+1 skill doesn't add enough damage

Do you have anything to say?

I’m asking you what this means. Asking you what you mean is not a bad faith argument.

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It’s called begging the question. A fallacy, like 90% of everything you’ve said.

That’s not what begging the question is. Asking a question is not begging a question.

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oh gosh… will you make an argument on why large percent multipliers are good for the game… or are you just going to go in circles about how much smarter than me you think you are?

I’m not saying they’re good and I’ve never said they’re good. I’m asking why you said this was a test. It would seem to imply that you recognize that what is currently in the dated beta might not be what we get in the full release.

what is your argument? are they good, bad, neutral? Why? If you don’t have an opinion… why are you trolling?

I had an argument about +1 skills don’t do enough damage. They do.

I had an argument about why I like that legendary aspects are build defining. I do.

I don’t have an argument for why one skill should have +600% damage modifier from a single aspect. I’m not so sure I like that.

It’s not my fault you changed the subject twice.

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You started the argument when you said you want items to define builds, specifically in reply to me saying I dislike large multipliers. You literally created this entire thing, all I did was respond… to you.

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This is retail beta, sure.

No one really argued that +1 skills was good enough. There is evidence to the contrary, most builds grab maybe one point and then their modifiers for special effects. Adding +skills to defensive abilities is even more worthless.
You probably need a legendary or unique to remove cooldowns too. Yuck!

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No, I said that I want items to define builds in response to you saying that you want skills to define builds and items not to because items were RNG.

Spirit was an insane early game runeword that definitely could take you all the way to end game. The big reason was the +2 skill and the cast rate mainly. However the Spirit Monarch was one that typically stayed around a lot longer and used by mostly Sorc, Trappers, Ele Druids. Once you got a Hoto that Spirit sword is long gone and just used a backup to a fresh new toon.

I seen that items in D4 did grant + skill but it seemed just like a minor boost in power honestly. One skill would go up by 2% granted yes its 2% more + the weapon / Item Power Level. Why does the weapon for a Sorc dictate how much damage a spell is going to do? You’d think weapons would dictate the damage for physical attacking skills.

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Yeah definately spirit is too powerful for its level and requirements.
It waters down all other options on the way up to 90s… there are some better options in the end end game but you can do well with only spirit.

Many runeword additions in 1.10+ was game breaking imo and should be toned down… or should have been 10 years ago.

I really liked they brought back +skills to D4 and there are more to that than just the small addition to the specific skills. There are many other modifiers that stack up and the initial damage of the skill will increase many times. Also another cool thing is that you might get a free access to some utility skills that you might not otherwise want to spend any points into.
For sorc this can also open up enchantment options for “free”

Seems like Blizz wants you to be a slave to items once again like in d3, even though that was awful. I really hope they turn this around before it releases.

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Well first off, when you get to level 100 I’m pretty sure the gear will have more than +1 on it. But secondly, it is good enough if you know how multiplication works. Going from 67% to 74% in one multiplier is worth going from 500% to 550% in another multiplier. The skill damage is going to be extremely valuable because it’s going to be harder to obtain in quantities than most of the others.}

EDIT: I wrote, “well first off,” and then forgot to include the second part.

Secondly, the evidence we have now is people that farmed a couple days at level 25. These are not people with min-maxed builds and every stat they desire.

There was items in game that had +2 and +3 (power bonus from +2 skeletons +3 on amulet) to skills in beta and they were real powerful.

I don’t know how you grow up with your childhood but in every wizard fantasy I have read since I was a little kid, both eastern and western authors, the wizard in the fantasy throughout their life, needs 2 things to better their magic power: magic knowledge (equal to skill point and stat point in game) and better, purer material for their wand/staff. The weapon is the medium where their magic are actualize from their body into the world, thus the better the weapon is , the more power can the wizard output for the same input. With the most powerful wizards, their weapons are even able to amplify their magic multiple times.

Better than slave for +skill items like in d2 for sure

Stone of jordan, harlequinn crest aka shako, to name 2 of them. Yes, they will make a comeback to d4 as unique items

Nah… at least the +skills could be generic enough. Like +1 to fire skills.

In D4 we have +600% to one skill, which literally means +12 to a single skill. That’s way too much from a single item.

I can’t recall any +600% to 1 skill you are talking about, can you elaborate? Max I’ve seen is +1 to companion and 300% damage to companion skills (all of such skills have a cooldown btw), and it must be on a 2H weapon to have such stats.

the *300% to companions +1 extra companion gives a nice total of:
600% to vines
450% to wolves
400% to ravens

all that from a single item. Also, all the companions are hot garbage without the item (of course)


Compare it to *40% to Twisted blades.

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