It is very likely writers do not simply "forget" their own work. But rather they change their minds, want to go in another direction or a more intriguing idea comes to mind in the process.
Brian K. Vaughan wrote a nice article about this years ago. It was good.
Or sometimes they admit it. :P As an example, "The Southern Vampire Mysteries" author, Charlaine Harris, said of the character Debbie that she forgot about making her a werelynx initially (she was later written as a werefox) and went on to say that these things happen in a complex series that has been a work in progress for many years.
I dunno why designers keep adding that stat in games, either. It's been a problem in every game that I've played that had it.Though the main culprit is +crit damage
I thought from the beginning that crit was just supposed to offer different proc effects from the crits, not an increase in damage. They changed their mind or I'm not remembering correctly.
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Actually you're all wrong
It's not crit damage it's damage multipliers. The reason for this is rather simple, damage (unlike crit damage) scales multiplicatively.
So if you get scholar runes you deal 1.1* normal damage. If you also have sigil of force you don't get 1.15 but instead you get 1.155.
An added problem is that that number also scales(multiplicatively) with crit which means that if you have a 360% crit dmg and 180% damage you get 648% "normal" damage and getting 100% crit chance is rather easy (when playing with an organised team).
For "gigles" I once calculated how much Effective power you could get fully stacked (and with a selfish build when others run support builds) and it was around 28k which is massive since base EP is something like 6k.
This all isn't really a problem if there was equivalent gear for conditions but there simply isn't. There (hardly) is a correlation between cond damage and cond duration but they definitely don't scale with eachother, add to this that conditions have a cap (silly as hell) and you find your answer.
You can't "force" people to bring gear other than zerg (tough/vit) unless you implement undodgeable one shot kill mechanics which simply is stupid and lame design. Normally everyone should have enough mechanics to stay alive dodge*2 + heal skill, there isn't a single encounter ingame where you can "run out" of those tools to keep you alive.
Damage multipliers sucking doesn't also mean that +Crit damage doesn't suck too.Actually you're all wrong
It's not crit damage it's damage multipliers.
Sure you have a point, but I think the main problem is the damage multiplier and not the crit multiplier since many classes have real "wonky" traits that don't give +crit and +crit damage. The main problem with crit damage imo is consumables + the buffs to certain traits and signets, which made it very easy to get 100% crit chance.
Most games have a crit multiplier of 2 while GW2 starts at 1.5. If you add (passive) traits you get 1.8 armor gives 0.16 a weapon gives 0.1 so if you get those together you're at 2.06 which isn't ungodly amounts of many. Now add accessories exotic : 36% ascended: 44% which brings it up to 2.42 or 2.5 it's a tad high but not all that ungodly. Bring in consumables, active traits a banner and you end up with another 30% (or more) so that totals 2.8 which is OTT but I think we'll be able to get to 3.0 with ascended gear.
300% damage (on crit) is a lot, true (especially with 100% crit chance being obtainable for everyone) but that number is high but adding damage to that makes it insane, my mesmer has (under the best circumstances) around 140% damage so let's take 2.6*1.4 and we get 364% damage which is a lot more outlandish than 260%.
This is also the reason why eles and rangers do so much damage, they have low crit multipliers but very high damage multipliers.
Big reveal planned for PAX
https://forum-en.guildwars2.com/foru...st#post2640300Originally Posted by ColinJohanson