It's condescending - players know that the more of the stat we have the more we'll notice it's effects; the response seems insulting to me because it trivializes the actual issue which is design transparency. The effect those stats are having on our characters in regards to precise mathematically determinable ratings and modifiers ought to be easily viewed in the character menu. It's a borderline lie to say that we should "assume simply that as stats that affect this grow larger, the effect will become greater" when certain stats - such as Strength - have hard tiers where you must reach a certain numerical value to see a difference in the amount of damage mitigated when you successfully block or parry. A difference you can only see in your battle log when you parry - that value is static and yet the only way to view it is to go out and find monsters to proc a parry/block and denote the value shown in parentheses. So why is not being shown in my character menu? Why decide to obscure it in such a way that it's a significant impediment to my informed decision making? Why is it you insist players partake in a potentially costly inconvenience while they gather data just to produce conclusive results?
It makes me feel like my time isn't valued and it annoys me that they want us to "assume" something works the way they say it works just because they say so; when numerous times people have proven that they're very wrong or inaccurate with much of the information they're providing to players in-game through either description or tooltip. (Awareness bug, Fist of Wind tooltip, Steel Cyclone description, Raging Strikes description, and more that have since been fixed for example.)
Want a real practical application for having Critical Hit Rate percentage value being shown in the character menu? Monk's Internal Release ability increases Critical Hit rate by 30% - but this ability does not modify the Critical Hit Rate numerical value in the character menu when active nor does it have a value showing the adjustments to the rating! So what is it modifying about Critical Hit really? What does "increases" mean? Is it additive? Multiplicative? How does it interact with Wrath stacks on Warrior when I cross class it?
To me it's lazy design when as a player I have to spend a huge portion of my own time and effort attempting to gather exhaustive controlled numbers in a parse so I can calculate the accuracy of an abilities effect. It's lazy design that I'd have to slot 1 point of Critical Hit per parse to determine if Critical Hit rate is tiered or linear in rate growth when compared to it's numerical stat value.
I'm not as angry as I was earlier - and I apologize to Hvinire if I came across as snide, but short flippant answers from the development team to what I'm sure many people would consider serious questions about the games mechanics and saying we don't need to have a little more detailed information about our characters - and that we ought to just "assume" something is counter-intuitive at best and insulting at worst.