+1 skill doesn't add enough damage

Noticed some of the items have additional bonus skills, but they are much much weaker than the D2 +1skills. Anyway to buff this up at all? Who cares if I make a build where I have level 40 leap to jump on my enemy’s head and thus destroy them?

And could someone add an option to have a mustache without the beard on the Barbarian?

15 Likes

More skill points increase the % scaling with weapon damage, so skill point is only half of the equation. The other half is to get a better weapon.

8 Likes

Yeah, true. It just doesn’t feel as rewarding when making a specific build. Figured it was something worth tweaking.

In D2 your weapon doesn’t change spells at all, only +skills. Weapons increasing everything makes the game much much harder to balance. Perhaps it would be better if each plus skill showed how much more weapon damage you’re capturing?

7 Likes

A problem easily solved by adding a flat damage increase/CD reduction + % per level and rebalancing accordingly.

4 Likes

I don’t like too much dependency on item, but I also don’t like the opposite spectrum. Middle ground is the best.

The situation in d2 where you can use spirit crystal sword from as early as level 25 to endgame, is a terrible design.

10 Likes

That’s just the same thing but presented to you differently. You’re just asking to remove the % symbol but it’s not actually changing how the system works.

Unless you’re saying that you think skill damage should have no relationship to weapons at all?

Agreed. +1 skill generally gives from 5-10% to a skill, while legendary powers give anything from 30% to 600%.

Those 100%+ multipliers need to be nerfed hard, or everything else will feel like garbage.

That is not the same thing AT ALL. Flat additive dmg doesn’t scale exponentially, but linearly.
https://finstart.co/wp-content/uploads/2020/03/linear-vs-exponential-5.png

7 Likes

The game has a lot of multipliers, and 10% to a skill is going to be worth a lot more than you think when your other multipliers grow. That extra 30% damage from a legendary aspect is being multiplied by that 10% from your skill level.

2 Likes

I’d rather not have crazy high multipliers, though. They break the game.

2 Likes

I’m saying that each skill point should a flat damage increase on top of the % e be balanced around that.

Say upheaval lvl 1 does 150% of your weapon damage.

Lv2 should be something like 25 + 160% weapon damage, that way you fix early damage without making % crazy high in the endgame where the weapon damage will probably be in the thousands.

%damage is only as good as the baseline you have, if you have bad base damage, % does nothing, and that’s what you see in game now.

4 Likes

That 7% increase from a skill point will look a lot better when you have a higher level weapon.

You gotta think long term, not from the point of view of a level 25 character with limited gear and skill points.

2 Likes

That 7% increase from a skill point will look a lot better when you have a higher level weapon.

You gotta think long term, not from the point of view of a level 25 character with limited gear and skill points.

I’m thinking more in terms of, if I put 5 points into say a skill over getting all the passive modifiers. The return is less than stellar. A lot of builds you wind up trying to not use your builder at all, so those feel like wasted points. Eh it just looks like +skills are not worth it

But… why? What does this improve and/or solve? All you’re doing is adding one more multiplier to be multiplicative with what we already have. That wouldn’t change how the game operates.

it solves early game scaling.

However, the root of the problem is not even the skills only giving ~7% per point. The problem is legendaries that give 100% per affix, which means the base skills have to be nerffed to compensate. The power should be in the player (who can choose skill point allocation), not in items (dictated by RNG).

6 Likes

What do you want the items to be, if not build-defining?

They can be build defining with additive bonuses or even +skill bonuses. We don’t need 100% multipliers to make iconic items.

Note, a single +100% item modifier is about the same as +12 to a skill. WTH…
And there are items that give +600% (so, like, +72 to one skill).

3 Likes

Imagine finding a hammer with +2 leap, while having overalls that add +1 leap. If my hammer is made of wood, who cares… shouldn’t the bonus leap do something?

Well that’s not really build-defining then, right? That’s just like icing on the cake. You want the builds to be defined by skill point choices, and then have items merely support that?

1 Like

I want my character to be powerful based on my choices. Not my items being powerful and I’m just an avatar that wears them.

5 Likes

Is it the same for unique and legendaries at lvl 100?
Do they add only +1?
Or d other add more?