I haven’t played all the classes yet but the numbers of (base) +Critical Strike Chance on Weapons (implicit, spear-types) and also (to a lesser extent) the explicit base-crit affix are too strong.
For hit based builds it feels mandatory to use a spear. I don’t like that at all.
Base crit scales threefold in this game (base chance itself, increased chance, multi) and it seems fairly easy to reach high amounts of increased crit chance and some multi.
Hence, with typical investments e.g. a +5% implicit can straight up double your DPS.
The only effective balancing of base crit comes from the 100% total crit chance hardcap.
9% (or 7?) explicit affix is also quite strong and has only very few competitors for hit based builds. There seems to be a trade off (against other possible affixes) but I think it is not even close to be balanced. I can’t give the proper number, because the question is at which level of investment (%increased crit, %critmulti) you want the balance.
Base crit should be shifted even more towards skilltrees and a little bit in passives.
With glancing blows freeing up affix slots, it could also be a good idea to have base crit as affixes on much more itemslots (and of course with (compared to now) much lower values)
Having a crit heavy build shouldn’t be about choosing the weapon type.
Crit implicits should be changed to %increased crit chance.
A different thing is, that there is no unique purpose of critical strike chance in this game besides straight increasing the dps and turning some numbers to yellow.
Having an attack-hit (especially melee) based build automatically means you have to go crit in this game if you want to be somewhat effective.
This is a wasted opportunity.
Altough, this will maybe change once the (useless) penetration/resistance-shred mechanic is fixed so that it could become an alternative (altough I doubt that).
The unique purpose of critical strikes could/should(?) be that it is something you can not rely on (hence the name…).
Crit chance should be an effect that you can’t rely on for normal mobs because the chance that it happens is just too low.
However, you can rely on it for bosses / monsters you hit more often.
So what this comes down to (in the case one wants that ‘crit’ has a unique gameplay purpose) is that a “crit focused build” should have maybe max. 10% total chance to crit but a crit multiplier of 2000% or so.
Of course this doesn’t work with the DR of bosses that is currently in the game. (which is rubbish and should be replaced by more defensive monolith area modifiers)