gruenesschaf wrote: ↑Tue 7 Apr 2020 2:16 AM
The crit chance was the main driver of what should be changed, the secondary part was the randomness especially coupled with the lower chance. At a 49% chance you don't really care as much about each individual crit as it just happens all the time, even in rather short fights, however at a reduced rate each crit becomes a lot more important at least in short fights and hence each crit should become noticeable.
I did quite a bit of testing before going with leaving the average damage unchanged, however, I made a mistake in that I used a way too high value of what would be a lethal spike when testing the frequency of those in typical group combat scenarios. Using this too high value showed that there wouldn't really be an increase whereas in practice it was a lot more frequent and after retesting it with a more reasonable lethal spike value the testing also showed that lethal spike frequency would increase by about 5 - 8 times (depending on the value / scenario) which is also what was seen in practice.
Thank you for the more detailed explanation, i understand where you are coming from now.
In that regard i can understand why going the original route would have been problematic. Same average dmg with more lethal spikes would be a huge buff.
But now we have the same amount of lethal spikes with less average damage and that is a huge nerf that is just as problematic if there was no need for a nerf before.
As it seems now there was a not really neccessary change, but
i fully agreed with your philosophie of making the feel of crits better again. I really like the idea. But because that lead to problems now the change is left in, despite it coming with an unwanted nerf to all crit RAs. And some classes do not have other offensive alternatives to pick from and are now just stuck with a nerf that noone (including you) wanted in the first place.
I am not sure how to "fix" the problem, without introducing variance back to crit-damage, but as of now you have reduced the potential of max-crits which is the opposite of making crits feel good again, imo. Max-crits (or near max-crits) were not happening often before, but worth a screenshot when you hit that sweet 48-50% bonusdamage.
Now the best crit you can hope for is only 30% which means all crits are just average now with no chance of having nice and huge crits at all
The more i think about it, it seems that instead of making crits feel better and not changing average dmg, you have now made it impossible for crits to give you that oompf feeling AND coupled that with a nerf. It's the absolute opposite of the initial intention.