Im a game dev and gamedesiner myself, bad luck.
I’d like the whole game to get rid of crit for the purpose of being more skillful, less random.
But you can’t design a weapon around SPELL CRIT, and then prevents its SPELL from doing CRIT.
That’s a whole different story. If they want to nerf the randomness of fire staff, im fine with that : then rework the 100 INT perk, rework the 15% crit chance and crit damage perk, and make new one about reliable damage.
That’s not what they do here. They actually gives you perk about crit while preventing you from dealing crit damage.
Fireball is far from being the most dangerous random ability, really. You’d knew if you actually played every weapon.
Pillar of fire on live has a random chance to double hit, and thanks to its perk can deal 40% extra damage on full life peoples.
On PTR it doesn’t double hit but the damage went up from 130 to 170%.
Sometimes you land the spell on a 50% hp man without crit with single hit, and sometimes you land the spell on a 100% hp man with a crit and double hit. The difference between both is way, way higher than a crit / non-crit fireball (live or PTR).
Tell me now, why not prevents pillar of fire from critting too ?
What is the point of adding crit perk on spell if your spell doesn’t crit ?
I don’t give a shit of Firestaff being a weapon around crit, or not. If i could choose, i would remove all random crit from all weapon and replace hit with a conditionnal thing tied to each weapon for more unique less random weapon mechanics (each weapon would have a unique crit condition).
But no matter what, you gotta be consistent. You can’t build a weapon about spell RNG and crit, and prevents it spells from doing crit. This is just weird and counter-intuitive for the player.