That's right I said it, skill builds now make game play a boring turd.
I j join a couple guys in a challenge mission because it fun to play with others right, well not so much now
The guys star throwing out skills one after another and there was almost nobody to shoot, after half the mission I said " this is boring" and not as a dis on there guys for running a skill build, it was just game play with them was boring.
I know you devs don't play the game and that goes back to Td also but man if you had a clue and played you wouldn't make such blunders,
It's mainly explosive seeker. Seeker is drop / throw and forget, so there's no additional effort needed on the player's part. Lots of damage + lots of mines + lots of enemies = killing them all in one fell swoop. You have to blame how easy it is to obtain explosive damage through destructive, though. That makes it easy to make an explosive build, and I can see destructive being nerfed to 5%.
I'm running a flame turret / chem launcher skill build and it does not clear content as fast as seeker. It's fun to use, but in order for the turret to be effective, it requires knowledge of where enemies will spawn in missions, you know, throwing the turret to camp a spawn door. If you don't have that knowledge, then you'd only be using the flame turret sometimes, if that. Outside of missions, it's not used much and I'm using my weapon more.
Chem launcher radius is still small, combined with the AI's ability to roll out of the radius, so it requires more accuracy than any weapon imo. Imagine trying to launch a cloud at the feet of a moving target.
I haven't seen anyone run a shield build yet in PVE, but I'm sure they are out there.
I've only seen one Hive build since the update.
I swear I'm the only one who uses the flame turret lol.
And I want to say I saw a healer build the other day, but I'm probably fooling myself.
Yeah if you're going to complain, complain on where it's due- the excessive cluster seeker spamming.
It's just as boring as well.....before skills became worthwhile again & all most people used was dps shooter builds.
Kind of ironic though, now shooter builds are complaining about how some skill builds are making things easy, for the longest time it was the other way around.
For the rest of the skills, well deserved buff since their initial nerfing with the TB update.
I tried the seeker build recently & was blowing through challenging missions in about 10 minutes without any hiccups or slowing down.
Got bored, as it was the same as running a high damage shooter build.
So now, using a nice assortment of builds utilizing other skills since they have gotten buffed.
Having my Defender/reflector drone last for over 3 minutes is amazing.
Originally Posted by Merphee Go to original post
Problem with a lot of the skills is exactly what you've said, they are nearly always situational or difficult to deploy effectively. Couple that with a skills CD and what instantly destroys them and you get a better picture of why some skills are going to be more popular.
The bread and butter skills are basically seeker (cluster), turret (assault), drone (assault), chem launcher (healing) and since they changed the skill I'd say firefly (blinder). All of these skills are the ones that are easy to deploy and tend not to be situational.
With the sheer number and variations on skill mods I'd also say a major reason why players stick to these core skills is simply they don't have the space to accomodate some of the more situational skills. And I don't just mean regular gear, I mean the skill mods.
I keep one of each mod for each skill. No duplicates, and so far that's 83 and counting; they introduced quite a few new ones with TU5. The limit is 100 per character, with no seperate stash space for mods. So you can't just dump a load into your stash, you looking at having a character carry them for you.
Couple that with the sheer number and variation of the various skill power mods and your getting really close to that 100 limit. Too close to go through a mission and pick up any interesting mods that might drop.
You basically get to a point where you have to decide which mods you want to keep and which ones you don't. It's just easier to pick a skill you'll never use and dump all the mods associated with that skill.
That said seekers and turrets are the iconic skills of The Division, so they should be good.
As regards shield skills I'd say a reason you don't see many is because it's less a skill and more a playstyle i.e. tank. It may take a while for players to get builds up and running. I have seen one and they were great.
I agree. On the whole the changes to skills have made them viable, if not outright useful. For example, when I know I'm going to be moving constantly I run with the gun drone, but when I'm going to be defending a position the turret comes out. The turret is the more effective of the two (rarely targeted by AI, kicks out tonnes of firepower, shreds armour happily), but the mobility of the gun drone I find very useful. Whilst I have some +explosive going on on my equipment, I've barely used the Seeker since the Update; I was intrigued to see what 1m of instant explosive goodness did, and then went back to the gun drone.Originally Posted by VampiricVulpix Go to original post
I reckon we'll see a bit of a nerf on how long skills are deployed for, and maybe a damage nerf here and there, but on the whole I reckon skills are where they should be.
The cluster seeker mine is the fav really among users right now, since it's easy to get it up to 500k damage per mine, with 4 mines minimum at least. So when they all detonate at a group of enemies, wipes out everything. The single/standard seeker mine can do about 1 million, but longer cooldown & only a single target.Originally Posted by rapier17 Go to original post
Yeah as soon as I did like 20 missions in a row with the cluster seeker mine (csm) packing about 600k damage & an 8 second cooldown, I trashed the build. It's one of those things where it's so simple that unless nobody else was using it, I find it boring. What's funny is how pointless the bombardier drone used to be, but I've gotten it up to over 1 million damage per bomb with 7 bombs per run, it freakin annihilates EVERYTHING. That held entertainment far longer than the CSM, but even so it's finally burned out as entertaining for me.
Unfortunately not everything got buffed, I run the Capacitive talent with my build/all gear pieces.
They removed the extended skill duration effect from the Blinder Firefly & Riot foam launcher which sucks.
Prior to this last update I could blind or ensare for 15 seconds, but now it's down to 6.....meh.
Still enough has been done that I've been having alot of fun with non-explosive skills & still rocking through missions without issues.
They didn't remove it, they seperated it from the efficiency mod. The efficiency mod basically increased damage, blind duration and other stuff depending on the firefly you were using. You have to find the new specific mod to increase blind duration now.Originally Posted by VampiricVulpix Go to original post
Originally Posted by Edgemoor Go to original post
I understand that, I was saying is they removed it from the gear talent "Capacitive" as well. I've got 120% skill duration time, & before the update the Firefly would blind for about 15 seconds, the Foam would ensnare for a little over 13ish. Now they are both down to 6 seconds. The whole point of that gear talent is duration time for skills, and for other skills their effect duration.
So literally the capactive talent has zero application for those two skills now, just as pointless as with the shield.
(However the shield is understandable as it's always been that way)
The other chem launcher effects like the reinforcer & oxidizer still are extended/have not been affected.
Technically, those should fall under status duration, not so much skill duration. Reinforcer and oxidizer aren't statuses, and simply equipping the chem launcher (putting it in your hands) can't really be given a duration, as that is pretty much an indefinite duration.Originally Posted by VampiricVulpix Go to original post
So it makes sense to classify clouds as skill durations and statuses as status duration.
It'd be weird to put equipping the chem launcher under a timer.