Maybe Im wrong, but I think Synergies should scale with char lvl. Synergies between skills, especialy higher %dmg ones just make uneccessary boring cookie cutter one skill+ nergie meta which is outdated, boring and completely doesnt work with immune system, players just HIT the WALL in early Hell.
Fireball - removed %dmg synergies, get 7% dmg synergie per Char lvl.
I think moving %dmg synergies to char lvl would make more sense:
- building character would be more easier and fun like multi element hybs pre 1.10,
- balancing would be a lot easier,
- CtC skills would be strong and make a lot of sense with lvling with char,
- gameplay would get a lot of depth on Hell, players get a chance to build multi elements to adopt to immunes and use larger amount of skills depends of the situation.
Fixed
“This is just as much the communities game as it is Blizzards game.”
“There is no “We’re done with D2! It’s all cracked! We balanced it all!”, like, that actually would be a very sad day.”
-Rob Gallerani
Boy did Gallerani have a premonition or what?
Reduce total synergies per skill, no more than 2 per skill. Reduce investment for max bonus to 10 points instead of 20. It’s that simple. It even solves sorc’s mastery skills that are “not a synergy but actually the strongest synergy for all affected skills”.
This looks good, I like this idea
but it sounds like a too BIG nerf and makes every ele char in PvP just useless due to max res and absorbs mechanic.
I think splitting all 20 points per skill to:
- 10 hard points,
- 10 soft points,
- Still 20 points cap.
would be ideal compromise.
No. The whole problem is investing 20 points. You can make the back half 10 weaker, but it won’t change that spending them on those skills is still better because it’s buffing your main attacks. Even my proposed change still doesn’t quite work for sorc. That class specifically shouldn’t have any more than 1 synergy per skill given that each mastery skill is a mandatory 20 points. Any hybrid sorc build needs to find an extra 20 points per element in addition to the points spent on skills.
Your idea would make sense with buffed 2x synergie %dmg per lvl.
Fireball - FBolt and Meteor synergie are increased to 28% per lvl, but both synergies decreased to 10 max hard points.
But with that buff, sorc become GOD tier and melee on playthrough become Z Tier xD
Thats why SCALLING or SPLIT is the best I think.
This is already the case, and has little to do with skills and more with equipment scaling. Casters dominate leveling. Physical builds dominate endgame.
I would totally agree if 1p STR = +1FLAT DMG.
It’s a fact of the game. High end runewords add far more power to physical builds than they do to casters. Melee attacks have extremely more room to scale than skill ranks. If a sorc can get their main skill up to rank 45 or 50 by the end of the game, it’s not going to touch the damage output of an equally highly geared melee character. Melee scales much better while being very weak early relative to casters.
But end game melee is still shi1t compared to casters.
Take a rdm geared HDin/Bone or Infi Sorcs with some rbfs or just Trapper.
Melee will never beat a rdm caster LOL.
I really don’t like the idea of your damage going up just because you gain a level.
I’d rather simply remove the synergies, make the level requirements of skills increase by 3 every skill point spent, and then making lower level skills’ power scale much faster up to level 20, so that spending 20 points in a tier 1 skill is maybe weaker than spending that amount in a tier 30 skill, but not so much more so that doing so is completely wasted. Skills should then scale at similar rates for levels after 20.
That being said, these kinds of changes require a lot of work, so there’s 0 chance of it being done outside of mods.
This is plainly incorrect. Hdin and trappers are popular because they’re powerful at low gear levels. The same is true for blizz sorc. Their power doesn’t scale much with HR gear or ultra rare drops, javzon is a good example of a build that does. Any physical build that can use Grief or Death or BotD also becomes substantially stronger. RW like fort and phoenix boost physical damage in a way that casters cannot match at any gear level.
Relying on skill ranks to boost your damage output is why casters start much stronger but ultimately can’t match physical builds. The most they can do is add facets or play an element with a lot of pierce and boost support on items, and there aren’t many for non lit builds. Even a cold sorc with nightwings and death’s fathom rolled perfectly and faceted can’t match any equally geared physical build.
Its clearly not true
Infinity+Griffon make Trapper broken like every other light ele char
Enigma buffs HDin to SS tier lvl
Death Fathom increases Blizz dmg by ~30%
Melee dont have any similar item except Grief and maybe Forty.
You need to play more. Hdin having Enigma vs a spirit shroud is very little extra clearing power, but they gain teleport which greatly enhances farming for all builds, not just casters.
A blizz sorc’s top potential damage output is unremarkable even among casters.
The amount of damage a melee build can deal with grief + fort + phoenix shield is massive.
Casters scale primarily off of bonus skill levels. This is a very limited way to scale, and elemental damage enhancements are few and far between, as is pierce. Builds like bonemancer rely 100% on cranking skill levels to deal damage, and they’re not very good because of it.
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They already do. The higher level you are, the more points you can invest in synergies.
Maybe these points should be allowed to assign in any skill to get the dmg bonus.
Current synergie system forcing ppl to assign skill points to always the same synergies which make cookie cutter one element and mostly one skill meta which completely doesnt fit to immune system and is just boring and unfun.
I think best solution is allowing Synergies to work with Soft Skill points, dumping main skill + mostly useless synergies when lvling then replacing synergie points by +sks from items and starting lvl sks we real like or need in end game. Its little power creep, but it gives a lot of more possibilities for multi element and damage type builds (more interesting)… and we have Mosaic so who cares if we get more fun with building more complex chars and using skills depends of the situation as intened due to monster immunities.