The Kripp Tips video was posted on a private forum I frequent, and as much as I think most of the ideas aren't well thought out, it got me thinking and discussing general PvP balance with some friends.
As it stands, Crit % and +Crit Dmg are huge in blowing DPS values up in PvE. Correct me if I'm wrong, but the 85% chance to crit with 428% +crit damage is how people are doing the ridiculous things they're doing, and ultimately, those crits are what would ruin the PvP experience. Even if PvE mobs don't really have any armor/resistances, reducing incoming damage by 90% still isn't enough to survive those crits. You can max on primary stat/IAS/what have you, but it's the crits that are blowing balance out of proportion.
What if contributions to crit from gear were removed for PvP matches? You baseline at 5% chance to crit, 50% +crit damage if I recall. Some passives and actives can buff this up, but if you want crit chance to be high, you're sacrificing slots for it. Give and take in your build, and matches aren't determined by a dice-roll or a few shots because wild crits aren't taking place.
Of course, those who have gear stacked with crit would have to find new gear, maybe. It'd probably be sufficient to start off in PvP anyway, but re-gearing would be the optimal solution. Is it too intrusive? Should we be worried about the short-term complains versus a more long-term scalable solution that would be less invasive?
Am I missing something else that would cause issues?
I'd love to hear honest feedback.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
As it stands, Crit % and +Crit Dmg are huge in blowing DPS values up in PvE. Correct me if I'm wrong, but the 85% chance to crit with 428% +crit damage is how people are doing the ridiculous things they're doing, and ultimately, those crits are what would ruin the PvP experience. Even if PvE mobs don't really have any armor/resistances, reducing incoming damage by 90% still isn't enough to survive those crits. You can max on primary stat/IAS/what have you, but it's the crits that are blowing balance out of proportion.
What if contributions to crit from gear were removed for PvP matches? You baseline at 5% chance to crit, 50% +crit damage if I recall. Some passives and actives can buff this up, but if you want crit chance to be high, you're sacrificing slots for it. Give and take in your build, and matches aren't determined by a dice-roll or a few shots because wild crits aren't taking place.
Of course, those who have gear stacked with crit would have to find new gear, maybe. It'd probably be sufficient to start off in PvP anyway, but re-gearing would be the optimal solution. Is it too intrusive? Should we be worried about the short-term complains versus a more long-term scalable solution that would be less invasive?
Am I missing something else that would cause issues?
I'd love to hear honest feedback.