Talk:Critical Hit (Mechanic)/@comment-85.76.64.137-20130602104910

The developers need to really revamp the crit system, it's a complete joke right now. Paris, one of the weapons with the best (read: least worst) crit chance, has a 20% chance to do 50% extra damage, which means 20% x 0.5 = 10% increase in damage. If you expend 18 mod points on Point Strike and Vital Sense, these numbers go up to 50% and 110%, meaning 50% x 1.1 = 55% extra damage.

Compare that to a fully upgraded Serration which costs 14 points (4 points less) and adds a whopping 165% damage. Hell, if Serration added a mere 5% damage per level, it would still be even with the bonus crit damage at 55% while still costing less, being more consistent, and affecting elemental damage bonuses.

I really don't know how this should be fixed. Simply redo the numbers? That would probably end up out of balance in a different way, seeing how little regard the developers have for balance (resistance mods, ha!). Make crits ignore armor? Almost all weapons already ignore armor either innately or via mods. Add a very minor stun to critical hits (it would make sense for a barrage of critical hits to have such an effect)? That would not solve the problem for slow-firing weapons unless their stun lasted longer (tied to weapon damage, maybe?).

Personally, I would go with the last option if the game wasn't so full of different if the game wasn't so full of incapacitation options already. But I'm no game developer, so maybe I should not continue this rant any further.