Crit % Chance Changes

So I have been playing a fair amount of the PVP with Minions active. I believe that has already fixed any issues with 100% critical chance in PvP.

I actually liked playing against fully decked out endgame players in PvP and having to be very, very careful with the board. I think the minion change has actually gone a bit too far in reducing the threat of their critical attacks.

Is the issue too many large critical hits against the Dragon or in Dungeons? If so, take a month and look at how minions have reduced damage in PvP, then roll out KD to XXX and Dungeons to XX and add minions to the levels from XXI to XXX and XI to XX. The minions can grow in level for each level and it will give some extra challenges to existing end game players without nerfing their gear. Obviously improve the awards for these harder levels to come more in line with what items are needed for endgame forging too.

I understand people probably whined about getting crushed in high level PVP, but to me, that is more of a matchmaking issue, or the expectation from the old PVP where you could just crush anyone. Heck, I just moved up to Platinum league last week because I do not PvP much. I was down in the silver leagues for a long time, and I suspect newer players that enjoy PvP did not like facing me.

I will do my best not to become annoying by posting too much on this topic, and I am really trying my hardest not to say anything that can be considered insulting to the development team. I feel like there was pressure to fix a perceived issue in PvP and with the lag time to develop the minion rollout multiple shots were fired at the same clay pigeon before the first bits of shot could hit it.

To me, roll back the 80% critical change to the 100% critical and start watching how minions impact PvP. Then if needed, adjust the impact of the minions to have the desired impact.

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