No.. please give me back my crit variance. Do you have any idea how absolutely boring auto crits are? May as well just remove crit as a function at that point.
No.. please give me back my crit variance. Do you have any idea how absolutely boring auto crits are? May as well just remove crit as a function at that point.
Completely forgot about Piety being around back in the day.Piety's been here for quite a while, actually - since inception. Its use hasn't changed at all, other than just the amount of MP regenerated from it. It used to raise your MP ceiling, I think, back in Heavensward and ARR when it actually mattered. Now that it doesn't matter as much due to capping at 10k MP for all jobs, it is a junk stat as you say - but some healer builds still need it to an extent to make sure they don't run OoM in a raid setting, particularly Savage or Ultimate.



when everyone crits all the time
no one crits ever


You know how frustrating it is trying to fit a Critical Direct Hit in a damage window? Because Auto Crits aren't what I'm asking for.




Square tried to mitigate the no-GCD healing meta by making bleeds ubiquitous in Abyssos. The problems with that approach are numerous.
- They want to make healing harder without scaring unskilled healers, which are practically mutually exclusive goals
- They made it a mitigation check instead of a healing check, which is a party responsibility that's blamed on healers when things go south
- oGCD healing is still meta, because free and instant always beats slow with an opportunity cost
- Their desire to make GCD healing more important is entirely rooted in "because that's what healers are supposed to do", which ignores how dreadfully boring GCD healing spells as currently designed are.


I think people whine too much about this and possible gear wrong.. maybe the gearing is more towards DET and DH...
Also for any given window it is all about skipping mechanics... if lower crit rate does this, then it also get more difficult to skip a mechanic... skipping mechanics in raids = bad and lowers the players skill of being able to actually deal with these mechanics...
Everyone that play this game know that every boss Savage as none Savage all run on a scripted run and if you can pass the time limits you will entirely skip certain mechanics.
Let it stay as it is, if it mean it is more difficult so be it, if you need the next tier to beat the previous.. so be it.
Also main stat is STR, DEX whichever stat that adds to your main attributes.. CRT, DET, DH,TNC, SPD, PT, SPS is all counted as secondary stats.. and most of them you can only raise the percentage of whichever thing by a couple of points by adding to.




Revamp current Crit stat into Critical Damage%
Get rid of current Direct Hit stat, replace it with Crit%.
...Maybe.


Imagine if Piety and Tenacity were actually useful stats!
Shame 90% of healer gear gets Piety for mana problems that dont exist outside of WHM.




If a fight is clearable with all players getting 0 crits, I have no problem with high crit variance.
What is boring though, is attacks always crit/crit+DH because that's how the burst is designed.
http://king.canadane.com


I'd have no problems with this either - sadly we live in a world that relies on variance in some fights, and even then for people who aren't as high a skill level in Savage it will still take some variance for them to win a fight even doing the mechanics correctly.
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