Its still true that critical was always the weaker combo and caster always had the upper hand in teamfights.
The crit damage might be high, but the chance of hitting it are very low since everyone beeing targeted run.
With the server desynch its hard for critters to kill without locking someone in place.
So maybe increasing the range or AA would help (from Wonder cloak)
Or bring back the crit at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit chance in my opinion.
Also you guys keep saying there was no counter to ignor elem, where thats not true.
There is also the point that with crit combo, you lack Skill block debuffs to hit those important debuff. So you rely on having a swash on your team or you will lose any fight.
For caster there is already the easiest combo with 100% debuffs like on sorc/mage/archer/hunter which destroy most classes on DPS uniques...
Dont get me wrong, beiing lock stun was not good,
But
Critters keep getting nerf after nerf.
They need something in return to make them viable if the stun is not a priority option anymore.
they cannot hit constant ? you didn't play enough Eijun that shows it
even with 80% ignor def classes can still hit you constant thats why the stun lock was there even on full buff without debuffs !!
and no the change on stun didn't nerf the crit classes since they can still fuck you up with almost no debuffs since some classes can be support like archer and sorc and debuff 30% dodge and block with unblockable skills .
with thats change to passive critters got a huge boost on damage , slayers on full buff can hit another classes more than 15k with only his crit res debuff XD
right now the fights feel more balanced and more skill related now