That's exactly the problem - the classes that used criticals are losing out on what was once their strength because it's now something everyone has and can build up to an optimum level with potential. So Archers lose out their damage boost on criticals, their superior accuracy (Thanks to the stupid level-based formula) and still get shafted with lower HP than is needed to participate in things.
Am I wrong in thinking that the whole point of a critical is that it's a chance at hitting for far more than usual? That the perk of having a critical chance is that, while you can hit really low lows, you can also land really high highs? That was the fun part of it - non critical classes had very stable damage, to the point where you more or less know that, say, every magic claw will do about 3k damage. If i fire a single strafe, it could be 12k, it could be 40k. It's not going to be as exciting to get a critical when the difference is 28k to 32k, for example. It robs the whole difference of playing the critical classes. If the main difference between gunslingers and crossbowmen is that crossbows have a slightly higher rate of criticals, but critical hits aren't all that different from noncriticals... that's not much of a difference at all.
Admittedly i don't have a high leveled character in KMS to test on, but the way it looks right now they should just take criticals out because they're pointless.
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