40 thoughts on “Silius: Crit Avoidance Not Going Anywhere

  1. “Replacing the adornments with HP is not to compensate for anything.”

    This statement confuses me. Does he mean they don’t intend to compensate for the loss of CM on your gear in general, or does he mean the HP change doesn’t represent the compensation and that will be coming later?

  2. The goal is for this change to not change the difficulty of the encounters. This is why we ask that you all take some time to log on to test once we push it there. We plan on having this on test by the weekend.

    HAHAHAHAA hohohohAAAAHAAAHAAAA bwahahahahahahuuuuuu HAHAHAHAHAHAHa…

  3. CB is how it should have been balanced at the begining. Places emphasis back to AC, avoidance (parry,block,dodge etc), hps, class specific saves, aoe blocks and player choice….

    And the goal is exactly correct…dificulty of the actual encounter is not to be lessened. It just means more people will have a chance to attempt the encounter. This does not mean they will be successful in getting past the actual designed checks and scripts.

    @Electri…I am old and I lol’d.

  4. I’m not so angry that CM is going away as I am the time and plat/shards I spent to get my CM up. What I don’t want are the HP adornments, I want my plat and shards back so that I can put whatever the stat of the day is on my gear.

  5. “Replacing the adornments with HP is not to compensate for anything.”

    This statement means that the damage that encounters do will not be increased to account for the HP adornments replacing the CM adornments.

  6. Not a bad change at all. If in fact his remove them two stats and don’t screw anything up while doing so. The major thing this will help is guild that have to recruit. With out the CM gate your recruit will be able to join the main raid sooner.

  7. If I had a prediction all they are going to doing is changing what people say in OOC:

    From: “90 Whatever 210CM 210CC LFG Blah, blah”

    To: “90 Whatever 65k HP 210CC LFG Blah, blah”

    We just used CM as that marker if you could survive the AE… but without CM, it will just be raw HP. And I wouldn’t be surprised if that confusing statement was really saying any CM adorn and CM Item stat you have will be converted to a HP one.

    The end result is nothing will change except how you prep your characters for raids – instead of building one stat, it will just be replaced with an inflated “other” stat. And then this statement will also be changed if the HP prediction is true:

    From: “Oh, sorry friend you can’t raid with us because you only have 160CM and this content requires 190CM to survive AEs”

    To: “Oh, sorry friend you can’t raid with us because you only have 50K hps and this content requires “65K” to survive AEs”

  8. For folks who are new to raiding, this is a bonus. A gate removed from your requirement to do well in raiding.

    For folks who have spent tons of shards on CM adornments, this sucks quite a bit. It might be better if the CM adorn’s just poofed and the toon was mailed the number of shards in compensation for what he has spent on the CM adorns.

    For the elitists, they’ll bitch that more n00bs will be flopping on harder raids.

    All in all, I think it’s a good move, but the compensation for existing adorns could be better.

  9. @Harvy – The CM to HP is not because you’ll need the HP in replace of the CM, as per Silious’s post above. It’s just a common stat everyone can use. I suspect they will change to role dependant details, like so (I dunno the current raiding numbers so i just threw in some semi random numbers):

    “90 whateverDpsClass 250kdps 250CC LFG blah blah”
    “90 whateverHealerClass 150khps 210CC LFG blah blah”
    “90 whateverTankClass 45khp 58%mit 48%avoid LFG blah blah”

  10. Harvey is right. This is a waste of time and will not change anything. New recruits are still going to get one shotted because they won’t have the HP’s from gear to survive. Unless i’m missing something.

  11. “Replacing the adornments with HP is not to compensate for anything. Since the critical mitgiation stat is no longer useful we are converting to a stat that benefits all players.”

    Oh true, I see it now, I misread the above statement. I still feel confused 🙂 Guess I’ll just wait a couple days and eyeball test!

  12. What erks me is that they havent even fixed the character transfer tokens yet! You would think since its such a big problem they would fix that first before the CM. Even though i highly dont approve of them taking away the CM after i have spent soooo much time getting shards and plat to buy all my adornments and gear just so my CM is high enough to finally do HM. Now they just want to nerf it down again so all the “new” players stop complaining about not being able to do all the raid zones in their crappy gear that they dont even try to get. How about this SOE, Fix the Transfer tokens before you start messing with other stuff.

  13. Removing the cm just removes and artificial gate that was put in place. The rest of the stuff has been there the whole time so that won’t mean anything. It will simply allow more people onto the raiding scene and maybe get dungeon finder to actually work. LOL. Don’t really care that I spent plat on the adorns, because honestly, you got your play time with those. Now I can convert them to something I really wanted anyway. 🙂 If you are actually able to raid then you prob have a mountain of shards anyway, I really don’t want more. The plat is really not that much all in all. The nice thing is I don’t need to have 2 sets of gear now. One for CM and one for DPS. That will be nice. 🙂

  14. Now the need for CM is goen, I can finally go back to Paineel & buy some of those class-specific red adorns for my gear & enjoy some more customizaation! I just wish there was an NPC in DoV that sold red adorns like the ones in Paineel that took the Pure Primal Velium Shards

  15. This sounds like the worst dumbing down of a game I have ever heard.

    So, if the only requirement to enter hardmode zones is critical chance all those crit mit adorns can be replaced with crit chance yellow or red adorns and a player in pq gear would meet the requirements to go do hardmode.

    Simply the stupedist thing I have ever heard. WoW might offer more of a challenge after this.

    Quit trying to balance the game between casual players and hard core players. You need that seperation so players like me that work hard for something can have that sense of accomplishment. I also understand progression is not as fast as you would like but find another alternative.

  16. @Tarne – hp, mitigation, block chance, avoidance, dodge, parry, resist, AND the ability to know how to work your class mechanics still exist.

    Challenge is still there.. Go punch SpareRib in the face, solo, and see how that works out: crit mit or not. 🙂

  17. @ Taka and Kruzzen. Wow, thanks ,learn something new every day! I knew about the Red Adorns for finishing the “Fallen Swords” questline, but I believe the NPC in Paineel that sells the class specific red adorns has a wider selection affecting more of your ablilies. (I remember only seeing 4 different class-specific adorns in Thurgadin). I’ll have to check it out (Eastern Wastes).

  18. am I missing something?

    atm if my CM is high enough the mob cannot crit me,not just crit bonus but no crit at all just normal damage.
    After this change when the mob crits I get hit with critical damage plus normal damage. Sounds like I need a whole lot more HP not to be one shoted.

  19. From what i have seen them say about it the encounters arn’t going to change. So what you’r hit for now is what you’ll be hit for afterwards. So if the mob already hit you for 10k a hit with all your crit mit on thats what it will hit you for after the change.

    There won’t be a need for more hp as the mobs wont be hitting any harder than they already are. Though more hp would probably increase your survivability you would really have to choose between that or increasing dps.

    Overall it opens up adornment slots for more uses, whether that is hp or dps. Which is exactly what those slots should have been for to begin with. There should never have been a requirement to fill so many slots with crit mit to the point of stifiling creativity with an block stat meant only to slow down progression.

  20. I am sure you are wrong but I cant find the specific formula today.

    Basically if the raw damage a mob does exceeds your HP you die, this is a check done before your normal mitigation etc reduces the damage taken. So if the new damage a mob does (normal damage plus now unmitigated critical damage) you die. With Crit Mit the damage taken could be mitigated to max normal damage +1 (or so I remember) after this change the extra damage from a crit will not be mitigated by the non-existent magic stat crit mit.

    So while crit bonus is going for mobs the net damage may actually be going up for those of us that had the necessary CM, and the chance of being one shotted may also be going up.

  21. You could be right, im certainly not an expert on how the damage is calculated. just have to wait and see what test server reports about damage output of mobs when it goes there.

    I hope it’s not shifted to just needing hp adorns as that will quickly start causing problems with healers being unable to heal the mass amounts of hp. Unless they vastly continue to overinflate crit chance, crit bonus and potency.

    I’d rather just see the crit mit removed and the encounters stay as hard to do as they are already. This i think would satisfy both the groups that want crit mit gone, which seems to be a very large majority, and the groups that want things to stay as challenging as they are.

    While i don’t raid anymore i like to see the raid people happy as well as everyone else.

  22. I just got off test tonight and it kinda sucks. Red Adorns will now have 200 HP, Yellow Adorns 150 HP, White Adorns still the same. Critical Debilitation is now Aura of Health and at max it will give 2.5% to max health of group member

  23. That should be correct unless they remove mob innate crit , give everyone innate crit mit, or set mob crit chance to zero. I’m sure they intend to leave crit for some, just no way to mitigate it beyond normal mitigation. I’m not sure when about the death check happening pre-mitigation, though. That sounds off else my 50k HP ranger should get 1 shotted less than my 45k SK…which isn’t the case.

  24. The aa points for the druid Health buff will only add about 1,000 HP. Also if you have 7 Red Adorns for 200 HP each. That wont do much against 1 tick of a Dot, or a small frontal because the mob moves his toe

  25. @ Xivian, thanks.

    One side effect of all the crazy CM was that you could duo or solo older heroic content in heroic gear (Library, for example). It was easier than in SF, because the Velious CM on legendary+ meant nothing in the instance could crit you. Same thing if you mentored down and you kept some of your CM; things were even easier than before when you didn’t have to worry about spike damage.

    Do you think this will change?

  26. @ Milliebii

    I don’t think you’re getting it. Crit is being completely removed from mobs, in the sense that they CANNOT crit on YOU. However, they retain their critical AVOIDANCE, so that you have to have high enough crit chance to be able to critically strike them.

    In short: you can still critically damage mobs, they won’t be able to critically damage you.

  27. What they said:
    “Crit mit as a mechanic is being removed.
    NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.”

    What most of us thought we heard:
    “Yay crit mit will stop being a road block this is good”

    What seems they did (so far)
    “Removed crit mit, left base crit for mobs alone”

    Effect, any mob that couldn’t crit you before because you were over the required level for that mob suddenly and unexpectedly can now crit you 20% of the time and you can do nothing about it. Additionally SF gear is now more powerful than DoV due to every other stat being better. (I don’t have a specific example myself but others have posted it on the forums)

  28. the solution to the problem of Crazy Crit Mit was easy:
    1. remove mobs crit bonus
    2. cap crit mit effectiveness somewhere between 75% and a 100% (as it was before DoV)
    3. allow crit mit to be “reforged” to +STA (or other stats)
    4. in future itemization have a maximum of 12.5% Crit Mit per item.

    stand back and allow the player base to re-itemize the crazy crit mit items.

  29. People are confusing (as I initially did) the difference between mobs critting you (Crit Chance), and doing additional critical damage (Crit Bonus). Crit Bonus is being removed from all mobs.

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