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Less Crunchy Crits#334

Would love crits to be tuned down just a smidge. From what I understand, Crits can do anywhere between X+1 and 2X damage (inclusive). With health values for most units being so low, crits with damage this high are devastating and frequently game-altering on crits with 4+ damage.

That being said, I like crits conceptually! I think they’re fun and exciting when they happen! But when an event which neither player controls becomes a pivotal moment in a match with no counterplay, it leaves a bit of a sour taste both on the recieving and offending side.

Even one-shot builds and big power moves like buffing up Furia with rapidfire for a huge blow take at least a turn to set up and can be both planned out by the attacker and counter played by the defender. Possible double damage give no agency to either player in their success or downfall.

2 years ago

Got my 20 HP Ext one-shot by Furia at 11 damage critting for 20. Definitely didn’t like it HahaDoge

2 years ago
1
F

While I’m not sure 2x damage is too much, I would prefer critical damage to not be random and be static. Otherwise it’s very hard to plan around them.

2 years ago

Looking into this.

The alternative that comes to mind would be doing +1, +2 or +3 damage on a crit (equal possibility).

2 years ago
2
Changed the status to
Researching
2 years ago
1

Another possibility is for crits to deal 1.5x damage (rounded either up or down to a minimum of +1), which makes them less swingy, but still scaling with the character. It would feel odd for stitchy mcpatchy to hit for 4.

2 years ago
1

I like the multiplier so higher damage units can get a better benefit while preventing, say, Maximus hitting for a possible 8 damage unbuffed.

I would still add some sort of upper cap for the damage though. Maybe the +3 you mentioned and lower the multiplier to 1.2x rounding up to nearest integer. This makes it so characters dealing 5 or below base damage can crit for +1, 6-10 base damage for +2, and 10+ are all capped at +3 to prevent instant kills on max HP Captains.

2 years ago

A 1.2x multiplier would mean that essentially every character will only do +1 damage, which feels very muted for a crit. I would rather have a higher multiplier with a cap than a lower multiplier without one.

As an aside though, how are you getting characters that deal 10 base damage in a single shot? Aside from Tipu (who needs to get CRAZY fed to put that off), the highest possible base damage I am aware of is from Furia at 5. If certain units are regularly achieving a base damage of 14, that is another problem entirely.

2 years ago

Furias buff stacks

2 years ago

That can’t be intentional, can it? Because holy ∗∗∗∗.

2 years ago

I think they should just gate it by base damage instead then. Anything damage 1-3 gets +1, anything 4-6 gets +2, anything over 6 gets +3.

2 years ago

I agree that crits are too crunchy and like the solution #185 proposed

“–To solve this I suggest standardizing the critical hit amount:
Change melee critical damage to always be +2
Change range critical damage to be always +1”

2 years ago
1

The ranged/melee solution sounds pretty good to me too.

2 years ago

I’d like to see less RNG in the game overall, but the crits don’t really bother me. More more agency pre-game (in the bridge and assists) would make the swinginess during game less backbreaking, and more of a “roll with your fortune” element.

2 years ago

Someone said making Crits a keyword which I thought was cool.

Crits encourage bad strategy, especially in newer players.

2 years ago

We just bumped these down a smidge (again). In the upcoming patch, crits do +1 or +2 damage (used to be +1, +2 or +3) damage. Hope this helps.

2 years ago
1
Changed the status to
In Progress
2 years ago

Lots more happening here. Looking for changes soon.

You can read the epic Discord chat log here for more details:

https://discord.com/channels/852221544699920424/1010605721521500160/1060013240660279336

a year ago