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  1. #1

    Still ignoring Skill builds

    MASSIVE

    Lastly, we want to address some balancing concerns from the community with insight from the development team:

    Skill builds are underwhelming and require too much of an investment into Skill Power:
    A: Skills innately scale with level and world tier to always be relevant. Boosts to skills from skill power come in the form of mods, where the player can pick their own improvements to the skills. We recently revamped the skill mods so that high end and purple mods have reasonable requirements for mid-level to all-in skill power builds.

    What we will provide in the next patch is ways to craft blue skill mods to provide options for low Skill Power level builds. Further, the recent re-balance was somewhat conservative in terms of power level of the mods, and we recognize that currently, they don’t represent enough impact for the sacrifice made in other stats. We will be enhancing the effects of mods across the board in this next update. Our hope is that these further adjustments will make both full on and hybrid skill power builds more viable.


    I got this from the latest release on future changes/fixes

    STILL no improvement for skill builds except to release BLUE mods are you kidding me guys ?

    The problem is not the mods its that skill builds overall are useless and weak......blue mods just won't do anything to improve that.......

    We need builds to be powerful and a useful addition to a team,right now you barely take a tick of armour of NPC's with skills
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  2. #2
    teksuo1's Avatar Senior Member
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    nothing really changed i still only have my free mods from specialization active , all the other ones are red

    i'm not ditching good stats just to activate some shaky skill-mods ; i'll tell you that much.

    happy with using dual healing skills and going more glass cannon instead

    (i do switch the healing drone for the scout drone in the few maps that have too much smoke or fog, though)

    the other skill is always healing chem launcher, obviously.
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  3. #3
    Originally Posted by Natfrog Go to original post
    ummm did you miss this line?

    and we recognize that currently, they don’t represent enough impact for the sacrifice made in other stats. We will be enhancing the effects of mods across the board in this next update. Our hope is that these further adjustments will make both full on and hybrid skill power builds more viable.

    Did you READ this line ?

    "We will be enhancing the effects of mods across the board in this next update. Our hope is that these further adjustments will make both full on and hybrid skill power builds more viable"


    In Massive speak that usually equates 1% damage increase to seekers-------2.5%shield strength....4% duration-------5% health etc....etc.....a drop in the ocean................ we'll see maybe i'm wrong and we will see a drastic improvement as that is what is needed............
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  4. #4
    BioXTC's Avatar Senior Member
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    The line that worries me is “we were somewhat conservative”. No, you weren’t. You did HUGE nerfs that gutted most mods. So if that was “somewhat conservative”, I very much doubt their idea of viable and our idea of viable match up at all.

    Many of these mods need 100-200% buffs, and perhaps even more. What are the chances they do that?
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  5. #5
    BioXTC's Avatar Senior Member
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    Originally Posted by Natfrog Go to original post
    Actually % based buffs need to be per item. 200% of assault drone is still garbage damage and not worth taking. Same with it's health. The assault turret's damage is not going to be very good with even double damage BUT I am saying that with the current health and armor of mobs. %'s are not a universal thing. They scale based off the base starting value. if it's low the % may be big but the increase can end up being TINY.
    Yeah that’s very true. I haven’t played much with the assault drone but I do remember it basically being a wet noodle dispenser. Everything needs a hard look and some big buffs overall.
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  6. #6
    The fact that massive thinks skill is viable at wt5 challenging 4 man is the problem. Because skills aren't viable unless you are building heal. which is what massive means when they talk about skill. They do not give a single **** about offensive skills, or the players that want to use more than the 2 skills.

    Just look at the nerfs to skill builds already, when building skill wasn't even that good, firestarter is now unusable because you can't actually use it on npc without them leaving the cloud. Also firestarter "explosion" is no longer explosive damage and is fire damage, and won't be affected by your 90% explosives dmg build, which makes no sense, why would you nerf that, how is an explosion "fire damage" and not "explosive damage?"

    and why did they nerf firestarter you ask? because using radius on chem launcher heal was too "strong." So my offensive skill is nerfed into the ground because of a heal skill, and chem launcher heal is still the go to heal, so they nerfed firestarter radius with almost no impact heal which is what they were nerfing.

    Really the fact that they think offensive skill is usable in wt5 shows a huge problem between what they want their design to be, and how it actually performs.
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  7. #7
    Bottomline, at this point, there is no point in using skills aside from the healing perhaps. Other than that they are pretty much all useless. This is a pure sponge soaking looter shooter.
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  8. #8
    The issue that I see with the idea of making skill mods widely available is that it effectively nueters the concept of a Skill Build. If all and sundry can equip the best skill mods then there are no skill builds to speak of.
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  9. #9
    Originally Posted by RichardOshea Go to original post
    The issue that I see with the idea of making skill mods widely available is that it effectively nueters the concept of a Skill Build. If all and sundry can equip the best skill mods then there are no skill builds to speak of.
    They could make skill mods actually scale with skill power so the people who put on skill power gear get a good return on their investment. Another thing they could do is make it so mods drop with say three tiers of rolls and you get one based upon how much skill power you have. For example a turret duration mod would have +15% for 0-999 skill power, +30% for 1000-1999 skill power and +45% for 2000+ skill power. Massive can come up with a system they just have to make the darn effort and not be afraid of players being powerful.
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  10. #10
    508 gs , 84 hours played, 2.4k items looted

    i still have never equipped a skill mod, i have never had more than 1/3 of the skill power requireent , since they lowered it!
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