Your "fix" will push everyone to only use skills that have the highest %damage
There's nothing wrong with crit, try play something other than mp0, you should notice hp goes up to 65m in mp10.... imagine only critting for 100-150k on a 65m elite? Or trying to mp10 uber where you have a total for 800m hp to down in <10mins. Nerfing the mp system would be stupid, its the only way to make this dumbed down game challenging in any way.
The game feels slow as it is, nerfing or "balancing" crit will make it even slower. As for benefiting pvp? it will never get balanced, d2 wasn't anywhere near balanced, live with it.
edit: ur profile explains a bit :)
And that's a problem. Difficulty shouldn't have been "increased" by exaggeratedly inflating mobs HP, but by giving them new mechanics and skills. That lazy approach just forces people to stack as much dps as possible completely disregarding other stats. It would be way better if you had said damage spread through different stats.
For instance, mobs could have:
- Armor value: Directly affected by an armor penetration stat.
- Block value (why those skeletons with shields drop them after you toss a pebble at them is beyond me): Affected by a shield bashing stat, or even bleeding damage properly scaling with character's dps instead of lame, negligible set amounts of damage. Kinda like what rend does, for barbs. Rend would of course, have a better output being a skill on it's own.
- Elemental resistances: To make elemental damage somewhat relevant, and encourage different elemental assets in your skillset.
Heck, those three could even be correlated with current mainstats to provide a decent incentive to encourage players to buff other stats besides their mainstat and vitality, by consistently balancing their value, regardless of the class (armor penetration = dex, shield bashing/bleeding = str, elemental damage = int).
Those three alone would have provided a way more interesting scaling approach for MP levels than just forcing everyone to stack a single stat that simply shouldn't have existed in the first place. Crits shouldn't have gone over double damage in the first place, but the lack of vision over the eventual OPness of this particular stat, and a truly lazy approach to designing higher difficulty levels have led to this situation.
I'm sure they could come up with more interesting stats to enhance difficulty levels more, but these were just ideas off the top of my head. The point is, do not make a single stat excessively useful. A stat that allows you to deal 4x damage without any sort of balancing is just silly, and they keep encouraging this by exponentially scaling hp alone instead of breaking difficulty in many different things to tackle.