George_Black wrote: » The winning factor, from perfection, became fluke of luck.
Fisher wrote: » Crit will be a stat, most likely, so I'm not sure what you mean by it being a secondary archetype augment. Choosing to augment your abilities with another archetype will not make it able to crit, it might make it more likely to crit. Or, more accurately based on the info we have, it'll change the damage type and the way the ability functions, e.g. instant teleport instead of charge.
Fisher wrote: » If the Fighter archetype is entirely unable to critically strike regardless of any ability choice you make, then your secondary augments will not change that because you are a Fighter first and foremost.
Dygz wrote: » Frankly, I don't understand how you think augments are intended to work. Of course, you should expect that a Fighter/Rogue will have the ability to place some form of burst damage/crit augment from one of the 4 Rogue Augment Schools on Fighter Active Skills.
Dygz wrote: » The Fighter Primary Archetype is not going to be designed to be unable to critically strike regardless of any choice you make.
George_Black wrote: » I would like to propose to Intrepid, that the Fighter class has the unique feature of not being able to land critical strikes.
Moowell wrote: » I don't think locking out critical hits by default is the way to go for any class for several reasons. 1) Strictly removing options from a single archetype is against the spirit of the game when said game values player agency as a core design pillar. A better way to do it would be to have an augment that does something similar. Or a stance. Maybe a weapon specialization or a passive trait. Something that converts critical hit chance/damage stats to base damage. More likely though is gearing your character with sub-stats that improve your sustained damage instead of your critical hits. All of these methods allow for player agency, so players who value big bursts of damage can have their critical hits while players who value sustained damage can make the choice to have more consistency. 2) Class balance hasn't been finalized yet. We don't know how strong they will be in PvP or PvE. We don't know what skills they will have. We don't know how they will stack up compared to the other damage dealers in solo or party play. All we truly know about them is that they are damage dealers and will fulfill their role as damage dealers. 3) The journey of Lineage 2's gladiators has little bearing on how Ashes of Creations' fighters will turn out, except as an example of what happens when you add something to a class that wasn't designed to have it. If Ashes of Creation removes critical hits from fighters in the very beginning, they risk making the exact same mistake as Lineage 2 when players start to complain that fighters aren't getting those big bursty numbers. 4) All classes can wear any gear. By removing critical hits from fighter classes, you make critical hit chance/damage on equipment useless to them. They will always be at a disadvantage compared to classes that can use those stats because their gear requirements are more specific. Dungeon or raid drops will need more specific stats to be as useful to them as to other classes, and crafters may have to spend more resources crafting specialized gear, depending on how randomized stat distribution will be on crafted gear. This can be mitigated if critical hit chance/damage can be directly converted to base damage as suggested in (1). P.S.: You don't need three posts to start talking about the topic, and you definitely don't need to say you're going to start talking about the topic, only to not start talking about the topic in the follow up post. It's not good forum etiquette to pad out your thread like that.