User talk:Raine Valen/Mass Balance/Critical Hits

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General Discussion.[edit]

On Moving Foes:[edit]

Raine's Proposal:[edit]

On Higher and Lower Levels:[edit]

71.174.24.197's Proposal:[edit]

Guild Wars really starts at level 20 anyway, and personally, I have never experienced any hinderance from the way the critical hit system works before I reached level 20. Therefore, I doubt it would be worth the time and effort to change something that most people won't even be aware of. 145.94.74.23 22:21, 6 February 2009 (UTC)
I think he's referring to the fact that level 27 mobs in HM crit 96% of the time, in addition to having perma RaO. Players don't score crits on those mobs because they have 7 levels on you and you can't autocrit (which I advocate removing, anyway) because they move faster than you do. On top of that, the mobs already have higher health, armor, and weapon attributes than players; putting in level-based crits in addition to that is just unnecessary. User Raine R.gif Raine - talk 02:49, 7 February 2009 (UTC)
I see. Then again, it's Hard Mode for a reason. The monsters are supposed to be more skilled (instead of just having more armor, damage and health) and the critical hit difference is one of the few things that represens that. I'd leave it in if Hard Mode were to be revamped (read: based more on smart AI than rediculously more powerful monsters) to represent that. If this post makes no sense whatsoever, then you may remove it, because I don't really know how to explain what I mean here. 145.94.74.23 08:19, 7 February 2009 (UTC)

On Weapon Attribute Ranks:[edit]

On added damage:[edit]

145.94.74.23 's Proposal:[edit]

It would solve scythes yes but the problem is you reduce the dps melee generates with quite alot.While the problem lies with scythes only afaik Lilondra User Lilondra Sig.jpg*poke* 07:24, 20 August 2009 (UTC)