Who cares at this point, just treat this game like what it is, it's a clown trying to make good appearances.
Crit was the go to pve stat, and it still will be, because how crit works is multiplicative after all buffs.
So at the end of the day, this inherently makes crit better, they should have thought of how to bring the other stats closer. But no. So they won't solve the "problem" which is it's, it's simply how crit works, they will only make crit worse.
StarOfElyon wrote: »I don't blame them for seeing that crit was too easy to get. If almost every hit is a crit, that's pretty broken.
Sanguinor2 wrote: »It always hurts to read them talking about how crit balances itself in PvP but doesnt in PvE etc. In PvP crit is so worthless that everyone slots a mythic that sets your crit chance to 0%.
StarOfElyon wrote: »I don't blame them for seeing that crit was too easy to get. If almost every hit is a crit, that's pretty broken.
the1andonlyskwex wrote: »
It's also so "worthless" that most people run around in gear that gives them an extra 1000+ crit resistance.
StarOfElyon wrote: »I don't blame them for seeing that crit was too easy to get. If almost every hit is a crit, that's pretty broken.
so you are okay with every dd in pvp build with malacath?
StarOfElyon wrote: »StarOfElyon wrote: »I don't blame them for seeing that crit was too easy to get. If almost every hit is a crit, that's pretty broken.
so you are okay with every dd in pvp build with malacath?
Hell no. Both Malacath and critting every other hit is a problem. Why is rejection of one supposed to be condoning another?
YandereGirlfriend wrote: »StarOfElyon wrote: »StarOfElyon wrote: »I don't blame them for seeing that crit was too easy to get. If almost every hit is a crit, that's pretty broken.
so you are okay with every dd in pvp build with malacath?
Hell no. Both Malacath and critting every other hit is a problem. Why is rejection of one supposed to be condoning another?
This is my feeling as well. Having PvE builds sitting at 65% Critical Chance with no particular effort was not a healthy place to be from a design perspective.
Reducing overall Critical Chance is only part of the solution though - the other parts involve giving us more tools to make the other means of increasing damage more attractive as potential alternatives.
You could start by increasing the magnitude of Spell/Weapon Damage/Max Resources set bonuses and then providing more build tools (that are mutually exclusive with stacking Critical Chance) to allow them to scale better in end-game content.
YandereGirlfriend wrote: »StarOfElyon wrote: »StarOfElyon wrote: »I don't blame them for seeing that crit was too easy to get. If almost every hit is a crit, that's pretty broken.
so you are okay with every dd in pvp build with malacath?
Hell no. Both Malacath and critting every other hit is a problem. Why is rejection of one supposed to be condoning another?
This is my feeling as well. Having PvE builds sitting at 65% Critical Chance with no particular effort was not a healthy place to be from a design perspective.
Reducing overall Critical Chance is only part of the solution though - the other parts involve giving us more tools to make the other means of increasing damage more attractive as potential alternatives.
You could start by increasing the magnitude of Spell/Weapon Damage/Max Resources set bonuses and then providing more build tools (that are mutually exclusive with stacking Critical Chance) to allow them to scale better in end-game content.
Wearing a crit set, and having crit buffs, ye, nooooooo effort. Btw crit is stronger than ever, because you now have much more weapon/spell damage, so you know, diminishing returns. Through my tests thief might be back.
YandereGirlfriend wrote: »Wearing a crit set, and having crit buffs, ye, nooooooo effort. Btw crit is stronger than ever, because you now have much more weapon/spell damage, so you know, diminishing returns. Through my tests thief might be back.
Slapping on Precise Mother's Sorrow from the guild store and using the same exact Champion Point configuration that's used for everything else is not exactly bending over backwards to build into Crit. And stacking Crit buffs in a raid is hardly genius-tier theorycrafting.
If anything, critical chance should have been buffed, considering we are in a Malacath meta and this change will only exacerbate the issue.
Khaijit finally gets the long overdue buffs to its critical passive, only to eat a %5+ nerf to critical chance in NoCP environments. You just can't win.
Critical builds already have to compromise so many stats to make them work. With a quite high investment in critical on my Magicka Healer (Monster Set, Full Light Armor/+1666 Critical Set, Full Divine Thief Mundus, Prophecy), I'm barely breaking above 54% critical chance in NoCP environments.
Under the new system, I'll be at ~48% critical chance. This means I would have to give up Powered/Infused/Sharpened on my weapons for Precise in order to break about even, so even more stats sacrificed.
Following the road of most resistance is starting to become too draining.
(P.S. Critical is used for more than damage dealing, ZOS. To date, all critical Monster Sets are damage focused. A critical healing/support Monster Set is overdue.)
If anything, critical chance should have been buffed, considering we are in a Malacath meta and this change will only exacerbate the issue.
Khaijit finally gets the long overdue buffs to its critical passive, only to eat a %5+ nerf to critical chance in NoCP environments. You just can't win.
Critical builds already have to compromise so many stats to make them work. With a quite high investment in critical on my Magicka Healer (Monster Set, Full Light Armor/+1666 Critical Set, Full Divine Thief Mundus, Prophecy), I'm barely breaking above 54% critical chance in NoCP environments.
Under the new system, I'll be at ~48% critical chance. This means I would have to give up Powered/Infused/Sharpened on my weapons for Precise in order to break about even, so even more stats sacrificed.
Following the road of most resistance is starting to become too draining.
(P.S. Critical is used for more than damage dealing, ZOS. To date, all critical Monster Sets are damage focused. A critical healing/support Monster Set is overdue.)
Tbh, just equip malacath. Then you can ignore needing crit as it automatically increases damage. With no changes it will stay this way.
IrishOphidia wrote: »I mean it wasn’t “nerfed into the ground” it was reined in. Crit has always been vastly overpowered. When every hit you make is a crit, then what’s the point of having “crit chance”? Damage has run rampant in the last couple years to the point where content is so mediocre because you can just skip mechanics. Groups don’t even need to learn certain mechanics because they never even see them. This is much healthier for the game.
If anything, critical chance should have been buffed, considering we are in a Malacath meta and this change will only exacerbate the issue.
Khaijit finally gets the long overdue buffs to its critical passive, only to eat a %5+ nerf to critical chance in NoCP environments. You just can't win.
Critical builds already have to compromise so many stats to make them work. With a quite high investment in critical on my Magicka Healer (Monster Set, Full Light Armor/+1666 Critical Set, Full Divine Thief Mundus, Prophecy), I'm barely breaking above 54% critical chance in NoCP environments.
Under the new system, I'll be at ~48% critical chance. This means I would have to give up Powered/Infused/Sharpened on my weapons for Precise in order to break about even, so even more stats sacrificed.
Following the road of most resistance is starting to become too draining.
(P.S. Critical is used for more than damage dealing, ZOS. To date, all critical Monster Sets are damage focused. A critical healing/support Monster Set is overdue.)
Tbh, just equip malacath. Then you can ignore needing crit as it automatically increases damage. With no changes it will stay this way.
If anything, critical chance should have been buffed, considering we are in a Malacath meta and this change will only exacerbate the issue.
Khaijit finally gets the long overdue buffs to its critical passive, only to eat a %5+ nerf to critical chance in NoCP environments. You just can't win.
Critical builds already have to compromise so many stats to make them work. With a quite high investment in critical on my Magicka Healer (Monster Set, Full Light Armor/+1666 Critical Set, Full Divine Thief Mundus, Prophecy), I'm barely breaking above 54% critical chance in NoCP environments.
Under the new system, I'll be at ~48% critical chance. This means I would have to give up Powered/Infused/Sharpened on my weapons for Precise in order to break about even, so even more stats sacrificed.
Following the road of most resistance is starting to become too draining.
(P.S. Critical is used for more than damage dealing, ZOS. To date, all critical Monster Sets are damage focused. A critical healing/support Monster Set is overdue.)
Tbh, just equip malacath. Then you can ignore needing crit as it automatically increases damage. With no changes it will stay this way.
what if i am only khajit or my only one char is khajit nb ?
If anything, critical chance should have been buffed, considering we are in a Malacath meta and this change will only exacerbate the issue.
Khaijit finally gets the long overdue buffs to its critical passive, only to eat a %5+ nerf to critical chance in NoCP environments. You just can't win.
Critical builds already have to compromise so many stats to make them work. With a quite high investment in critical on my Magicka Healer (Monster Set, Full Light Armor/+1666 Critical Set, Full Divine Thief Mundus, Prophecy), I'm barely breaking above 54% critical chance in NoCP environments.
Under the new system, I'll be at ~48% critical chance. This means I would have to give up Powered/Infused/Sharpened on my weapons for Precise in order to break about even, so even more stats sacrificed.
Following the road of most resistance is starting to become too draining.
(P.S. Critical is used for more than damage dealing, ZOS. To date, all critical Monster Sets are damage focused. A critical healing/support Monster Set is overdue.)
Tbh, just equip malacath. Then you can ignore needing crit as it automatically increases damage. With no changes it will stay this way.
so while equipping malacath give a new sense into crit race - khajiit - crit classes - templar and nb and necro at finishers
while if ithout malacath leaving these classes with just nerf into their most significant power for damage while other classes will be more efficient to leave crit and stack raw damage, resources for higher damage - remember how mag sorcs ni compare to literally every other class was able to stack for their 55k-60k max magice ignoring crit stacking and be same efficient with dps?
sorc is not crit focused class like dk and warden so after nerfs to crits and stablise of new patch they would be able to build for raw stats ignoring stacking crit and be efective with dps while other crit focused classes will be just nerfed and their non-crit hits will be nothing in copare to non-crit classes while having so much lowered chance for crits
Well, too bad, since the stats are Uber buffed because of diminishing returns apprentice and mage are nerfed more than shadow that lost 7% crit. While crit stats were nerfed directly, max mag got nerfed directly and non directly (both lost 20% and diminishing returns from inflated spell dmg) and spell power got hit hard from diminishing returns too! So crit is still the strongest stat in PvE. lol.YandereGirlfriend wrote: »flip the script completely on Critical Damage and give other types of builds a chance at viability.
I certainly like that the Thief Mundus might be back (and I'm sure it will be fully back once Major Brittle is finally sourced) but imagine an even better world where even the Apprentice or Mage stones (and the builds that would support them) actually have a shot at finding a home a raid.