Hurts build diversity when pretty much every build is a Vulnerable build. Too much damage loaded into a conditional effect. Cap Vulnerable at 25% or something. 300% Vulnerable damage is dumb.
Don’t nurf my vulnerable…
All they gotta do to fix this is take all the vulnerable bonus damage and dump it in the additive damage bucket along with the rest.
It’s all I got at this time, don’t take that away from me!
Vuln being a 20% blanket mod baseline seems reasonable to me if they want some skills to apply the dmg amp as it’s selling point, but having it also be a mod on gear and paragon points is where it becomes idiotic from a game design standpoint and it devolves into forced inclusion as opposed to an optional thing. Heck I think 20% is even a bit much, rather it be 10-15% but yeah, it’s among the lamest parts of this game to me that I simply hate.
Biggest issue with this is, all will stack on crit strike then. Or skill dmg.
If all get into the same bucket, dmg will be low.
So no, that’s not a solution unfortunate.
Unless they nerf health
I’m still learning about how buckets work, but yeah I think if Vuln wasn’t its own bucket it could alleviate some issues.
I really just wish it wasn’t a mandatory condition to play around.
Read post above ya
If it was replaced with something that wasn’t a condional effect it would still solve the problem.
Hmm, but then all will stack that correct? Or what do you mean exactly with that?
I kinda feel, to fix this, all dmg be it multiply/additive/buckets will need a rehaul then. Including health of enemies/bosses etc.
But maybe i’m completely wrong.
All they need to do is fix exploit glyph so it works on all skills and spells then everyone can apply it
Vulnerability isn’t easily accessible to all classes and builds. Crit damage is.
Bone necromancer doesnt even need to think about Vuln because it happens passively for them. Fire Sorc has literally no way to apply it.
Some classes like Barb rely on Exploit unless they want to run chains or some crap brawling skill that exists on the bar only to apply vuln.
It hurts diversity.
The issue is that I don’t like using corpse tendrils and frost nova, and this is among the only dmg mods in the game that doesn’t care how I feel about corpse tendrils or frost nova, because it mandates that I cast them anyway. Dmg to close or Dmg to distance, sure they have conditions, but first of all at least they aren’t literally tripling my dmg thus FORCING me to be close all the time, but also I can choose between them whatever suits my style, but vuln dmg is all by itself being insane and it’s condition is to use abilities that I don’t like, it’s no surprise that means I don’t like the gameplay then and that’s how a lot of people feel.
I see, got it.
Did not play all classes, but I see your point.
I just assumed all had the exploit glyph for example.
Really, the entire damage system needs to be reworked. It’s not just Vulnerable.
Conditional Damage, Attribute and the other 50 sources should not all be dumped into one pool. Some should be segregated into their own multipliers to improve playstyle diversity.
I already recommended one method in a topic I posted.
(Enemy Conditions) * (Player Conditions) * (Critical Damage)
Enemy Condition covers all things like Slow, Chilled, Burning, Player Condition covers Healthy, Fortified, Barrier. Adding these into their own multiplicative pools allows players to play more to their build strengths and also takes the gas out of Vulnerability. Overpower just needs a reset button and Vuln shouldn’t just be this easy proc.
So does crit damage and main stat damage then, they have there own buckets also. So nerf everything lol dumb
Expoit doesn’t work the same for everyone yeah. It’s also a sub-par method to apply it.
That’s correct.
If you put it in the same bucket, these are huge nerfs on the dmg output.
I feel that it does not matter what they will put in the ‘other’ bucket.
It’s only natural, that we players will farm for that stat then.
Glad you’re not a game designer.
I would prefer Vuln was just removed and they scaled the health of the enemies differently to make up the difference. It’s not a particularly fun mechanic and ruins build diversity.
Vuln is exactly the same as Slag in Borderlands 2. It had the same issues there too, your build was garbage if you didn’t make use of it, and everyone at the endgame hated it. Gearbox knew they needed to get rid of it for the next games.