🛈 Announcement
Greetings! The Division forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    Skill mods kinda suck

    Iv been playing with skills for a while now and Iv came to conclusion that this patch the skill mods are not any good. What's the point of getting 1% to 5% bonuses. Why not change them to having only 1 mod slot and then making mods better. Example mortar causes burn status instead of bleed. Sticky bomb causes small concussion. I don't know these are a few ideas but I'm pretty sure you guys can think of something better than there current state.
     11 people found this helpful
    Share this post

  2. #2
    No..

    They don't kinda suck.

    They do suck.
     3 people found this helpful
    Share this post

  3. #3
    Yeah i hear ya. I do not understand the silly ones like %.04 to blast radius or something lol
     1 people found this helpful
    Share this post

  4. #4
    I use to run my skill build as a damage build, right before the tu8 update. It was a blast (pun intended) running seekers and a turret, or drone.

    Since the update, I've only found the sniper turret to be an effective skill, as the seekers damage is miniscule at best, on the higher tiered difficulties, assuming the NPCs don't dive out of the way.

    I've turned my skill build into a healing build. The healing hive works well, especially when paired with the btsu gloves, for the rapid cool down and refresh of teammates revive hives.

    My biggest issue is with the chem launcher heal, and healing drone. (I know, armor repair not healing, but you know what I mean)

    Even at a skill tier six, each chem launcher shot takes roughly 20 seconds to recharge. Granted, I've got 8 of them, and they can full heal someone immediately, but I feel the recharge time needs to be dropped.

    If not running a skill build, the recharge time is the same for chem launcher, but the healing is miniscule- 1-2 bars if I'm lucky enough to be able to stay in it for the duration, without getting shot.

    My suggestion would be either increase the repair value of the chem launcher, so potentially, if you were in the splash zone for the full duration on a non skill build, you could get roughly a 3rd of your armor back; if not that, then keep the armor repair at the same value, but decrease the recharge time to around 10 seconds. When running a red or blue build, you're pretty much limited to a Max of 4 chem launcher shots anyway, usually 3. This would allow you to use the chem launcher more frequently, and not be stuck waiting 20 seconds or more for the recharge. Why is this important? Simply due to the amount of damage you take from an NPC that one taps you for 600k armor with a pistol from across the map while suppressed and blind firing at you.

    The other thing is the armor repair drone, and really let's add the repair seeker here too. Similar issue, the repair is slow, and you have to be stationary to receive repairs. My suggestion would be to either leave the stationary repair amount alone and add some repair effect while moving, or even reduce the amount of repair when stationary, and allow for repairs while the player is in motion. Again, I think this would help balance out the damage received overall, while allowing the skills to be a a little more viable than they currently are.
    Share this post

  5. #5
    All the maxxed ones are fine and offer great buffs. Some are lack luster but enough options to make up for it.
    Share this post

  6. #6
    Yeah, I agree.
    A lot of the skill mods are awful.
    Adding 5% health to Decoy or Shield doesn't really do anything with the current enemy firepower especially on higher difficulties.
    Things like 0.2 meters more radius and 0.4 seconds less deploy time are rather underwhelming too.

    The Mods you get with a specific specialization are awful too.
    You can only use those mods with that specialization but mods sold at the vendors are better!
    Why even include a mod that is less effective then something you can get off the shelf?
    (The specialization Mods used to be pretty good before the WoNY update too.)
    Share this post

  7. #7
    pob709's Avatar Senior Member
    Join Date
    Feb 2018
    Posts
    1,355
    Originally Posted by dogspeonlegs Go to original post
    All the maxxed ones are fine and offer great buffs. Some are lack luster but enough options to make up for it.
    Nope.
    Share this post

  8. #8
    Merphee's Avatar Volunteer Moderator
    Join Date
    Nov 2016
    Location
    Discord: Merphee#2325
    Posts
    3,821
    Yeah, skill mods need a 50% - 75% buff to their values imo.
    Share this post

  9. #9
    retro1236's Avatar Senior Member
    Join Date
    Feb 2017
    Location
    Foggy Bottom
    Posts
    1,964
    Originally Posted by Merphee Go to original post
    Yeah, skill mods need a 50% - 75% buff to their values imo.
    They might need a buff agreed but 50-75% sounds like a lot, we don't need to be at where TU6 was at again imo.
    Share this post

  10. #10
    desrocchi's Avatar Senior Member
    Join Date
    Feb 2016
    Posts
    2,610
    They did the whole skill management completely backwards: mods needed to be interesting and build defining, not an afterthought.

    Skill Tiers were an awful idea, they could have kept skill power and worked with it since it being a core attribute you can't have that and armour or weapon damage together.
    The amount of Skill Power should have determined how much boost your mods would get:

    At 0 SP the mod gives +5% radius
    At 3000 SP the mod gives + 100% radius
    And if you want to have just one piece with SP, at 500 SP the mod gives +15% radius

    This way skills could have been molded by the players into their own playstyle, instead the skills are all the same now, with a +/- 2%
    Share this post