12-24-2019, 03:58 PM
If you're a crit-reliant class (read, 75% of the game's raw DPS classes) who doesn't have at minimum 125% Critical Hit chance on your statistics, you're probably doing something wrong there.
Critical Evade is ass to build, compared to Critical. You need a stat (Faith) that can be reduced to 0 by an item or Black Bubble. And the same stats only grant you a bit of FP and C.Evade and nothing else statistically speaking. No skill slots, no bonus health, nor is a significant damage status for multiple weapons.
While on Critical part, you build Skill, which gives you Skill Slots, Critical, Hit, and scales hard with ranged weaponry and melee weaponry too with some weapons. It's a very imbalanced thing and Crit Evade tanks would end up being much more annoying if they were built the way they should have been, since FAI will definitely make it worth for them to go Priest. And tanks who can both null your crit and heal on top of it will end up becoming much more frustrating to deal against than off-tanks who you can atleast have momentum advantage against, due to Fleur.
Which then, in conclusion:
If Critical Hits are going to be changed to be scary, damage-wise, their chances of happening should be considerably lowered or capped to 50%, and classes (Duelist) should not be fully dependent on them to be actually played properly.
It's like this in more classic RPGs, innit? Risk and Reward. But in SL2, critical hits are a given 9/10 anyway due to how ass it is to build for crit evade without Black Knight and Boneheart being used as massive, shaky crutches.
tl;dr nah
Critical Evade is ass to build, compared to Critical. You need a stat (Faith) that can be reduced to 0 by an item or Black Bubble. And the same stats only grant you a bit of FP and C.Evade and nothing else statistically speaking. No skill slots, no bonus health, nor is a significant damage status for multiple weapons.
While on Critical part, you build Skill, which gives you Skill Slots, Critical, Hit, and scales hard with ranged weaponry and melee weaponry too with some weapons. It's a very imbalanced thing and Crit Evade tanks would end up being much more annoying if they were built the way they should have been, since FAI will definitely make it worth for them to go Priest. And tanks who can both null your crit and heal on top of it will end up becoming much more frustrating to deal against than off-tanks who you can atleast have momentum advantage against, due to Fleur.
Which then, in conclusion:
If Critical Hits are going to be changed to be scary, damage-wise, their chances of happening should be considerably lowered or capped to 50%, and classes (Duelist) should not be fully dependent on them to be actually played properly.
It's like this in more classic RPGs, innit? Risk and Reward. But in SL2, critical hits are a given 9/10 anyway due to how ass it is to build for crit evade without Black Knight and Boneheart being used as massive, shaky crutches.
tl;dr nah