Original Post — Direct link
Originally Posted by TktheWise
ok this is a bit of a bs change to the skill mods that didn't break the game to much but nerfing the bonuses applied to the skill mods that required a high skill level was not required. it is extremely frustating that now a high skill level, i may have to find those items again to make the builds into what they were before.

Such as the chem launcher increased cloud radius - I got a high level skill mode that increased the radius by 134% which was good because it required a skill level of around 7k. after the World Tier 5 update, the bonuses changed to them have completely revamped all the mods and reduced all stats and skill level requirement. The mod that I used to have is now have been replaced by a low tier gold rank 434 gear score mod that only gives a measly 17% radius increase which only requires 1700 skill level.... like talk about a kick in the balls on changing the whole mods.

THIS would actually make sense for those with a HIGH skill level to be able to mods the skills to change them drastically to how they were originally used - like a Oxidiser Chem launcher with an increased 134% radius would go from 3.00m to 7.04m which would change the way the game is played but it is unique to the high skill level player as they had invested into having that and sacrifice other areas to achieve this.

I dont like the idea of how gear based weapon dps players have easy access to skills and are able to mod them. the reason why the skills were so hard to reach was so that they weren't easily synergised with high dps breaking builds that could easily break the core game.

Running a 1.3million dps LMG build that focuses on Berserker talent, Safeguard and patience which then coupled by a few levels into Skill to enable modding to increase healing or reduce Cooldown even further. this will result in another moment of a face tanking high healing almost immortal build.

If i had to farm and build my mods again just to get what i wanted for the skills.....it is exceptionally a waste of time for player who took time to build a high skill based level to 8k and then suffer at all lowered skill mods with reduced bonuses that actually reduces current builds.

I
I thought the same thing until i got in game and tested them out. THEY HIT SOOOOO MUCH HARDER NOW.
over 5 years ago - Ubi-RealDude - Direct link
I've been seeing a lot of mixed feedback here and elsewhere about the skill power/mod changes... I'll be sure to keep my eye on this thread so please don't hesitate to come back with more info and field tests for your setups.

As for the patch notes, they're available here.
over 5 years ago - Ubi-RealDude - Direct link
Originally Posted by Diedel443
Are those complete ? Because they seem to be missing the talent changes at a minimum or did those get canceled ?
It is kinda nestled in there... right between Crafting and NPCs. Here's the text:

Talents:
Blind Justice – Modified the Buff that increases damage to your next shot now expires at end of combat and when out of combat
First Blood - Updated Normalized MMR Talent First Blood Text to correctly explain that the first shot after reloading from empty is the enhanced bullet.

Originally Posted by jedc750
and to get those 150% mods you needed 7k+ skill power so I'd go ahead and say that's fine. Now I have a bunch of useless mods with not even a 10% increase.
Keep in mind there are now mods for Gear Scores of 400-500 out there waiting to be found and played around with.

Originally Posted by TktheWise
It's not clear on what direction the DEVS want to take the skill based talents too. right now, there are only talents on gear that specialises in increasing healing perks. The synergy for the skills to the gear talents that are leaning toward giving bonuses to skills aren't even viable. the bonuses last for 10secs while most skill on cd would be sitting on 30+secs. even with all the CD reduction perks and mods (now it seems the mods have reduced bonuses so most i've seen in CD reduction are all lower than 20%).

Overall, the big overhaul in the skills was to accommodate the 'hard hitting' weapon based dps players who commented on the high skill requirement for mods and the long CD on them. The only purpose they would want to use the skills are for the healing aspect which synergised with the talent safeguard to get a 150% boost in healing . the biggest issues i see using all the skills are that the radius of the hit box area are extremely small, especially the seeker mines and cluster mines. they go towards an enemy and decide to blow up at the spot the target was originally at 3secs ago.

Hopefully, the DEVS see the mistake in this "overhaul' of revamping the skills was some silly mistake and try to come to even grounds for players that actually enjoy playing a skill based build. i believe in 'slight' adjustments to make the experience fair and not so disheartening.
Here are some of the other Utility/Skill Power based gear talents you may not have encountered on gear:

Tech Support - Kills by active skills grant +25% Skill Damage for 10s.
Terminate - Depleting an enemies armor grants +35% skill damage for 15s.
Skilled - Skill kills have a 35% chance to reset Skill Cooldowns.
Capacitive - +20% Skill Duration
Destructive - +20% Explosive Damage