Critical hits. Do we need them? (Full Version)

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soul sythe11 -> Critical hits. Do we need them? (7/24/2011 20:29:21)

Lately critical hits have been nothing but nuisance. All they really do is add a aspect of luck and unfair wins to the game. True players want a fair battle to determine who's build and strategy is superior. A critical hit during a match ruins that. So now the question rises. Do we really need crits in ED? Support would be just fine without their crit modifier, the best a sup build could ever hope for would be a 13% critical chance since that is the critical % cap. (My source: ED wiki) I'm sure adding critical hits sounded like a good idea during a brainstorming session but all its doing is adding a aspect of luck that most of us have grown tired of.




Master Volcon -> RE: Critical hits. Do we need them? (7/24/2011 20:30:24)

They are in every game, so ya I guess.
However I think that it should be a set number, around 5% that way people can't abuse it and can't get mad when it happens.
Then it would just be the RNG.




soul sythe11 -> RE: Critical hits. Do we need them? (7/24/2011 20:32:44)

@Master Volcon Even at 5% they will still happen often. Also, I wasn't trying to say crits can be taken advantage of...because they can't. 13% is the cap and that is not all that big of an odd. Removing them completely would probably ease the annoyance many of us are feeling because of luck wins.




Soldier 1124 -> RE: Critical hits. Do we need them? (7/24/2011 20:33:22)

I like Volcon's idea, to have crits be a set %. Right now people crit way more than 13%, and when they crit 40+ damage, it is completely unfair. For example, i have had people crit 30s, adn when they rage that same skill, they hit 20s. shouldnt it be the other way around, or at least equal?




soul sythe11 -> RE: Critical hits. Do we need them? (7/24/2011 20:37:47)

I think your misunderstanding me. I meant that they crit 13% of the time. As for their current damage they ignore 75% of damage and resistance.




Fatal Impact -> RE: Critical hits. Do we need them? (7/24/2011 21:43:23)

support = crits
support raises crit chance %
No luck unvolved




Mr. Black OP -> RE: Critical hits. Do we need them? (7/24/2011 21:51:36)

@above
Player A has 20 support and crits twice
Player B has 120 support and doesnt crit once
is luck involved here?
and this happens ALL THE TIME




Stabilis -> RE: Critical hits. Do we need them? (7/24/2011 23:02:49)

@ zman

I support you but support raises the deflection rate to stop other criticals. Dexterity will block melees then.




Celestine -> RE: Critical hits. Do we need them? (7/24/2011 23:11:32)

I don't think crits should be gotten rid of and the 13% critical chance is fine.

What does need to change is the defense/resistance ignored.
Currently is is at 75%. That is WAY too high.

Even Rage, which should be higher, ignores 45% defense/resistance.

Crits play too much of a luck factor. It can completely turn the tables of a match.
It would not be such an annoyance if the % of defense/resistance ignored was lowered.

-Celestine




Luna_moonraider -> RE: Critical hits. Do we need them? (7/25/2011 1:22:34)

we need crits and the crit% is ok imo crits are the only way a tank can fall without crits tanks will be very very very very oped ad reducing the crit % will also make tanks oped. i hate tank build and i hate 5 focus the most they are the build which has the most % and the only way u can kill them is by crits or blocks.




Ashari -> RE: Critical hits. Do we need them? (7/25/2011 1:43:59)

There are two problems with crits right now that I see. First, they have gotten way too powerful, and as everyones defenses continue to go up, the problem will only get worse. Second is actually that the maximum crit rate is too low. Now let me explain what I mean.

With the max crit rate at 13% and with it taking 7 support for only a 1% increase in crit chance, pure luck is the predominant factor in determing crits. If the maximum chance to crit and the bonus from support were increased (with the effect of crits being weakened of course), then crits could become much more dependant on the build. They could become a reliable part of support builds, rather than the wildcard it is now.

That's just my thoughts on it... I'd like to see luck factors in general be weaker but more dependent on stats.




Firewallblast -> RE: Critical hits. Do we need them? (7/25/2011 2:28:37)

Real scenario....

Him: 41 support. CRIT
Me: 135 support!!!! NO CRIT

Like your idea Ashari, and what Luna said is true and I posted almost the exact same thing on another thread. Removing the luck factor would also make lots of players lose intrest because thell usually be hitting the same damage which will only differ by 1 or 2 points of dmg.




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