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  1. #1

    So let me get this straight....

    You originally had skill mods out of whack with their skill requirement... 7000+ skill to run some mods. So you fixed that. But then you took away skill power from everything and we are still back in the same boat just the numbers are lower overall??????? I shouldnt have to max out skills to run current level mod's on my skills and sacrifice everything else in the process.
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  2. #2
    I think we just need to write off this update and just wait for them to sort it out in the next patch, which i'm sure they will.
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  3. #3
    Lol they've made it worse...
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  4. #4
    TreFacTor's Avatar Senior Member
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    Im noticing that the higher the skill mod score is the worse it's been nerfed.

    E.g.

    My seeker mine has a mod level 224 that I couldn't use because of the skill power required. It did the same thing as a level 200 mod which is plus damage but now the higher level mod adds 1% less but requires nearly 200 less skill power to use....

    How do you explain this logic other than as a complete sh%#show?
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  5. #5
    Originally Posted by TreFacTor Go to original post
    Im noticing that the higher the skill mod score is the worse it's been nerfed.

    E.g.

    My seeker mine has a mod level 224 that I couldn't use because of the skill power required. It did the same thing as a level 200 mod which is plus damage but now the higher level mod adds 1% less but requires nearly 200 less skill power to use....

    How do you explain this logic other than as a complete sh%#show?
    The was a post before that showed that a 1.8% bonus was over 1000 extra skillpoints. Another problem is that there does not seem to be any way to even get lower tier versions, as you can't change WT or anything to even try.
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  6. #6
    Originally Posted by HazardousKiller Go to original post
    Lol they've made it worse...
    What a 'great' thing to see as I am downloading the patch. Not surprising considering the first one and how long it took to sort that out to a mostly satisfactory state. I'm sure they'll have everything sorted out (maybe) 2 years from now just before the 3rd game is set to come out. Don't forget to pre-order!
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  7. #7
    Originally Posted by Diedel443 Go to original post
    Another problem is that there does not seem to be any way to even get lower tier versions, as you can't change WT or anything to even try.
    Alts. Level an alt until you get all the skill mod blueprints but don't level the crafting bench past the point where the mods need more skill power than you want to build for. Crafting low level mods is cheap when you can scrap all the high level ones for parts. You don't need a low level alt either, just one that hasn't levelled the crafting bench.
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  8. #8
    You shouldnt have to run alts to get mods that you can run on your main because the games skill power for skille mods is effed in the A.
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  9. #9
    From the looks of it, they seem to want to make you choose between skills being your "weapon of choice", or your actual weapon being your weapon of choice. If you go with skills, you max your skill power and gimp your weapon damage, or max your weapon damage and gimp your skills. I don't see why we can't use them hand and hand though. Seems counter productive.
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  10. #10
    Its like they cut the skill requirements by 80% but also the values on the mods by 80% thus making them way less impactful. At least before if you decided to build entirely around skills you were rewarded with some wacky mods. Now im not sure its worth getting skill power at all beyond a minimum amount for +Chem Launcher ammo.
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