Is 100% crit really that strong? I think most of the end game players has around 60% to 70% crit chance where it is already high enough that most hits crits. The 100% dont really makes a difference end game.
I'm not looking at the 100% crit chance from a balance point of view; I'm looking at it from a mechanical point of view.
It reduces the relevancy of DEX, and +% Crit chance. The fact that Berserkers can (for most intents and purposes) ignore Crit chance (and to a lesser extent, related affixes) fundamentally undermines some of the game's mechanics.
I guess you could argue it from a point of balance, where Embermages can mostly ignore Mana related affixes, and Outlanders can neglect Dodge related affixes, so it somehow balances out? Maybe?
There's a lot of grey area in between here, where there shouldn't have to be. If we're granting a large amount of "stats" boosts to certain classes, we need to be fair and apply them across the board for there to be balance. Or else one class is going to have an edge in gear, from being able to completely neglect an affix.
But then there's also the problem where, maybe, a certain affix is more 'valuable' than another, and so on and so forth.
My point is that, each character should be allowed to have a certain level of "stats" boosts available to them but not to the point where certain mechanics become irrelevant.
But there's also a balance perspective on this too.
I can agree that Frenzy isn't 'OP', in comparison to the rest of the classes.
People argue that the Engineer shouldn't be allowed Force Field because it gives them too much survivability (+HP); isn't Berserker's Frenzy a parallel with Crit chance? Isn't Embermage's Charge Bar a parallel with Mana? Isn't Outlander with its Dodge Mastery, and Share the Wealth highly similar with Dodge chance?
If the Berserker retains the 100% Crit chance on Frenzy, then the rest of the classes (by definition) should retain their class-specific steroids stat boosts too.
Because, if I'm allowed to get away with no gear dedicated to survivability as an Engineer, I should too be able to get away with no gear dedicated to Crit chance as a Berserker, and Mana as an Embermage, and Dodge as an Outlander.
Unless, there is a practical way to ensure that each stat are of similar worth i.e. +HP (Force Field), Crit Chance (Frenzy), Mana (Embermage), and Dodge (Outlander), and that all other future classes will have a similar stat boost.