Wasteland 3

Wasteland 3

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Twice Sep 7, 2020 @ 12:53pm
Critical Hits makes the Gameplay Unsatisfying.
I don't feel clever playing this game. I don't feel like I even need to utilize cover or any other tools or status-effects. Once I got 'smart' on how broken Critical Hits are in this game, I just bum-rush everything and watch things melt. The damage is way overtuned, lower the critical multiplier and do away with Mega Crits entirely.

A MAC 17 firing 8x shots with a 30% chance to crit, where a bullet that normally does 10 damage is suddenly boosted into 150 is RIDICULOUS. 8 chances to deal extra damage is reasonable when it's the usual 2x (though I think that's too much), but when it mega-crits the damage is boosted to 1000%?? What EVEN. 8 Chances for 1000%?! I knew there was a reason I maxed Luck. Ugh..

Not only is it not fun to melt your opponents in this way because it just KILLS the tactical element you seem to encourage, but it's not fun being on the receiving end either.

You are tricked into thinking you are building characters into defensive roles with Armor and Con boosts from various stats, but all you are doing is gimping them because the only real defense is Evasion, because of Critical Hits. A single critical hit mid-game WILL demolish your character, regardless of his health or armor at that point. Luck, Speed and Cover is what WILL keep him safe, while Con and Armor has no relevance... And on Ranger difficulty, enemies critical hit A LOT, and it's even WORSE on Supreme Jerk. If you want to form any sort of proper armor defense, Cybernetics become mandatory for that 100% Crit Resistance.

Not to mention how skewed the balance is. The more x'es behind the damage number, the better the weapon is (unless it's a sniper), again because the amount of x'es translates to chances to crit.

All you end up doing is crit-fishing. Maybe you just want to boost Intelligence for those Skill-points, but what you end up doing in the process is dumbing down the gameplay.

Give us more skill-synergies.
Demoralize + Shaolins Surprise.
Marked Target + Precision Shots.
Bleeding Strikes + Burning.

This is where the tactical element and fun should come from along with the regular gameplay, but I am constantly denied the opportunity to even put it into play because WHOOPSIE, I got a critical hit!

It's too easy to exploit and metagame. You could tell me NOT to do that, but I want those 5 Skill Points intelligence gives me, and since Intelligence is tied to Critical Hit AND Critical Multiplier, aint much to be done.

I suggest you remove Mega-Crits, and move the Critical Multiplier to the Luck stat, leave Critical Chance on Intelligence, and make the Multiplier no more than 1.2 at base and no more than 1.5 at it's best.

Or tell me how I can balance the game myself, because the game is fun when I am not being ♥♥♥♥♥♥ by critical hits. Mod tools or something?
Last edited by Twice; Sep 17, 2020 @ 3:20am
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Showing 1-9 of 9 comments
Golden Golem Sep 8, 2020 @ 8:00am 
maybe it should be tied to weapons, a sniper could do 1.5, a pistol too, but automatic weapon should not. explosives should not crit?
Twice Sep 8, 2020 @ 8:12am 
Originally posted by Raging Golden Golem:
maybe it should be tied to weapons, a sniper could do 1.5, a pistol too, but automatic weapon should not. explosives should not crit?
Explosives not being able to crit is another good way to do it, aside from the perk that gives critical hits on a direct hit. Their damage potential is already massive if you max out explosives.

For snipers, maybe you can do something with mark target. It already increases damage dealt from precision shots by 100%, maybe change that to an increased critical multiplier while increasing the chance of bonus effects from Precision shots for the entire squadron, kind of like the sniper perk.

Honestly individual weapon-type critical multipliers is probably a better pick than a universal multiplier, it's much easier to balance, so I think you are right.

Mega-Crits still have to go though. Especially for rapid-fire weapons.
Last edited by Twice; Sep 8, 2020 @ 8:14am
Grantig Sep 17, 2020 @ 3:16am 
I agree, the crit system is way broken.
Luk Sep 17, 2020 @ 11:40am 
+1
Gauss Oct 13, 2020 @ 4:38am 
hm actually i am surprised as to your 30% crit chance!
How did you get that, as only max INT provides one as close to your value?

I have a helmet equipped that gives +12% crit chance (spectrum assautl helmet) + 3% with my Rabbits paw.
So effectively with my INT at level 6 i have 12 + 12 + 3 = 27%
And to my experience mostly single shot weapons or melee + brawling have high crit values, makes sense as to the problem you were stating!
And actually all luck values are rolled before any other values are determined at least according to the post on reddit here:
https://www.reddit.com/r/Wasteland/comments/iztxzk/crit_resistance_mega_crits_armor_and_armor/

By the way the official WL3 wiki is wrong about the tables and all:
https://wasteland.gamepedia.com/Critical_Chance
there is no base crit chance related to skills, i don't know how that ended up there ???

And actually i've experienced/felt there were more crit hits from that character in combat, compared to my other chars.
Nagumo Oct 28, 2020 @ 10:53am 
+3 with a cat as companion. Then you have your 30% :) (And with Major Tomcat you don't have to take AW at all)
NeoNLinK Nov 6, 2020 @ 6:55am 
"You are tricked into thinking you are building characters into defensive roles with Armor and Con boosts from various stats, but all you are doing is gimping them because the only real defense is Evasion, because of Critical Hits. A single critical hit mid-game WILL demolish your character, regardless of his health or armor at that point. Luck, Speed and Cover is what WILL keep him safe, while Con and Armor has no relevance"

yep thats true.

you forget that with small arms ( pistol + shotgun ) and luck, kill the whole encounter. just do trickshot, swap to auto shotgun make ulti + crit and win. xD.
unbalance i guess.

the problem is, speed is unrelevant in W3. if u shoot first your WHOLE squad has first strike and then the enermy has a turn.
In W2 it depens on speed of every char on the field and turns are mixed.
So u have to preset ur tanks in front, cuz mostly in W2 they had less speed and they was last pick in the firts turn.

they remove the mixed turn / rounds and i have no idea why. feels bad man. less tactic in my opinion.
Jendalf Nov 6, 2020 @ 8:18am 
Very nicely put. No tactical value or meaning once you are little further in the game and difficulty doesnt matter.
Shotgun with nice muzzle and scope can tear through any encounter and snipers are one tapping almost everything.
But your enemies are one shooting you too so you are forced to rush everything to end in 1-2 turns. I wonder whats the point of giving as skill synergies when there is no need in using them.
The only thing that matters is just who starts the fighting. Why even put initiative as stat when it has almost no meaning.
Last edited by Jendalf; Nov 6, 2020 @ 8:18am
Gillsing Oct 6, 2022 @ 4:31pm 
So... Circus Freak is the best quirk then, with +25 Crit Resistance? With background Paladin for another +15% Crit Resistance? Uness you can attain 100% crit resistance just with the right equipment.

Though when I tried out a Circus Freak and a Mime it turns out that all their armor and trinket slots are disabled. Or so I thought, but then suddenly both of them were able to equip the DLC hat and trinket. Weird.

Even so, maybe it's better to have a Ranger team full of Varangian Blood? As soon as one of them goes down, the rest of them get 100% Critical Chance and 3 AP. Surely that ought to put down anyone within range?
Last edited by Gillsing; Oct 8, 2022 @ 4:16am
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