YandereGirlfriend wrote: »We don't even know what the cap is going to be yet.
If it's only like +100% then it's going to be extremely problematic (though far more so for PvE) but if it's more reasonable, such as +125%-150% then the change is unlikely to make much of an impact at all in PvP.
Wolf_Watching wrote: »YandereGirlfriend wrote: »We don't even know what the cap is going to be yet.
If it's only like +100% then it's going to be extremely problematic (though far more so for PvE) but if it's more reasonable, such as +125%-150% then the change is unlikely to make much of an impact at all in PvP.
Knowing ZOS, it will most likely be only 100% and, in addition to this, any cap limits player ability to do anything outside of the box. Armor makes since because there isn’t a real cap in PvP as there is sooo much pen. However, a hard cap on crit will only push Malacath back in to the hard meta and curb diversity even farther.
Wolf_Watching wrote: »YandereGirlfriend wrote: »We don't even know what the cap is going to be yet.
If it's only like +100% then it's going to be extremely problematic (though far more so for PvE) but if it's more reasonable, such as +125%-150% then the change is unlikely to make much of an impact at all in PvP.
Knowing ZOS, it will most likely be only 100% and, in addition to this, any cap limits player ability to do anything outside of the box. Armor makes since because there isn’t a real cap in PvP as there is sooo much pen. However, a hard cap on crit will only push Malacath back in to the hard meta and curb diversity even farther.
I'd disagree. With the proc set crit being added back in you can make a pretty reasonable choice with boosting your proc damage by a minimum of 50% or you can boost all of your damage with malacath. And depending on where that cap is for crit damage, you could potentially boost your crit chance to have a greater chance of your proc critting. Especially if something like acuity stays as is.
And currently, there is already very little benefit for most builds to worry about crit in PVP. The one I currently run has 16% crit chance and the base damage boost. At least lowering the cap makes it something that could be built around and making it impact procs makes it something that could be worthwhile to build for.
Now this is definitely a nerf for PVE across the board. But for PVP I think we really need to see the proc changes and the cap before jumping to any conclusions.
YandereGirlfriend wrote: »We don't even know what the cap is going to be yet.
If it's only like +100% then it's going to be extremely problematic (though far more so for PvE) but if it's more reasonable, such as +125%-150% then the change is unlikely to make much of an impact at all in PvP.
LittlePinkDot wrote: »YandereGirlfriend wrote: »We don't even know what the cap is going to be yet.
If it's only like +100% then it's going to be extremely problematic (though far more so for PvE) but if it's more reasonable, such as +125%-150% then the change is unlikely to make much of an impact at all in PvP.
How the hell do you even get to 100% crit damage?
My khajiit character info says 22%. If I then use channelled acceleration that would only bring it up by another 10%
LittlePinkDot wrote: »YandereGirlfriend wrote: »We don't even know what the cap is going to be yet.
If it's only like +100% then it's going to be extremely problematic (though far more so for PvE) but if it's more reasonable, such as +125%-150% then the change is unlikely to make much of an impact at all in PvP.
How the hell do you even get to 100% crit damage?
My khajiit character info says 22%. If I then use channelled acceleration that would only bring it up by another 10%
My guess:
hard cap crit rate at 75%.
Hard cap crit damage at 100%
Totally punishing classes with heavy crit passives, Khajiits, axes, a bunch of sets, harpooner's kilt, etc.
But now you can run Dark Convergence in PVE trials.