I was thinking about it the other day, most burst comes from critical attacks. If you dont crit, you dont actually/usually do much damage.
I gathered up some ideas of mine, and decided to make a post about it to see if there are other ppl who thinks like me, please tell me what you think of them.
Do you think it would be bad? If so which point do you dislike and what would be the negative impact in the game if it went live.
I couldnt think of any except maybe it would make most class look a bit more alike, but personally id stick with that for more balance in pvp.
If you think it could be good but could be better, please add any suggestion you may have about changing some aspect of my idea.
Thank you everyone for reading.
Blizzard is currently trying to fix the burst problem by nerfing the overall damage and setting a steady amount of resiliance.
back in BC/Wolk, resiliance reduced the damage and crit chance of critical strikes, thus making crit a weaker stat over the expension and making haste and armor pen more attractive.
If instead of doing something similar, we would make crit do a partial of its damage over time? I dont personally like the theory behind this idea, but I feel it would solve the burst issue if tuned right.
Exemple: A paladin fighting another player.
My Templar's verdict hits for 100k non crit. on a target with 65% resil
35k Damage is dealt 100*(100%-65%)
+7k mastery 20% mastery from Hands of Light
My templar's verdict hits for 200k crit on a target with 65% resil.
35k damage + (100%-65% resilience = 35% of 35k= 12.25k)
Templar's verdict would deal 35k+12.25k= 47.25k
And additional Dot damage equal to the resiliance of the target being 65% of the bonus critical damage = (35k-12.25k = 22.75k) over time ( 5-8 seconds could be more of less, defining this number would require testing )
And the normal mastery damage 14k.
So, my templar's verdict would deal
47.25k damage initially
14k Hands of Light (Mastery proc)
22.75k over 5 to 8 seconds
A total of 84k damage
Of the 70k from Templar's verdict, about 31.5% (22.75k) of its damage would be dealt over time, thus reducing the burst damage without reducing actual damage. The mastery proc, being a proc, does not go into the dot, (It could but I dont feel like it would be fun because it would require rogue poisons, windfury, shadowy apparitions, warrior mastery etc to also go into the Dot)
In short, it would reduce the burst damage done depending on the resilience of the target. Gemming into resil will reduce the initial damage but increase the dot potency resulting in a less effective burst but same damage overall
Some procs and effects would not be affected by this rule in order to keep the game fun and abilities unique, so I made 5 rules to try to balance the debuff towards that.
RULE1: it is important to know that it would only affect critical abilities, but not all of them. Namely any procs: Paladin mastery, rogue poison crits, shadow priests shadowy apparitions, Shaman windfury procs, Paladin's seals, Warrior's mastery and pet basic abilities(Water bolt, Claw, firebolt etc.)
RULE2: Critical dot or critical channeling damage would not be affected as they are already a Dot, Melee auto attacks would also not be affected.
RULE3: That damage over time shouldn’t be affected by resilience or any defensive mod as its initial component was already affected by it.
RULE4: That damage over time shouldn’t be increased by any damaging mods since its initial component was already affected by it.
RULE5: The damage over time should behave like the Fire Mage mastery Ignite, all following critical strike that respect the conditions should simply add itself to the dot and reset the duration so the damage is never lost but always spread.
There you have it, waiting for your feedback guys and girls =)