#14181301 Vildiur wrote:
I believe it is better to buff the victims of the bad RNG to counter.
If Class A can crit Class B to death, then, instead of nerfing/removing crits for Class A, why don't you just add some buff to Class B, so whenever they receive a crit you have some chance to (for example) stun Class A? although, this kind of soft-nerf/buff needs to be done carefully, as it can break games.
If Class A fights Class A, they both have bad RNG going on for them, so it is by default balanced
If Class B fights Class B, since they are not dependent on crits, this buff will do nothing.
While, if instead you reduce crit damage from 2x to 1.5x, the issue will persist, just on a lesser level, removing it, will take out a Class A's mechanic.
Of course, those particular examples I posted above are really bad, but, the point is there.
The issue with this is you cannot have an uneven playing field, right now "Classes" are offense types, there are 4 TAI BUKI NIN and GEN with them having a sliding scale for Damage : Tags TAI being all damage barely tags gen being all tags barely damage.
Outside of that we have 5 elements, all of which have FIXED tags they can use, and on a VERY limited scale, not everyone has acess to the same toys, and even if you have an element that gives you neat things your still stuck on the fence between CP or CRIT
Under the original C3.1 balance-intent CP was supposed to BREAK EVEN at 4 crits (With item update gear) meaning in a TO fight if i crit 3 times or less i lose, 4 times I TO like im supposed to and at 5+ I straight Win...Does that sound like balance to you? EVERY SINGLE FIGHT a roll of the dice?
Under current systems 7 Rounds of CP = 1 crit, you need 2 crits to break (Almost) even on a 14 rotund right, CP will actually come out sightly ahead, and this can be exacerbated by a poorly placed crit on a setup jutsu or DoT.
They just dont work well together