Hey everyone,
Created a crit % chance thread of it’s own, so it’s a one-stop place for questions and feedback.
It took a little longer than normal to get this together, as I wanted to ensure I had as much information as possible from your responses and asked the team my own questions.
Also getting a response written from the team, so big thanks to our Producer Morgs for putting this together for me.
Capping Critical Hit Chance to 80%
Why did we do it?
- The original design of the game limited Crit Chance to only certain item slots. However, as the game developed and we got feedback, we applied it more broadly, but only across specific item sets, and eventually to all item sets, but at a reduced chance.
As the game has grown, this has ended up pushing Crit Chance far beyond where its original intention meant for it to go. While certain play metas are inevitable in games with loadouts, decks etc, we want to avoid situations where some Gear is the only reasonable choice someone could make.
Some builds, particularly in Versus, end up very unfairly advantaged vs others. Some builds were breaking 1000% Crit Damage, which, paired with 100% Crit Chance can be pretty unhealthy in the short and long term.
How did we do it?
- When we were looking at our options for how to deal with this, it came down to either:
- Nerfing particular items (which we don’t like doing and doesn’t help with systemic issues)
- Cap Crit Chance and/or put in Anti-Crit somehow
We opted to cap the Crit Chance because:
- We felt reintroducing some randomness to such a powerful effect would be a positive, as it is intended to be a chance of a Critical Hit, rather than a guarantee
- We didn’t want to cap Crit Damage because this would’ve had a much bigger impact on more builds, and Crit Damage is a more natural place for a big effect.
This means that there is still a chance to land a critical hit and deal a very large amount of damage. Rather than leaving the crit chance as is, but seeing a much more reduced amount of damage applied or a damage limit being reached.
- We were also hoping that there might be a minor meta introduced by the change that would encourage players to look for ways to hit caps efficiently, and then utilize other strategies to improve the build itself
- We also gave Minions their extra abilities (which included Crit Chance reduction) in Versus to complement this, as Versus had further to go for balancing, and Minions often have very little to do.
Why wasn’t it in the Patch Notes?
Put simply, it got missed. We try to be as comprehensive as we can with changes to the game, and particularly with gameplay changes, so this oversight is obviously not acceptable.
We had more going on behind the scenes during the period of writing these patch notes than usual, and our quality control on them slipped. The result was a couple of items were either missed or in the wrong section
What’s to come?
We do believe that these changes are healthier overall, however, based on the feedback we’re hearing, it seems that the changes to Crit Chance are shedding more light on underlying issues with the metagame that we are going to review (for example, Enemy Spell Damage in PVE battles at higher levels).
As I have made this it’s own thread, please keep any further discussion/feedback here for me to collect. Keep in mind it is about to be the weekend, so there may not be further information from me or acknowledging posts till I’m back in the studio
Any bug reports should remain their own threads.
If I get any more information from the team, I will update as a comment or include it within the details above.