I think bosses should have some sort of crit resistance. But definitely not crit multipliers to their damage. That would be awful to balance and it would involve too much RNG.
    Susano'o

    Zerg Squad
  • Erasure
    Erasure
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    No, keep it as it is.
    Can you imagine the situation in vAA? 4-5 Axes all get a lucky crit at once, and no spec on Nirn can save you.
    Edited by Erasure on January 26, 2017 1:56PM
  • Siliziumdioxid
    Siliziumdioxid
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    No, keep it as it is.
    on Crit Resistance: the only thing it would do is it would alter the build you run in favor for less crit. It wouldn't change the way you deal damage in any way. I don't like to craft or farm new sets so No.

    on Crit Damage: PvE is alot about evaluating the potency of some enemies, learning the mechanics, and come up with appropriate counterplay knowing their behavior.

    For me it is more preferable to have enemies with high predictable damage output than enemies with medium output that can potentially kill you on random mechanics. First thing is something you can manage through learning second leaves no counterplay.
    Edited by Siliziumdioxid on January 26, 2017 1:59PM
    Guild: Ancaria
  • maltinkilic
    maltinkilic
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    Yes, mobs should crit.
    A variaty on mobs should be nice. Crits would be nice also. I am not saying that they should have all divine gear with thief stone crit but ~10-20% crit chance would be ok. Also there are four types of mobs in whole game ones with ~10k health(small volves in packs) ones with ~30k health(90% of game content) ones with ~40k health and rarely the ones with ~100k health(trolls etc) why not change that a bit also. In all my fight i use the same set of skill on same kind of mobs. It becomes boring after a point. Another point all the world bosses has 1.8m life. Seriously? Are they manufactured in the same production line with different labels? Come on give is some variaty. Make some mobs more resistant to physical damage, make some of them resiatant to magic or different elements. It doesnt hurt me to try new things.
  • ADarklore
    ADarklore
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    No, keep it as it is.
    A variaty on mobs should be nice. Crits would be nice also. I am not saying that they should have all divine gear with thief stone crit but ~10-20% crit chance would be ok. Also there are four types of mobs in whole game ones with ~10k health(small volves in packs) ones with ~30k health(90% of game content) ones with ~40k health and rarely the ones with ~100k health(trolls etc) why not change that a bit also. In all my fight i use the same set of skill on same kind of mobs. It becomes boring after a point. Another point all the world bosses has 1.8m life. Seriously? Are they manufactured in the same production line with different labels? Come on give is some variaty. Make some mobs more resistant to physical damage, make some of them resiatant to magic or different elements. It doesnt hurt me to try new things.

    I'm glad you are only speaking for yourself, but you do realize that these changes would impact MILLIONS of players, and not every player, most in fact, do not like 'new things' like this. Most players want to play the content, the storyline, they want to progress, they don't want serious challenge and stress when they try to relax and play a game... if they wanted all that drama they'd PvP.
    Edited by ADarklore on January 26, 2017 2:05PM
    CP: 2060 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
  • Taylor_MB
    Taylor_MB
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    No, keep it as it is.
    Variable mechanics are good, but having the same attack from a npc do variable damage just seems like a cruel added rng.
    PvP Defensive Set Comparison
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    LagPlar Ranged Lag Proof(ish) Magplar
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  • Taylor_MB
    Taylor_MB
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    No, keep it as it is.
    ADarklore wrote: »
    Why on earth would you now want players to have to run around in impenetrable in PvE? Oh wait, let me guess, you're a PvP player and you don't want to run two sets of gear.
    ADarklore wrote: »
    A variaty on mobs should be nice. Crits would be nice also. I am not saying that they should have all divine gear with thief stone crit but ~10-20% crit chance would be ok. Also there are four types of mobs in whole game ones with ~10k health(small volves in packs) ones with ~30k health(90% of game content) ones with ~40k health and rarely the ones with ~100k health(trolls etc) why not change that a bit also. In all my fight i use the same set of skill on same kind of mobs. It becomes boring after a point. Another point all the world bosses has 1.8m life. Seriously? Are they manufactured in the same production line with different labels? Come on give is some variaty. Make some mobs more resistant to physical damage, make some of them resiatant to magic or different elements. It doesnt hurt me to try new things.

    I'm glad you are only speaking for yourself, but you do realize that these changes would impact MILLIONS of players, and not every player, most in fact, do not like 'new things' like this. Most players want to play the content, the storyline, they want to progress, they don't want serious challenge and stress when they try to relax and play a game... if they wanted all that drama they'd PvP.

    Dude you need to chill out. You can still disagree and criticize in a polite and constructive manner. You might have been better off picking the sweetroll option.
    PvP Defensive Set Comparison
    Firestarter MagDK 1vX
    - build and gamplay!
    LagPlar Ranged Lag Proof(ish) Magplar
    - build and gamplay!
    ShadowGaurd MagBlade Group Utility Tank
    - build and gamplay!
    Oncoming Storm No-CP 11.6k Ward MagSorc - build and gamplay!
    My YouTube Chanel


  • ADarklore
    ADarklore
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    No, keep it as it is.
    Taylor_MB wrote: »
    ADarklore wrote: »
    Why on earth would you now want players to have to run around in impenetrable in PvE? Oh wait, let me guess, you're a PvP player and you don't want to run two sets of gear.
    ADarklore wrote: »
    A variaty on mobs should be nice. Crits would be nice also. I am not saying that they should have all divine gear with thief stone crit but ~10-20% crit chance would be ok. Also there are four types of mobs in whole game ones with ~10k health(small volves in packs) ones with ~30k health(90% of game content) ones with ~40k health and rarely the ones with ~100k health(trolls etc) why not change that a bit also. In all my fight i use the same set of skill on same kind of mobs. It becomes boring after a point. Another point all the world bosses has 1.8m life. Seriously? Are they manufactured in the same production line with different labels? Come on give is some variaty. Make some mobs more resistant to physical damage, make some of them resiatant to magic or different elements. It doesnt hurt me to try new things.

    I'm glad you are only speaking for yourself, but you do realize that these changes would impact MILLIONS of players, and not every player, most in fact, do not like 'new things' like this. Most players want to play the content, the storyline, they want to progress, they don't want serious challenge and stress when they try to relax and play a game... if they wanted all that drama they'd PvP.

    Dude you need to chill out. You can still disagree and criticize in a polite and constructive manner. You might have been better off picking the sweetroll option.

    Oh, but that was me being polite. >:)
    CP: 2060 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
  • danno8
    danno8
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    No, keep it as it is.
    Pretty sure that would break parts of the game. Not overland content of course (well maybe world bosses), but certainly places like vMSA would become extremely difficult for certain classes to complete. Not everyone has 25k class shields to fall back on to absorb such crits.

    Templar, for example, strengths are in healing, which means they have to take damage to use that healing. It won't work if the damage that they have to take are a whole lot of potential one shots.

    The damage that enemies dish out in those particular places would have to be toned down to compensate for RNG variability making one wonder what the point is.
  • starkerealm
    starkerealm
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    No, keep it as it is.
    The only way this would be a good idea is if it was part of a massive overhaul of the combat mechanics. There's nothing inherently wrong with NPCs and mobs being able to crit. But, as it is, ESO just isn't designed for non-player crits.
  • Bigevilpeter
    Bigevilpeter
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    No, keep it as it is.
    to make sharpened even more of a must and making precise completely useless
  • Wing
    Wing
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    Yes, mobs should crit.
    yup.

    drop base mob damage a little bit, so base damage is lower, add in the ability for mobs to crit at varying percentages, this keeps average damage the same, but adds in the little bit of spikey gameplay.

    also it would make impen worth ANYTHING AT ALL in PvE content.

    I would also add that mob bosses should have varying amounts of impen as well. lower base health a bit but give them slight impen, average time to kill remains the same but yada yada you get the point.

    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • idk
    idk
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    No, keep it as it is.
    @madness. Bad idea. Would make every armor trait in the game trash other than inpen.

    Also, PvP is already about randomness and PvE is not. Bosses can hit for more than players and wdd My crit chance would just be bad and poor design.
  • Ladislao
    Ladislao
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    No, keep it as it is.
    I guess everybody forgot about start of ESO when mobs had crits? You could ruin every pve content in the game just cause random critical strike. Do you want to roll vmsa/vdsa/vTrialHM due tocrits?
    Everything is viable
  • NewBlacksmurf
    NewBlacksmurf
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    No, keep it as it is.
    No

    Man I think many are still trying to figure out if this is a traditional MMO or TES online game

    Ppl start using light and heavy attacks
    :smiley:
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Sweetroll.
    Crit resistance on some npcs could be nice. I'd generally like to see more variety in enemy resistances. That way different builds would be strong against different enemies.

    However crit damage would especially on bosses a bad idea in my opinion. In general you want to have a bit more hp than the highest hit. If bosses could do crit damage you would have to decide: Do you want to die when the boss does crit damage or do you want to play with 50-100% higher hp (depending on crit modifyer) and loose a lot of stamina / magicka.
    Edited by lolo_01b16_ESO on January 26, 2017 4:34PM
  • robertthebard
    robertthebard
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    Yes, mobs should crit.
    Why isn't this a thing already? It would serve to separate the wheat from the chaff.
  • Ghost-Shot
    Ghost-Shot
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    No, keep it as it is.
    I'm fine with crit resist being a pvp stat, gives a good point of reference for pvp itemization when they finally move on from the rng bag crap.
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