Since charged attacks are slower, light chaining is optimal for thp generation with thp on crit/headshot. This creates ill-fitted simplistic gameplay that matches thp on cleave nearly identically in terms of what the player does to get thp, just with a headshot focus. The current version of the talent doesn’t add anything meaningful to the game regarding the way a player approaches combat, unlike the other thp talents. Look at how stagger thp can effect the way a player plays – they’ll use their high stagger attacks to generate temp. A player that uses thp on cleave will use high cleave attacks. With thp on kill, they’ll use their high damage, almost always single target attacks.
So what would it look like overall with the change in mind?
- Thp on cleave – Fights the horde.
- Thp on stagger – Provides crowd control and safety for others.
- Thp on kill – Kill high health targets.
- Thp on crit/headshot – Switches between what the players using thp on cleave and thp on kill do as the situation demands. Versatile, powerful, but pays for these strengths with the requirement of skill. This is fitting for Saltz and Kerillian overall because they are, for the most part, more kill focused than defense focused (the only exception is Handmaiden).
What does thp on crit/headshot do currently? The same thing as thp on cleave. You’ll pretty much always use the quick, safe cleaving light attacks to generate thp. The change would make it so that heavy attacks would be incorporated into the way the talent is used, which is how it would stand between cleave thp and on kill thp.
Does this need to happen? No. Is there a big problem with it being like thp on cleave? No. However, thp on crit/headshot is considered weak by most. I figured that it could be buffed, but why not in a way that makes it fundamentally more interesting, distinct and in a way that is incorporated naturally into combat, without any unusual actions, while still not over-complicating the talent (the core idea at the top is straightforward)?