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  1. #1

    Skill (gadget) mods; are awful

    skill player since day 1, division 1 and 2. division 2, you make a skill build, now you farm (RNG til your thumbs bleed) to get mods to support the build. you make an alternate build, you either make it a zero skill power build, or you farm (more bloody thumbs) mods to fit the new build. it's ridiculous. you are doomed to carry around a trillion mods for multiple builds.

    I suggest scrapping the current system. make skill mods work in the same manner as weapon mods, craft them once. have skill power itself dictate the effectiveness of skills.
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  2. #2
    Had a post almost exactly like this a while back. 100% agree, it would relieve lots of RNG stress by taking skill mods out the loot pool, streamline the process tenfold, and help with inventory management.
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  3. #3
    Originally Posted by Codename Quincy Go to original post
    I suggest scrapping the current system. make skill mods work in the same manner as weapon mods, craft them once. have skill power itself dictate the effectiveness of skills.
    ^^^^^^^ +999 THISSSSS

    this would be the best way to tackle the skill builds dilemma, we too busy finding that golden 1210 Alps chest to worry about damn 1% more damage or healing dropping... let it scale from skill power and slap a curve on it and uncap it, just make diminishing returns after 3k skillpower... if it scales linear up to 3k skill power, half the potency from 3k to 4k and quarter it plus that... so say if I had a heal mod that scaled to 100% at 3 k, 4k would net 150% and 5k would be 175% and 6k would be 200% healing

    With that much investment you deserve to be a God....
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  4. #4
    First off, thanks Dev on the skill improvement effort. Great job. I have a few suggestion still and hope it could be considered.

    My suggestion is:

    1) Making all mods like weapon mods is really a great idea. It reduces not only the RNG stress, it also reduces redundancy and hording mods.

    2) it would be more fun to include options to allow us to upgrade our mods or increase mode slots.

    3) pls improve the special effects of the skills. While the skill power has improved, it is lacking in visual impact to go with it.

    For the explosion sound and visual effects should be stronger and louder.

    For Turret, the destruction of armour on NPC should be more obvious, maybe shoot off some sparks or something to enhance the effect. Also with higher skill power invested, accuracy of the turret should be improved too.

    For Fire Turret, the arc of cover should widen and distance covered is increased as skill power investment increases. Maybe to a max of 180 deg and up to 50meters, but put a diminishing effect as the timer shortens.

    For Shields, the vibration feedback should be more pronounced gradually to show that it could take significant amount of damage from the start and gradually deteriorating as time pass.

    For Reviver, pls make the effective area more obvious and of line of sight is blocked, the circle should not cover those areas so that it is obvious to the players that reviving is not available or possible.

    Thanks for your time.
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  5. #5
    I mostly agree with OP, but i would keep the RNG
    kinda.
    I would tier the Mods. Grey, Purple & Yellow.

    Grey automatically unlocks after unlocking the skill itself.
    Purple can be found in World Chests.
    Yellows are Rewards for Missions, CP attacks or defends etc.
    All would base on your Skillpower but in increasing strength.
    Example:
    Damage Bonus =
    Grey 0.5% of your Skillpower
    Purple 1% of your Skillpower
    Yellow 1.5 of your Skillpower

    Ammo or Additional Mines=
    Grey 1/1000 SP but at least 1
    Purple 2/1000 SP but at least 2
    Yellow 3/1000 SP but at least 3

    So with 3000 SP and yellow mods, you would be able to have 450% extra damage and 9 extra Mines/Ammo

    Only show the highest Tier of the unlocked mods during modding of your skills (so its no clutter****)
    e.g.: Grey Skill Haste, Purple Damage, Purple Extra Mines, Yellow Speed Bonus...

    Also no inventory limit for Skillmods.

    PvP and PvE use different skill and mod values.
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  6. #6
    also, atm the highest mods need a SP of 3000. if you have more than 3000 these overflow points dont do anything.
    3000 in a skillbuild are easy to reach for single skills. depending how many Tech armor mods with 300 SP to a specific skill you have and can equip.
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