Crit avoidance is kinda a weird stat.
It’s the only stat in the game that is mandatory for every class and spec in the game, regardless of build type. It’s a binary stat, if you don’t have enough, it’s unreliable and your investment is occasinally worthless. If you do have more than 100% crit avoidance, you can flat out ignore a whole host of modifiers in endgame monoliths and dungeon runs. It doesn’t matter how much crit chance or bonus crit damage you stack on enemies if you just negate it completely. This actually makes “fishing” for these modifiers beneficial, which is somewhat counter-intuitive.
Even resistances, which is the other stat that everyone recommends getting to the 75% cap has more choice and flexibility in it. A few missing points of resistance aren’t the end of the world. Different classes get different amounts from their passive trees and class gear and even buffs from skills, so it feels unique to build and plan resistances depending on your build. It’s granular, so every percentage point matters, even over the cap, for things like resistance shred, poison/shock debuffs, and Marked for Death. There’s also unique items which synergize with resistances, either having effects based on resistances, or reducing resistances as a downside for their powerful effects. Crit avoidance has none of those factors to make it feel dynamic.
Crit avoidance is similar to Dodge, a defence that is unreliable, but very powerful if you have enough of it. Avoiding the damage done by crits is obviously a much bigger deal though, as it can lead to one-shots and feels-bad gameplay moments. It’s a boring, but mandatory stat at the moment.
What if Crit avoidance as a gear affix was a hybrid stat connected to dodge? Something like “+flat dodge rating AND % of total dodge applied as crit avoidance”. It could be balanced in a way so that if you get it in a few places while building dodge, it could be a multiple of your dodge chance, say between 150-300%. This would let you dynamically accumulate dodge in other places, until you got a combination that let you avoid crits entirely (so, for example, 34% dodge chance and 300% dodge->crit avoid, or 80% dodge and 125% dodge->crit avoid. Something like that). This would make it more granular, and feel more rewarding. The afformentioned issues with ignoring endgame modifiers still exist, but this could be a benefit for investing in what is otherwise an unreliable defence, Dodge.
This would also necessitate/allow for “Less damage from crits” mods to become more common. We could also tie those to the other main defences. New hybrid affixes like “+ flat armor, doubled against crits” or “Ward per Second, and Crits do % less damage against ward” or “(total > 100%) of block chance/effect applied against crits”. Maybe even “Endurance threshold is applied at (>100)% to Crits”. These are just springboard ideas. Go wild with it. The point is that all of these options make building your regular defences more meaningful, give granular alternatives to dealing with deadly end-game crits, and can also be more thematic and dependant on your build/class/spec, instead of just being one stat that everyone needs at >100% or you’re gonna have a bad time.
Thanks for reading.
TLDR: Crit avoidance affixes should be less prevalent, and related to dodge to make both more interesting.
Less damage from crits affixes should be more prevalent, and based on other defenses. Extra armor/block effect/ward vs crits etc.