It is bad for the game in certain regards, or rather bad for balance.
Our potency numbers on skills have become incredibly bloated over the years. Because crit is a .X multiplier this means that the damage variance when executing the exact same rotation gets even bigger depending on whether or not you had good crit rng at the right time.
The same issues apply to Direct Hit as well, just to a lesser extent. The DH stat only increases the chance of landing one and not also the multiplier for it, which is innately lower than Crit (25% vs 40% at base).
Obviously they couldn't just nerf crit and call it a day, they would have to also buff the other stats to make up for lost dps.
The other option would be to simply reduce the potency on all skills back to around Heavensward level.
We do not need every 2-minute burst skill to do 1000-1600 potency, but obviously this would require adjusting the health values of all enemies as well.



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