Right now, critical ratings and block ratings are a chance-based stat. It's all or nothing. It makes for exciting gameplay at times. However, after thinking about how fast critical has changed the landscape of the gameplay in a mere 12-16 months, it is not far off to say critical is an unsustainable game dynamic. It can't keep going like this. It was an incomplete idea from the start. It needs help.
Some players (myself included) think that critical should undergo some changes so that the game can continue to grow, and continue to be dynamic and challenging. I know many people will be against changing something they've gotten used to, but face it: critical cannot keep progressing and be useful in the future without new ideas.
Some thoughts that have come up:
One idea is to limit how much extra damage a critical can do. Right now, it always does 2x damage when successful. But it might be more fair if your critical rating determined how much extra damage your critical hit could do above normal. For example, if you have a rating of 50, your critical might add an extra 50% damage (like a hidden blade).
Another idea is to divorce critical rating from your chance of executing a critical. Make critical rating a strength-based statistic, and leave its chance of occurrence up to another statistic altogether.
Hand in hand with that, make it so every wizard has some chance of executing a critical hit. The strength of the critical hit (determined by rating) might not give you much extra boost until higher levels though.
Change critical block to critical resistance. Anytime a critical is executed, a certain percentage of the damage of it will be absorbed every time (like a hidden shield).
So, discuss. I'm all about new ideas, and I hope the KI team is open to hearing them too. Again, I get it if you just want to howl no to the heavens, but think about how you're going to feel at Level 130, or Level 150. Will you still feel the same about the current critical system?
Your first and fourth are already in play as damage and resistance, adding that percentage to a card's basic amount. It would be redundant to make that a critical feature. You second and third idea make me think of offering something similar to how at lvl 10, players automatically get a base amount for their pip chance. However, a rating like this would be moot if its available to all players, and would reduce the desire for better gear because its being handed to them.
The only change I would like to see is a percent of occurrence, rather than hoping your rating is high enough to get a good occurrence of criticals and blocks. The numbers can be confusing, especially when it also gets broken down by how your gear is stacked, not just the number itself.
while I dont know if it would even work, I never understood why all schools had a separate critical hit rating. Why not just make critical hit a single stat (like power pip %)? Critical hit % should replace the "every school has it's own critical hit" deal. You simply have a chance of getting a critical hit, and you either get it or dont. Critical block is figured out after that. Critical hit and block always seemed too overdone. They both should be a straight % and either you do it, or not, block it, or not.
Your first and fourth are already in play as damage and resistance, adding that percentage to a card's basic amount. It would be redundant to make that a critical feature. You second and third idea make me think of offering something similar to how at lvl 10, players automatically get a base amount for their pip chance. However, a rating like this would be moot if its available to all players, and would reduce the desire for better gear because its being handed to them.
The only change I would like to see is a percent of occurrence, rather than hoping your rating is high enough to get a good occurrence of criticals and blocks. The numbers can be confusing, especially when it also gets broken down by how your gear is stacked, not just the number itself.
I've argued for percent display too. It's pointless to display the confusing rating numbers that you have to convert to a percent for them to make sense.
But it's not enough just to change that. As per the ideas above, it's not redundant to make criticals add damage and resistance--not unless Critical Rating and Critical Block in their current form are redundant, since they serve precisely the same function. My point is that changes need to happen. Thinking ahead, the bosses at Level 130 or Level 150 will need to have over 50k health and 80% critical block just to be challenging (and that's on top of cheats and new spells).
I'm just saying, critical in its current form will wreck the game--it was too inflexible and maxed out too quickly. If the developers change it even slightly, they create forward growth potential.