Critical strike is just a damage boost now

There's tons of threads on critical strike, so i dont know if this has been discussed before.
What I wan't to address is that Critical hits just feels like a damage boost instead of actually getting a critical hit because of the high chance u get.
Critical hits are alot more fun to play with if they don't happen so often and u really feel it when they do hit.
And example to show what i mean:
Having a 10% chance to do 10 times the damage is more entertaning than having 50% chance of doing 2 times the damage. The dps is the same, but with the high chance it is just like having increased damage.
And in this game, atleast with certain weapons and caracters u will easily get a 30%+ chance of critical strike.
So changing many of the +chance nodes to +multiplier instead would be great.
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So you want to lower crit chance and increase crit multiplier?

I mean it's just a flavor thing now but whatever. Technically it would still break the game due to diamond flask + power charges or other ways to get high crit without investing it in the tree.

It would also kill off cast on crit builds spam, but may arise to praytorngjesus to one shot them COC orn ot.
Actually depending on the situation and the build it makes a huge difference if you have 10% chance for 10x damage or 50% for double damage.

With great crit multiplier comes great responsibility overpowered burns that you can proliferate.
While low ("only double") fire damage doesn't create huge burns (note: burn doesn't really stack).

On the other hand with great crit chance comes great responsibility overpowered perma-freezes that you can proliferate to freeze a whole group of enemies.
This one isn't as much of a problem as the burning one since freezing the whole group for 5 seconds every 10 seconds or freezing them for 1 second every 2 seconds isn't (theoretically) much different.
I personally enjoy playing with ~30% crit chance and high multi, but with DpS high enough to kill without crits. When I don't crit, it's fine, and when I crit, it will be some serious ownage and screen-burn-proliferation.

Building for higher (95%) crit is better, but it lacks the fun, because the spikes are missing. ;)

Fortunatly in PoE you can do whatever you want, when you're not interested in competition.
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
I personally think that you should have to sacrifice something to get high crit chances. Most games do this by restricting increased crit chance to a specific class (like monks) that have armor restrictions or weapon restrictions.

In PoE it's "why the hell not?"

That's bad design.
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Shagsbeard wrote:
I personally think that you should have to sacrifice something to get high crit chances. Most games do this by restricting increased crit chance to a specific class (like monks) that have armor restrictions or weapon restrictions.

In PoE it's "why the hell not?"

That's bad design.


Because leech won't necessarily save you now.
Having a 95% chance to to x6 dmg rules
IGN: Crix_st
LL Blade Vortex
Crit is a no-brainer. Best way to scale damage, 100% to apply status effects, and surgeons flasks.

Reflect is a non-issue - I just use a flame totem.

༼ つ ◕_◕ ༽つ Give moar Power Creep Pls

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Druga1757 wrote:
Crit is a no-brainer. Best way to scale damage, 100% to apply status effects, and surgeons flasks.

Reflect is a non-issue - I just use a flame totem.


Reflect is an issue if you don't build for it.

You can't always rely on that, you might offscreen a thronflesh pack.

Crit is the only way to really scale damage after a certain point, I mean not only is that obvious that is the design. As for OP, D3 makes every class freaking scale off crit, it caps the chance and basically the multi is left to gear. I rather the design be left the way it is in PoE then to homogenize crit to all be the same.


GGG has made it clear they want chance to be high and multi to be low. Crit isn't just "extra damage" as other have said it actually has a lot of mechanics behind it and a much higher gear cap.

Of course naturally this wouldn't be the feedback forums without a weekly "crit is just blah blah" thread.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam#3084 on Jul 14, 2015, 12:37:25 PM
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Peterlerock wrote:
I personally enjoy playing with ~30% crit chance and high multi, but with DpS high enough to kill without crits. When I don't crit, it's fine, and when I crit, it will be some serious ownage and screen-burn-proliferation.

Building for higher (95%) crit is better, but it lacks the fun, because the spikes are missing. ;)

Fortunatly in PoE you can do whatever you want, when you're not interested in competition.


I do the same. My builds generally have crit chance between 30 and 50% and multipliers around 350-400%, and the rest is all "true" damage. It's a pretty effective strategy that's cheaper than full crit but still provides a nice damage boost and ele status effects proc often.

I actually think this is what GGG always had in mind with crit: an additional dps boost if you're willing to invest in it. Not a dichotomous metagame between full crit and resolute technique (thankfully that's not longer as present as it was, but still).
We're all in this leaky boat together, people.

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