This was mentioned already on Preview Feedback threads, but now that more people got their hands on this new Combat System, this is becoming a real issue while balancing your stats.
Critical Severity is really easy to cap at 90%, and that is fine since his efficiency is bound to critical chance, and there are a lot of sources to rise your “other contribution” percentage:
- Ribcage - 12.5% (at full stacks)
- Wild Storm Elixir - 10%
- Flask of Potency +1 - 7.5%
All those listed are available to any dps classes and and let all of us cap to 90% without even cap rating (and without any real effort)
The real problem comes when we start talking about Forte distribution on DPS classes.
Having Critical Severity has secondary stat means that we waste at least 12.5% (with a common 50% forte) in one of the other offensive stats.
So we have some classes that well built manage to cap 4/5 offensive stats in combat at 90%, and others that barely cap 3.
I’d appreciate if you could at least think about it. That thing is making stat balancing really hard.
Thanks,
Aster
14
Comments
Quick example:
If we consider that we must be capped at 90%, using that encounter in stealth now makes literally no difference because it adds nothing.
Same it goes for barbarians whom were highly impacted from the crit sev cap at 90%.
Currently we have Superior Flask of Potency (+1) granting the following stats:
power 400 (440)
critical strike 400 (440)
accuracy 400 (440)
critical severity 7.5%
How about offer three new potions modeled exactly like the above^ except giving the following (using purple companion enhancement slot names for suggestions)
Superior Flask of Vision (+1):
power 400 (440)
critical strike 400 (440)
accuracy 7.5%
critical severity 400 (440)
Superior Flask of Might (+1)
power 7.5%
critical strike 400 (440)
accuracy 400 (440)
critical severity 400 (440)
Superior Flask of Precision (+1)
power 400 (440)
critical strike 7.5%
accuracy 400 (440)
critical severity 400 (440)
This would offer a lot of potion diversity and be more incentive to get into the crafting necessary to make them. It would also help mitigate the critical severity forte issue.
Thanks very much,
Neko
> @noworries#8859 I suggest the following for superior flask potions:
>
> Currently we have Superior Flask of Potency (+1) granting the following stats:
> power 400 (440)
> critical strike 400 (440)
> accuracy 400 (440)
> critical severity 7.5%
>
> How about offer three new potions modeled exactly like the above^ except giving the following (using purple companion enhancement slot names for suggestions)
>
> Superior Flask of Vision (+1):
> power 400 (440)
> critical strike 400 (440)
> accuracy 7.5%
> critical severity 400 (440)
>
> Superior Flask of Might (+1)
> power 7.5%
> critical strike 400 (440)
> accuracy 400 (440)
> critical severity 400 (440)
>
> Superior Flask of Precision (+1)
> power 400 (440)
> critical strike 7.5%
> accuracy 400 (440)
> critical severity 400 (440)
>
> This would offer a lot of potion diversity and be more incentive to get into the crafting necessary to make them. It would also help mitigate the critical severity forte issue.
> Thanks very much,
> Neko
Yh, that’s a really good idea and may solve the issue of balancing stats on who has this kind of forte stat distribution.
Also will allow more build diversity and choice, based on what someone has or not in his companion pool.
Also barbarians have class ability that increase our crit sev by 10% while using battlerage. It's absolute garbage right now.
Atm there are classes that can reach (in combat) 90% on 4/5 of their offensive stats, and others that can barely cap 3 only.
Thanks, Aster
The imaginary Friends
Main Kingslayer.jr(barb)
> Yes for now they need to fix forte so every class can chose theirs or have crit sev uncapped for damage and heal because is depended on crit chance.
A better / easier fix would be to just change arbiter and blademaster to crit instead of crit sev
The problem isn't that some DPS classes have crit sev as their forte bonus, it's that other bonuses are currently unbalanced and need to be adjusted through increased diversification.
There's also a huge amount of potential in using crafting to develop your bonuses. Imagine gear had NO bonuses by default (just higher IL, for higher base damage), but you could create your own to suit your needs. So many possibilities...
Raising Accuracy from 50% to 90% increases your damage by 20%
we're just asking to remove the Critical Severity on forte option for DPS paragons or even better add other potions that can grant 7.5% on other stats such as Critical Chance, Accuracy or Combat Advantage.
The imaginary Friends
Main Kingslayer.jr(barb)
Instead of pushing for consumable nerfs and lobsided changes to character building, I would focus a push for adding new consumables that boost accuracy, Combat Advantage, and Critical Hit chance.
we're just asking to remove the Critical Severity on forte option for DPS paragons or even better add other potions that can grant 7.5% on other stats such as Critical Chance, Accuracy or Combat Advantage.
As for Crit sev specifically, just move your other sources of crit sev to something else.
The imaginary Friends
Main Kingslayer.jr(barb)
The imaginary Friends
Main Kingslayer.jr(barb)
The imaginary Friends
Main Kingslayer.jr(barb)
Warden Ranger's Skirmishers Gambit, now totally useless - opposite feat to the wind (was always totally useless)
Barbarian crit sev feature / feat - both totally useless given the current meta gear.
Rogue lashing blade on stealth - 50% extra crit sev.. absolutely useless, and its the 3rd best encounter to use for single target due to magnitude
This is horrendous game design^. If you rework the entire combat system, you have to finish the job and make sure you fix all the feats / features to match it.