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banaan95's avatar
8 years ago

Critical hit are a disadvantage instead of an advantage

When this game first came out critical hits where nice to get, dealing a bit more damage (i dont know how much) with an attack is always nice. Nowadays critical hits don't work that way anymore. Critical hits will now give the opponents an advantage pretty often. A couple of examples:
1. Leader Rex - gives 15% tm to clone allies and half that amount to other allies. Which makes them attack very very often
2. Zeta Barris - her unique gives 20%(!) Health to allies who are critically hit. If you dont inflict shock or healing immunity you might not kill a single enemie if yoy use critical based characters
3. Chirrut - rebel allies gain heal over time when critically hit. This heals more than ususal as well
4. Biggs - gets 100% tm when critically hit. The only one in this list i find to be reasonable and not too much of a disadvantage to crits

There's probably more examples just thought of this quickly if you can think of more please let me know. My point is that critical hit based characters (Lando, Leader HK) have become rather useless these days.

The only way i know to get rid of critical hita from your team is Darth Nihilus with a sith team. I think critical hits should be restored to their former pride. I would like to hear what you guys and girls think of this.

26 Replies

  • "JacenRoe;c-1135038" wrote:
    "NicWester;c-1135031" wrote:
    These characters are a natural balance to the crit-stacking folks do with mods. You're basically saying that the existence of paper makes rock too weak.


    Yup. This is needed considering an offense set gives 10% bonus, and a crit damage set gives triple the damage bonus. You can mod some toons to 100% crit chance with the right leader. It would be too strong otherwise.


    Actually the 30% crit bonus means 216% critical damage vs 186%, meaning you do 216% of normal damage on critical hits(I assume your using a =+36 crit damage mod). So 16% more damage on critical hits. If half your hits are critical, this translates to 10.5% more damage.
  • Crit teams were everything for a while; the meta was all Lando/Wiggs, all the time. CG pretty reasonably starting introducing anti-crit stuff. There's a lot of it now, and it's all pretty popular now, but that's okay. All we need are a few more meta-worthy toons with abilities like R2's Combat Analysis zeta (Light Side characters dispel all debuffs on themselves when they score a critical hit) and we'll start to see the pendulum swing the other way. And based on R2's recent release it seems like CG is aware of that and we'll probably start to see more characters that get extra benefits on crits as well. Leading, eventually, hopefully, to a more diverse meta. You know, if it weren't for the existence of triple cleanse.
  • "Vice_torn;c-1136437" wrote:
    "JacenRoe;c-1135038" wrote:
    "NicWester;c-1135031" wrote:
    These characters are a natural balance to the crit-stacking folks do with mods. You're basically saying that the existence of paper makes rock too weak.


    Yup. This is needed considering an offense set gives 10% bonus, and a crit damage set gives triple the damage bonus. You can mod some toons to 100% crit chance with the right leader. It would be too strong otherwise.


    Actually the 30% crit bonus means 216% critical damage vs 186%, meaning you do 216% of normal damage on critical hits(I assume your using a =+36 crit damage mod). So 16% more damage on critical hits. If half your hits are critical, this translates to 10.5% more damage.


    If we're talking about offense vs crit damage then a crit damage triangle and a crit damage set bonus is a total of 66% extra vs 10% offense from a set, and 5.88% from a triangle. That's a big advantage for crit damage vs offense especially when you read the other thing I said which is that you can get crit chance WAY higher than 50% per your example.

    With good mods and Boba lead my Anakin was running in arena with 76% crit chance, and my Lando had 85% (supposedly over 100% when he buffed himself, but it was bugged at the time). Both had 216% crit damage. Do the math on an extra 15.88% offense vs an extra 66% crit damage when the 66% is hitting 76-100% of the time.

  • You missed Kenobi taunting whenever the opponent crits. Considering almost every team in my arena shard at least has anti-crit mechanisms I am moving to a Nihilis lead. This is also partly why no one uses droids anymore since their team is designed around dealing crits. Crits were getting out of hand it seemed with how much damage was being done, but I feel the anti-crit has over-balanced it now.
  • "Joost;d-116908" wrote:

    4. Biggs - gets 100% tm when critically hit. The only one in this list i find to be reasonable and not too much of a disadvantage to crits


    Easily countered with daze and shock.

    Chirrut's hots are countered with buff immunity, healing immunity or their combination in shock.

    Barris' heal needs healing immunit/shock.

    Rex' lead is the hardest one to counter if you don't have a DN lead sith team.


  • I do think some abilities that counter crit should exist, but the frequency with which they are being released is very worrying. If it keeps up like this, there will be so many counters to critical strikes that characters who rely on crits will disappear entirely from arena.

    I'm also worried that the dev's usual of dealing with problematic mechanics is going to lead to crit teams becoming unstoppable thanks to one or two characters. I would not be surprised at all if a character had some sort of ability which made crits ignore anti-crit mechanics.

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