Update 32 made many significant improvements to the game that I believe will change the game for the better, but there is one improvement that deeply concerns me due to the way the community handles build guides.
Currently, what our community has come to understand as "PvE" has always treated trial and dungeon content as interchangeable as far as build guides are concerned. Trial-focused builds have been the go-to option for DPS builds for years due to what many people have considered a negligible difference between what you should run in a trial vs. in a dungeon. But that has changed now, and people need to be aware of this.
Update 32 has capped critical damage at 125%.
It is important to understand that this change only has big implications in trial groups who are optimized to push your crit damage. It is incredibly difficult to hit the 125% cap when you are not in a trial group. So in every inch of PvE content, excluding trials, it is important to understand this:
Critical Damage remains unchanged as far as dungeon content is concerned.
People are silently boycotting Mother's Sorrow, the Wading Harpooner's Kilt, and even the entire Nightblade class in some cases, with reckless abandon because they believe those no longer have any value in the current meta.
What we have come to understand as "PvE" is no longer a satisfactory way to define a build, because we are now seeing a diverging path that separates the information we readily have access to from the information we do not readily have access to. Every single new player and many ignorant veteran players will from this point forward begin suffering in their damage output by following guides that our helpful community has made available to the public.
To be clear, I have done no testing and have no data to advocate this point, but we need to understand that this is a significant change that will affect less learned people in our community the most. I don't know if those new trial builds out there hit as hard as the crit builds we've run for years or not, but this change will move our understanding of PvE into a place where trials and dungeons cannot by synonymous anymore.
Our crit builds still hit as hard today as they did in the last version of the game. The only thing that changed in this patch to affect those builds is that they are no longer the best option in a trial. The drastic changes that have been made to the builds we have access to on the internet now effectively exist in the realm of misinformation due to the lack of context.
The methodology that our community uses to evaluate and improve damage output to the public needs to change. People who do not understand or do not know about the intricate details of the game's inner workings will be misled by build guides and tutorials that content creators and other build theorists put out for them to access if we continue to let trials and dungeons be treated synonymously.
I do not want this change to be reversed. This is an effective change to limit power creep, and I fully support the cap on our crit damage. But our community must adapt to this change by dividing the concept of PvE into trial and non-trial PvE. Build guides need to start focusing on dungeon content as a category of its own separate from trial content.
If we do nothing about this, every single dungeon in the game will become nightmarish in comparison to what we've experienced before if we go in with misinformed players on the dungeon queue who believe their trial gear is their best option. We lost damage before in dungeon content when penetration became the "negligible stat" that we've ignored in DD builds. Everyone will suffer greatly in dungeon content with randoms if we irresponsibly allow crit damage to become a "negligible stat." because the truth is that crit damage is still one of the most powerful stats in PvE, despite the situational change that requires trials to shed it.
Everyone needs to begin testing builds for dungeons separately from trials. We need to start parsing on dungeon dummies instead of trial dummies to avoid the crit cap. We need to start testing sets that trial groups will now ignore due to the cap. We need to set a standard in dungeon focused guilds where trial dummy parses are no longer an acceptible measure. And our content creators / build theorists need to adapt to this change to prevent a situation where every new player and ignorant vet is sacrificing the wrong stats because they blindly trust the builds they found on the internet.
We must foster an understanding among the entire player base where trials and dungeons are entirely separate, because this change means the difference between them will no longer be negligible.