If we assume that Eladrin believes that players should be hit by critical hits -
all points that he does - then the criticism that an alternative suggestion to what Eladrin might be considering would require too much development time is moot or a plea for Turbine to procrastinate.
Any change that would allow players to be hit by critical hits or sneak attacks should involve a review of several monsters' DPS in other to avoid one-shot situations on otherwise good characters.
Besides, the odds are that this is mostly a design job only and does not require much programmers' time, as most of the change consists of calculating new values and playtesting them, which means it wouldn't take much away from most things you might want to prefer over this.
And most of the design job wouldn't that hard to do either. Take a monster with too deadly critical hits, calculate his critical power ( (19 + threat_range * (critical_multiplier -1)) / 20*100%) and reduce the monster's base damage by whatever percentage exceeds 95%. (For example, a monster with 19-20/x2 criticals should see a reduction of 10% base damage ((19 + 2 * (2 -1)) / 20*100%). Then you playtest the monster and see if it plays well. Tweak if necessary.
After a few monsters, you'll be able to approximate if a good formula to cover all post-level 12 monsters without needing to playtest them all.
And like zealous said, maybe the process can be automatized at that point.
You're misinterpreting or misrepresenting our position.
The objective is not to kill "the weakest characters." While the change would make reckless behavior from character who valued DPS over AC more deadly, those characters are neither weak nor does it mean they will die more often. Those character are generally MUCH better characters than characters with high AC and, if they behave more carefully, they will not die more than they do now.
That is blatantly untrue.
A few of the reasons previously named in this thread:
- Making AC debuffs, seeker bonuses, and to-hit bonuses more appealing (which makes many items/feats/enhancement better)
- Armor Class would matter to a larger percentage of the population than it is now
- Allowing rogues to bypass fortification without needing to add a new stat that would reduce fortification
- Improves, by proxy, high AC characters
- Reducing players' healer-dependency by lowering base damage
- Reducing the spell points spent on healing
- Makes kiting more risky