Now as an explanation I love balanced games that aren't overly broken but games like WF and their builds that can break the game is fun as all heck no doubt. I wanted to bring a similar level of build breaking into the guild wars 2 but more balanced. My current idea is to bring a system like WF's orange critical hits. For those who do not know critical chance in that game over 100% gives a chance to orange crit which adds a level of crit to the damage calculation. in the case of orange, it applies a damage multiplier calculation of:
FCM = 1+ CT x (CM - 1)
FCM is Final Critical Modifier
CT is Critical Tier
CM is the critical modifier
So, let's say the crit multiplier is 3x the damage, orange crits are tier 2, so the formula for that would be equate to 6x the damage. but this brings a problem to games like gw2. So, this is my idea instead of using that formula let's say you have a crit chance over 100% and you would have a chance to "over-crit" which instead of being a multiplicative bonus would just add 25%
flat to your critical damage stat. So, if you have a critical damage of 200% you would instead get a crit multiplier of 225%. I do not think this would be overly game breaking. and under circumstances you would have a 141.476% Chance to crit. This is with the following gear, 10 berserker's stat equipment and 4 assassin's equipment with. You would also have a base critical multiplier of 245.73%. So, under the games formula currently you would smack an enemy every hit 2.45x the damage of your skill every hit no matter what. Under my suggestion you would deal 2.45x every hit, with a 41.5% chance to hit 2.7x damage instead.
So as an example, we'll say your skill deals 1,000 damage for the sake of simplicity. So, when you hit you would deal 2,450 damage and have a chance to hit 2,700 damage. which is a 9.7% damage increase for that hit, but you can only rely on that half of the time so it would be an approximate 4.85% increase from your normal damage if it only goes of half the time. Obviously if you're lucky it will be more or if you're unlucky it will be less. Also, the damage of your skill would also play a part of the percentage increase to. The more damage a skill would deal the more of an increase it would be. I have thought about an idea for this, but i think it would kind of ruin the fun factor a bit too.
My second idea is instead of just a flat 25% modifier addition. Have every skill have a separate multiplier increases between 5% and 25%. Weaker skills would get higher multipliers and more powerful skills would get lower multipliers. Let's say your weakest skill deals 100 base damage and your strongest skill deals that deals 5,000 base damage. so the 100-damage skill would have the 25% increase which would make it deal245 damage every hit and have a chance to deal 270 damage a hit. giving it the 9.7% increase that hit or 4.85% average. And the 5,000-damage skill deals 12,250 under normal circumstances and 12,500 damage under a over-crit. which is a 2.02% increase in that hit, or a 1.01% average damage increase.
I do not think this would ever be implemented in sPvP. I don't think you can get a critical chance over 100 anyways in the mode. Also, I would expect values to be reduced for WvW if they even do that. because hitting someone for over their health bar would be a bit much. Also I'm sure, doing changes like this would take a long time and may never come at all. I just think it would be a cool idea to add and talk about.
Please don't be extremely over harsh in your replies, I have had too many people do this in other communities I have been apart in. I know some people can be passionate about these kinds of things. I just want something to discuss peacefully for fun, and to see if I people would agree with me. Enjoy your time, and thanks for reading.