The "Enemies have X% Critical Strike Avoidance" modifier is bad game design IMO, and here's how I think it can be changed

I think the “enemies have X% critical strike avoidance and +X% increased health” monolith modifier is bad game design because it targets specific builds very harshly. It has little to no affect on non-crit builds such as DOT or minion damage, and punishes near 100% crit builds way too hard, as it seems like it takes almost double the time to kill enemies. I believe modifiers should mostly universally affect builds, as in my eyes, this is the equivalent of enemies have “+X% fire resistance” or “enemies take -X% melee damage” or even “sentinels do -X% less damage”, which is more obviously bad game design.

I think a good replacement would be something like “enemies take X% of the damage taken over X seconds at X% effect”, obviously not affected by DoT buffs. Something like this would add some variety to enemy defenses and not just target crit builds. Obviously, this can be fine-tuned and decided if it should affect DoT damage, but that can be determined by how well the current system handles DoT affects.

It’s nowhere nears as #feelsbad as the dodge modifier.

Minion builds can be crit builds as well.

I disagree, I think its ok to have some things, be they mono modifiers or enemies, that counter specific builds. This makes it so that you cant just mindlessly steamroll through everything, you need to think about whether you take a particular mono or not. And thinking/choices are good.

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Yes you are right but to have such a choice isn’t there a need for “Minions deal less damage” and “DoTs deal less damage”? Just asking because there are no modifiers that reduce flat minion and DoT damage. Or do you want to say these builds are for people who better not think or choice making stuff to complicated? :wink:

No, I’ve said before (in the distant past) that there need to be comparable adverse modifiers that affect (just) minions and (just) DoT builds (like a % chance to not have a stack of damaging ailments applied in addition to less DoT damage taken).

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I agree that if the modifiers that specifically targeted builds applied to all build types, it would make choosing paths in a monolith timeline more interesting. But as it stands, it is disproportionate in how my hit-based crit builds are affected by modifiers due to the crit avoidance and glancing blow modfiers compared to my DoT builds, which I think is an issue.

And dodge, which feels so rough.

If I was going to do anything to this, I would just make it where it reduces your bonus crit chance stat. (Admittedly, that’s probably what it already does.) You could also cap it at 25% for enemies and that be that. Might be a reasonable solution as well.

I don’t really see this as an issue though. I’ve played two characters to 100 and another is close, and I haven’t noticed any enemy become totally uncritable that I cared about or mattered to me. Not sure this is actually broken or anything. If it ended up on a boss, it might be a little annoying but the main thing I don’t like showing up on a boss is the “regens health after not being hit for for awhile” one. That’s a “go away and come back later” for a lot of builds on several bosses.

There is a difference between not being crit and not taking any bonus damage from crits. Any on crit effects will still occur if the target takes no extra damage from crits.

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I didn’t realize it would still play the critical animation and them not take any extra damage. That seems like a flawed way of informing the player about what’s actually happening. In human computer interfaces class we would’ve referred to that as “poor feedback.” That definitely needs to be fixed. Maybe instead it could change to a cyan or purple color to let you know you crit but the damage got reduced by avoidance.

I guess the other idea would be for there to just be a stat that allows you to penetrate avoidance or passives that make your crits unavoidable, as with Earthquake and dodge or the stat effect that reduces healing. If there’s an enemy mechanic, there should be a reasonable way to mitigate it. That would be my way of designing the game.

Sure, once we move to 3 prefix/3 suffix on gear. As it stands, affix space is a precious commodity.

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No yeah I understand that. That’s why I would either add more passives / extra passive points, or make it a single node on a skill or two somewhere.

That’s something I’ve brought up elsewhere is that there really are too many stats you need and too few ways to get them, especially when a lot of them are mandatory as with defense stats. Maybe base stats could contribute more to these sorts of things also.

I would really like to see a generic passive tree with QoL improvements, and points earned every 5 levels… or perhaps through post-100 achievements in the endgame.

Yeah, I would also like to see stats be more meaningful. As it stands, how many people bother to get the +1 stats reward for finishing the campaign? That should be an incentive, not just an “oh, I guess there is a reward” type of thing.

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Crit avoidance should turn the crit (yellow) into a normal hit (not yellow). Only reduced damage from crits (not an enemy modifier as far as I’m aware) means that the crit does no extra damage but is still a crit.

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Right but in either case, if the enemy is benefiting from crit strike avoidance, the player should be being told what has happened. If they’re getting not crit when they would have otherwise, that needs to be a separate damage color so we can understand and adjust our strategy. For those hits where it influences the outcome, it’s effectively the same thing. We lost damage we would’ve gotten otherwise.

Is that really how it’s working? It feels like my werebear has more issues maintaining bear-form with crit avoidance mods. (rage on crit passives taken)

Yes, that’s because you’re critting less because the mob has a chance to not be crit. I had originally posted something which was focussed on crit damage reduction but that isn’t a modifier that mobs can get as far as I’m aware.

Apologies if that wasn’t clear. The first sentence in the post you replied to is what happening currently. The second is what would happen if mobs were able to get that modifier (& is what happens to the player if the player has that modifier on a 2h melee weapon, when the player gets crit, they take less bonus damage but still take a crit so any “when crit” effects still occur).

I’d rather modifiers that cause builds to cease to function to be removed until the UI is changed on the monolith web. The echo modifier is so un-represented that they just feel like something you should be ignoring. Like rewards are prominently displayed but the modifiers are hidden within the tooltip.

In my opinion ALL the monolith modifier are bad and NOT FUN.
Only corruption level should be define the difficulty.

I wish modifier were like “+10% XP”, or “Only undead enemies”.
For example, nothing wich is build breaking in terms of difficulty but adding special variety

And btw: I also wish there were no stability farming for corruption, but Monolith TIERS.
Killing Orobyss at the end of a web brings you to the next tier:
Monolith → Empored → Tier 3 (150 Corruption) → Tier 4 (200) …
Tiers are unlimited, and could add +50 Corruption for example.
Special node at the beginning of a web let you choose ANY lower tier to go back if you want.

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