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  • DutchLMB4ever
    Original poster 428 posts

    All skill mods should have a buff.

    Thank you.

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  • Sock_Monkey
    535 posts

    @dutchlmb4ever Can you elaborate? I think my all-in EP/status build is probably one of the most powerful sets in the game, and to be honest I am shocked that it hasn't yet been nerfed. It's crazy enough that I cannot say I've pined for any buffs.

  • Noxious81
    1038 posts

    But it's not overpowered because of the skill mods, is it? Don't get me wrong – I also think that EP/status-builds are in the same way overpowered as drone/turret-skill-builds are, as they do to much on their own. They are basically "self running" builds, which should not be a thing...

    But again:
    The skill mods really do not make a difference. Not a big one. Having +1 ammunition or +5% damage for a Chem. Launcher really isn't a game changer.

    Still I'd actually prefer to leave them where they are, but instead introduce named skill mods and maybe even exotic skill mods in February, just to add a bit more variety to skill and gear mods. This way the devs wouldn't need to completely overhaul every existing mod or even the complete system, but we'd still have something to spice up the mod-life.

  • the_Kettle
    272 posts

    I'm more inclined to think skill mods should be removed altogether (all skills could be very slightly buffed to make up for that tiny loss in power).

    They're just too much unnecessary work to maintain, especially in the earlier game before you get maxed-rolled ones and need to check if any given drop is an upgrade to your existing ones. The majority of them don't offer any meaningful 'choice' when it comes to builds (eg: if you're running a drone, you're going to pick +damage if it's a striker or +repair if it's a repair, etc - so making you change them at all is just unnecessary make-work). Several are always completely pointless (eg where they only apply to a specialisation skill, and the mod provided by the specialisation is far better than the ones that can drop). The naming and equipping system is painfully convoluted, forcing you to go in to every individual slot of each skill to change and/or check new mods against existing ones. Loadouts only save the skill mods for the two equipped skills in the loadout, which means if you have builds where you frequently swap around skills mid-mission to suit different encounters (and don't want to save a separate loadout for every variation), you have to check the mods are appropriate (in case a different loadout had now-inactive specialisation mods or other inappropriate ones last equipped).

    If we don't want them removed entirely, then they should at least be reworked into a drastically simplified system that has one slot per skill variant, and only offers meaningful choices (eg drone haste or duration? Pulse radius or charge-up time?)

  • L3AND80
    71 posts

    I would be happy if our skills worked with the precision of the NPCs skills, as with the player it's turret aiming at distant hidden enemies and NOT letting it change the target to an approaching NPC, it's NPC running through the stinger hive (whores Black Tusk shotgun) without taking or taking less damage and attacking the player as if nothing had happened (and the bleed damage?), drone making ridiculous open turns instead of going in a straight line to attack the NPCs, and the seekers mines exploding near the NPC without causing damage etc, or the NPC managing to escape without much effort...

    Having some buffs in certain skills that are practically useless would be nice, buffs in mods and even the exotic mods that I saw someone suggesting in another post, would be great, but I find it difficult since not even the normal that is to keep the game stable are achieving.

    I think asking for this game to just work right, whether it's in terms of bugs or mechanics / gameplay, I think it's asking too much, isn't it?

  • Sock_Monkey
    535 posts

    @noxious81 Well, it depends on how you look at it.

    In my case since it's a full-on status build every attribute is set to max +status effects and max +skill haste. There are no status effects mods, so every gear mod is skill haste, and I think it makes a pretty significant difference. My 14-charge stinger hive recharges at like 2 seconds per charge.

    Now the mods that go into the skills themselves, yeah, they are pretty weak (+1 ammo and +7.5% burn on firestarter, +max range, +max damage and +4 charges on stinger), but the overall build is so crazy-strong I would question how much more those mods should add. I can already kill any non-named elite on a Heroic CP with one hit from firestarter, so if they bumped it to (say) +15% burn intensity I'd probably one-shot named elites too. Is that desirable? I am not so sure.

    P.S. I might disagree that it's quite the same as a drone/turret build, mostly because I have to keep poking my head up to take shots. With my drone and turret I never even have to come out from behind cover!

  • DutchLMB4ever
    Original poster 428 posts

    @sock_monkey
    Then the build EP is OP.
    But the mod's are not's.

    If you don't use any mods on your skills you still wreck.

    Like @Noxious81 said same with a drone/turret build.

    5% Healing mod for the Hive gives me 9,443 Heal.
    ...When a NPC looks at you, you lose 50K armor.

    7.2% skill haste on turret gives 0.7 sec.
    4.9% turret damage gives 2.601 damage.

    4.8% Drone damage 1.593 damage.

    6% skill haste mod on jammer pulse 0.8 sec.
    15% effect duration 0.5 sec

    4.6% skill haste sticky bomb 0.3sec.
    7.2% sticky bomb damage 254.194.
    That one looks high but should at least be 500K.

    One time on my old account I found a max rolled skill haste mod on the chem launcher.
    I went from 6.5% to 7% but nothing happened.
    It's the same apparently.

  • DutchLMB4ever
    Original poster 428 posts

    @noxious81
    Named mods and exotic mods would be nice.
    Could be Classified skill mods.
    And instead of Gearset Green or Exotic Red, they could be Light Blue.
    Like the colour that the healers have in Iron Horse (on their bag's, chem launcher cloud + overheal)

    Could also be purple like the classified missions but that colour looks just like normal purple items.

  • Aced_100
    209 posts

    I have had six tier Empress builds, and sure it's fun to see the hive melt enemies and spread to others but my weapon damage went down so much I was firing cream puffs at enemies. What you gain in one area you lose in another.

  • Sock_Monkey
    535 posts

    @dutchlmb4ever

    If you don't use any mods on your skills you still wreck.


    I suppose, but without all that haste I'd have to wait a lot longer and go slower to wreck.

    Perhaps EP isn't the best example for this because skill mods that make sense for this build are pretty limited, but then again, I think most of the skill mods are pretty limited.

    I do like @Noxious81 's idea of exotic mods, but really, this late in the game's life there's almost zero chance they'll add that.

  • DutchLMB4ever
    Original poster 428 posts

    @sock_monkey
    5% skill haste is 0.6 sec or something.
    And im talking about skill mods only, not gear mods.

  • Sock_Monkey
    535 posts

    @dutchlmb4ever

    And im talking about skill mods only, not gear mods.


    Fair enough, but I think this kind of plays into my original response. Skill mods would be (in the case of my example) +burn intensity, or +damage (or charges) on the stinger hive. Since my build already does so much crazy damage I really wonder if it's necessary.

    For example, the highest firestarter mod I've ever landed was 7.5% burn intensity. Would I like a +20% burn intensity? Sure, but as I noted, on Heroic difficulty I already melt non-named Elites with one hit. If it got strong enough to nearly do in named Elites with one hit too it'd feel almost like cheating.

    Dunno. I really think we're not going to get anything major in that regard, though I love the idea of exotic mods. Just make sure they are rare...

  • Sock_Monkey
    535 posts

    P.S. Don't know about you, but at this point I am so unbelievably sick and tired of these constant crashes that I'd be happy for them to just get someone competent on the game so it'd run. I am really ready to permanently hang it up it has become so overbearingly annoying.

  • DutchLMB4ever
    Original poster 428 posts

    @sock_monkey
    Watch out with what you are saying they might nerf EP lol.
    With EP it might not be necessary.
    Only with other builds it is.

    I think it's so low because they made it like gear/skill mods from Div1.
    But in Div1 you could put 4 of the same mods on your build
    4x Sticky bomb damage
    4x Shield health
    4x Support Station range
    Etc

    (Even tho seekermines and shield can have multiple skillhaste/damage and health mods in Div2.)

    I see that mentioned a lot on this forum, but I don't have that at all. (I'm on PS4)
    I guess its on PC (or Xbox)

  • Sock_Monkey
    535 posts

    @dutchlmb4ever

    Watch out with what you are saying they might nerf EP lol.


    I am shocked that they haven't so far. Having said that, I do believe I am in my twilight days of this game, so even if they did it wouldn't mean too much to me.

    Yeah, I recall Div 1's configuration system, and I liked it too. Div 2 started down a similar path, but somewhere along the line someone made the decision to vastly simplify everything, and along came Gear 2.0. It's definitely easier, and as a very part-time, recreational player I suppose I am one of the crowd they were targeting, but personally I think it limits modding too much.

    We'll see what changes are forthcoming, but I for one am not holding my breath for anything big.

  • As1r0nimo
    354 posts

    All skill mods need a rework, not a buff.
    I'd rather go with ALL SKILLS have only 2 mods (1 visual and one utility). And the quality of mods should go up to exotic.
    For example, exotic mod for Striker/Healing drone would be a double drone. While high-end and lower gives you stats.
    Or Flame turret gets an exotic buff with 360 degrees and puts a debuff on enemies, that increases their incoming damage to armor by 25%.
    Or Explosive sticky gets a shrapnel utility, that goes after the explosion with additional damage and setting enemies bleed. For every bleeding enemy your next sticky will deal 10% more damage.

    You got the idea.

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