Which skills do you think are underperforming or that should be buffed? Why do you think that?
I want to mod skills, but before I do anything, I would like to hear what other people think. What are the priorities etc? I need to set a goal before setting off. MrLlama or the like would be ideal for this, but meh.
(also, the appearance of these D2R characters is really something! Some of them don’t even look like themselves … no, I am not playing this Pala!)
Yes, for starters there is almost no reason for the Druid Animal feature(=you having to choose just 1 animal). As well as Golems. They should be able to all be out at the same time, this is something I am aware of.
Would just superbuffing upper echelons of “summon mastery”(and the like) fix this? Druid could get fixed with improved Synergies. Valkyrie? /shrug
Thunderstorm (how about it casts on every mob in range? or when it hits a mob it splits into shards like java lightning fury? otherwise if you want it single target then buff it’s damage by 100X)
Poison Explosion (should have radius increased)
Druid summons requires Amplify damage so how about you just add it inherently or make one of the creepers or bear cast on strike.
Vengeance - This skill, which on paper should do well in hell, is completely useless, the damage, AR, and attack speed are terrible and simply can’t be used effectively in hell.
Thunderstorm - It doesn’t attack often enough and doesn’t do aoe. As has been suggested by many, it should cast Nova or Nova and Charged Bolt on striking (of course NHD could be an issue there so that has to be addressed if it is). As it stands now, there is nothing “storm” about it, it is just a random lighting strike sometimes maybe on the monster you want.
Conversion - This skill is a joke in the paladin tree and I don’t even know how to begin to fix it, it probably has to do with the same ideas to fix the Summon Necro.
Thorns - This skill has always been bad and useless
There are more on the other classes, but I know others have more expertise in the other classes, so I’ll let those weigh in on those.
Conversion is a defensive/offensive skill and works great as such. I had to use it a lot going through hell and maybe other tough spots when you have very little gear.
I may be wrong but i think a converted monster loses its immunites when its timer runs out and it becomes your enemy again. Been awhile but i remembering them dieing a lot easier.
Its a good skill with pretty good use. If dont have any trouble with enemies then its useless to you i reckon, as would be most skills other then your main.
Yes fix/buff/change basically all summons.
Druid summons are the worst dmg wise i think.
Skele mage need big buff.
Allow all summons at once for all classes.
A level 24 skill at the bottom of the melee branch of the combat skill tree in combat skills, shouldn’t be relegated to “had to use it going through hell and maybe other tough spots when you have very little gear”.
That in and of itself shows that the skill is not in a good place. Either the skill is poorly designed from the start or the skill’s design is poorly implemented. This sort of speaks to a broader issue with the Paladin’s melee branch of the combat tree design, as it is completely upside down, Zeal is the best skill, yet the 2nd one unlocked, Conversion is the worst skill, yet the last one unlocked.
Furthermore, a point into Conversion while playing through the game is a poor choice, because that skill point would be better applied to one of the main skills for your build so you can do more damage to eliminate the monsters more quickly. Conversion is not a good skill with a good use, because a melee combat skill, especially one at the end of the branch of the tree, should be a skill that can be used to as the primary skill to kill monsters, however that cannot be done with Conversion. The skill is pointless in it’s current iteration.
*Frozen Orb: I wouldn’t touch it. These are minute differences in viability.
*Skellie Mage: Yes. These are underwhelming and all they are good for is Chill. Won’t even mention the Poison Mage. I don’t have the tech know how to implement a solution to that, unfortunately.
*Thunderstorm: Yes, it is super disappointing. Needs faster hit rate imo.
*Corpse Explosion: lol no, this is perfect.
*Druid Summons: Yes, without a shred of doubt.
*Immo Arrow: Why did you mention it?
*Vengeance: idk, never went far enough with it and I doubt I will(can we have another model for Pala, please?)
*Conversion: It’s just busted. It’s more of a TES or DOS skill than an aRPG skill. Agreed that it’s very meh, don’t know what could be done with it.
*Thorns: It’s not bad. It’s just these penalties it gets on upper difficulties. I’d remove those and then see what’s what.
What do you think of Telekinesis or Frozen Armor line?
i basically only agree that it should be unlocked earlier at like level 12
its a great skill, people who need it will use it
same goes for stuff like dim vision on necro, people who need it will use it, even leveled it basically gives you an off/on switch to basically every enemy in the game
same for attract, confuse etc
conversion fits the theme of a paladin, if you dont need it then good for you, in my case had i not had that skill i wouldnt have gotten through the game on that particular build with that particular gear at the time (last season)
All physical builds that rely on AR to hit things. We need a bigger buff to AR from pts into Dex. Fix this and 90% of the Melee builds are already better.
TBH I’ve never really seen the issue with AR. AR charms, angelic, ravenfrost, arreats, metalgrid, blessed aim merc, death, kingslayer, infinity, etc, Lot of options to boost AR.
I mean just something like 2x ravenfrost, arreats, metalgrid, 4x ar charms and a blessed aim merc and a barb is looking at at 83% chance to hit even something like Uber Baal with WW. And 90% on regular Baal. This isn’t taking into account outside factors, extra dex, or the fact you could toss in infinity.
With infinity in the mix, you’re at 93% chance to hit Uber Baal, and 95% on regular Baal.
Even at level 90, without infinity you still have a 79% chance to hit Uber Baal with WW.
The biggest concrete issue is that there are a bunch of AOE spells that completely bypass the hit calculation, whereas you have a bunch of (particularly single-target) melee skills that have a chance to miss.
It will never be used in current form because it turns monsters instead of killing them. It needs rework into reviving monsters when they die making it Paladin Summoner build similar to how Dominating Blow works in PoE.
Yeah, I think it’s probably too big a lift for the amount of support Blizzard seems intent to give this game to really fix this unfortunately. But in my mind an ideal solution would be giving classes that really want to have a melee bruiser fantasy a mechanic that isn’t just “melee does splash damage” universally but is instead slightly nuanced to the different classes or skills, like a Barbarian could deal AOE damage as a shockwave when they deal a critical hit or whenever they deal excess damage with a melee attack to a target (e.g. deals 20 damage to a target with 10 hp left.), or knocking enemies into each other could deal some type of collision damage.