Original Post — Direct link
I really don't understand why you guys did what you did here. I was 100% on board with making it so red and blue builds could have a bit of skill power and have a few mods that made their skills worthwhile. Maybe get them off the standard chem heal/hive revive. I thought that was cool of you guys to be aware of that and go for a fix. Watched state of the game, felt good after. What you did though, was one of the biggest what the ****s in gaming history (exaggeration? maybe...).

I can't imagine the amount of time, skill, effort, shear frustration and talent went into designing the skills we can use in this game. They are all pretty damn cool. For now I will forgive you that half of them don't work for ****, I get it, game is new. You have just made them all, quite literally, useless. Even if you do sacrifice some other stats to get the 2.5k - 4k skill power you need to activate high end mods, why would you?

23% radius?
17% damage?
34% duration?
11% healing?

I mean, what? Those are 485 gear score mods. This can't be what you had in mind. I'll use the chem laucher with the oxidizer for an example. I knew 160% radius wasn't probably what you guys had in mind. Mix that with 7-9 charges and I can totally see why that took a big ol fat nerf. Makes sense. My 156% radius mod went to 21%. Okay, no problem, probably a tier thing. Grind that gear.

Nope. Biggest I've seen is 27%. What that does is precisely nothing. What that means for AI and eventually players is, one step. One step any direction and that charge of chem oxidizer accomplished one thing. It looked kind of neat. Now, I will admit that it will sometimes make someone leave cover, but, ****, I put a lot of my gear resources into skill power so I don't hit very hard. Damn.

I know the feedback here today has been hostile and childish to say the very least. I don't intend to be a part of that. What I would like to know is what was the motivation behind this? Do you want us to just build red builds and shut up? For me that will be a deal breaker but it would be nice to know. I spent 2.5 years in D1 squeezing every drop of damage I could out of skill builds. I personally loved them. Was very excited when we found some builds in this game that filled the same niche. Those are gone. If things don't change, they are gone for good.

Intended? Anyone experience anything different with this patch and skill builds? Am I missing something over the last several hours?
over 5 years ago - Ubi-RealDude - Direct link
There's definitely been a lot of confusion around some of the mod changes. To take straight from the Patch Notes:

  • A closer equivalence between required skill power and the bonuses granted.
  • Changed the amount of skill power on gear to not increase exponentially with level, but instead more linearly. This results in most skill power values on gear being lower, but in accordance with the lowered requirements.
  • Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling errors. Most notably radius and ammo/charges values.
  • Players will see both the bonuses and the requirements of almost all skill mods change as a result of this overhaul.
  • In end game, both Superior and High-End skill mods exist to cover the different needs of different builds. They can overlap in power, but High-End mods have a higher maximum roll potential.
  • We are looking at ways to provide lower value/quality mods in end game world tiers in the future to provide a solution to the fact that on very low skill power builds, there would be room for those mods, and currently we are aware that means you have to save mods from your leveling experience.


I hope this helps clear up some of the changes. While mods have been 'reduced' in their stats, changes to the skills themselves have helped to offset these mods. Additionally, mods progress more steadily towards higher Skill Power for better performance, instead of needing insanely high Skill Power to use any respectable skill mods.