Crit Damage is Inherently Good in PvP
Players in a fight often win or lose based on damage spikes from crits rather than from getting resource checked or out pressured. Over a long fight or many engagements getting lucky crits for yourself and against you are guaranteed. You just need to have a higher max damage spike that exceeds your opponents ability to mitigate. On the flip side, even if you build for consistent damage and low crit, you still need to counter unlucky spikes against yourself without massive investments into resistance. Therefore, it makes sense to get crit resistance.
How Crit Resistance Works
Instead of increasing your lucky max damage potential by 140%/130%, or 7.7%, the first 10% crit damage you build into becomes a 130%/120%, or 8.3%, damage increase if the target has the 660 Crit Resist CP passive or Minor Enervation on you. 66 = 1% flat crit damage reduction. This means the only way to counter is to build more crit resistance which just makes crit builds even better compared to non-crit builds, hence the crit meta.
Scaling Crit Resistance with Crit Damage As a Pressure Valve for Crit Meta
I spent a lot of time to come up with easier and easier fixes. I settled on changing the Resilience CP slot that gives 660 Crit Resistance to have two 25 point stages and be: "Grants 66 Critical Resistance per stage for each 5% Critical Damage your attacker has beyond 50%, up to a maximum of 1320." This makes it worse than it currently is against players who built less than 30% crit, but better against players who built 30% or more crit. This gives players a reason to not build as much crit and a good reason to not build any crit if too many other people are running crit and thus a lot of people are running this CP.
Reduce Healing to Extend the Offensive Window Duration
Make healing scale off of resources rather than damage (combined max or highest). This COULD make it possible for consistent high damage over 4-8 seconds to be a better strategy than it currently is and the odds for crit damage to matter very much go way down the longer the pressure window goes on. Players who have a pressure window combo rather than a burst combo could potentially (on average) kill their target faster than the 1-2 second crit burst player who relies on getting lucky crits. However, it's simply too easy to out heal or avoid any and all damage unless it's within 1-2 seconds while you're affected by a disabling effect. Make it harder to heal and more resource intensive to heal. You should be able to counter pressure builds with enough healing, but it shouldn't be so easy. Maybe make burst heals have a ramping cost similar to roll dodge.