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Crits should be keyworded, not random#770

As is, crits are random, potentially adding 1-3 extra damage to a model for free with no setup, risk, or reward. Tactics are moot when a crit is the difference between destroying a model and having to spend another action or even another turn entirely.

With 1-3 damage per crit, most units can have their damage effectively doubled. This is the equivalent of rapid fire, corrosive, having a duplicate unit, having amplifier out, taking a second action, (sometimes) taking a second turn, or any of the many things that cost cinder to buff or deal direct damage. Those examples require setup, risk/reward, or at least some amount of strategy. Crits are free, they require no setup or skill, and they often turn the tide of a match. They aren’t fun for anybody, as has been proven by any other game with random crits.

In my opinion, a good solution would be to keyword random crits. Crosshair is a great example of this. That model requires some setup to get a crit, and you could even build around it using other models to combo with it to meet the conditions for a guaranteed crit. I think this is a great way to implement crits as a whole, allowing a new depth of strategy for crit builds, or just extra conditions to be aware of when positioning models or taking your turn.

Without some change to their implementation, a lot of people will be, and already are, frusterated by games that are decided by random chance rather than strategy and skill.

2 years ago
5

great solution, crits are fun but as is they encourage pot shots even for 1 dmg units against armor and it sucks when they reward bad play.

2 years ago
Changed the status to
Researching
a year ago