Darkest Dungeon®

Darkest Dungeon®

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Wayreth Mar 2, 2015 @ 1:10pm
Reduce Critical Strike Damage - Your Thoughts?
This is going to sound strange to many but it should make sense in the end…

Damage for a lot of critical hits are too high. Look at the Hellion. The Hellion does a lot of damage and can 2-shot most units in the game. A critical can kill all but the high-hit point enemies. Then you add the melee heroes – Bounty Hunter, Crusader, and Leper. These classes generally hit hard, and hit harder with the critical damage. Some players run ‘critical strike’ groups, usually in the ‘Dark’ to control stress levels and gain lots of loot.

Reducing critical damage would help reduce the overpowering damage of some of these heroes. After that, trinkets could be used to increase the critical damage as well, and self-buffing abilities that increase critical strike chance can also increase critical strike damage. The game could even reduce critical strike damage in the Dark in exchange for the extra bonus Critical Strike Chance.

Thoughts?
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Showing 1-7 of 7 comments
wckowalski Mar 2, 2015 @ 2:28pm 
On the other hand I've seen crits on -100% damage status moves that do 3 damage instead of 1, then have the status resisted.
Hij@ck3r Mar 2, 2015 @ 3:27pm 
Hm, at the moment i'm quiet fine with the crit-damage. They indeed can do hell of a damage, especially Bounty Hunter and Hellion, or the Crusader against unholy or stuff.

But if you would lower at the current state of the game the crit-damage - i think overall problems with the whole gameplay and balancing would appear. At the moment, your own crits are mighty and with a bit skill and a bit luck you kill everything in an instant, having a party with kind of 40% crit-change in the dark and more. This is possible but i dont think its the norm.

All more normal parties i think depend on the much more rare crits with theire heroes and the survival might depend on these extra 15 damage your crit might deal. The enemie crits are especially later in the game devestating, and i think yours should be too, as long as the current system exists.

As long the "luck" is that mighty in the fights - what isnt overall a bad thing in some way imho - that long you will need the possibility of dealing possible crits like it is possible at the moment.


And i think these "crit-builds" of characters like other char-builds, is one of the few current possibilities for you to turn the favor of the game more in your own direction. With "random" skilled and equiped guys, you will die on level 5 much more often, then with a party of specialized chars. Having at least one sick crit-damage-dealer in your party is vital in my opinion.
Wayreth Mar 2, 2015 @ 7:26pm 
Originally posted by wckowalski:
On the other hand I've seen crits on -100% damage status moves that do 3 damage instead of 1, then have the status resisted.

To be fair, those are most likely the ones that have -100% damage modification (like the Hellion WALP Stun)
Syger Mar 5, 2015 @ 10:37pm 
Yes. Supacrits gotta go. Going from doing 6 damage to 25 or something obscene like that on a crit is rediculous
Last edited by Syger; Mar 5, 2015 @ 10:38pm
7FOUR Mar 5, 2015 @ 11:29pm 
I think this is one of the issues that results in the game being much more difficult at the start and easier at the end. Early on getting crit by an enemy is extremely serious and they have more opportunities to do it because fresh recruits don't have the power to sweep up enemies quickly. Later, heroes have the potential to crit like crazy and nullify the biggest threats without effort, preventing enemies from doing the same to them. A reduction to the crit multiplier would be healthy for the game, bringing a bit more stability to early game and more challenge to mid and late game. A 1.5x multiplier instead of double damage would be a good start.
nyanko Mar 5, 2015 @ 11:37pm 
I don't think the problem is the crit damage. As stated above, the crit chance becomes very high once your characters level up. The devs should rather work on this and make each +1% crit chance bonus rare and difficult to get.
Wayreth Mar 7, 2015 @ 8:46pm 
Originally posted by Syger:
Yes. Supacrits gotta go. Going from doing 6 damage to 25 or something obscene like that on a crit is rediculous
Thank you. I have had what usually does 1 Damage non-Critical do 9 damage on Critical.

Critical Strike Chance does go up, but I don't think that it is a significant issue if:

-Critical Strike Damage base values goes down from what sometimes appears as +400% damage to a more modest +100% damage
-New Items that can give Bonus Critical Strike Damage (it can be with items that currently have increased Critical Strike Damage)
-Abilities that increase individual hero Critical Strike Chance also increase Critical Strike Damage (more reason to use those self-buffs)
-With more Darkness, reduce the stress relief gained from Critical Strikes
-Grant items that give bnous Stress Relief in combat (and not only in camps)

the list can go on but I need to make dessert.
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Date Posted: Mar 2, 2015 @ 1:10pm
Posts: 7