There’s a reason Diablo 3 can so easily add new difficulties. Everything in the game scales off weapon damage. Such and such skill does 500% of weapon damage, etc. Its also why weapon damage percentage annointments are the best in this game to have.
We need items that provide percentage boosts to action skill damage. That would force players to gear up in the new mayhem to buff their action skills just like they do for guns.
Why do you always ignore Krieg, who didn’t need items in a loot game to scale melee? Wilhelm and Jack, who didn’t need items to scale their pet damage in a loot game.
Not everything in this game needs the same level of gear. A level 1 Buttplug does the same as a level 50. Same with a level 1 Brawler Ward vs a level 50. Your guns are what the bulk of the game are played with and should be kept current. But abilities are not like that. Their damage does not work like ours does, and treating them the same is a great way to ruin the appeal of them.
Scaling shouldn’t be on gear at all! We already gear for our builds with passives and skills that increase their damage. Why should we then need to balance another passive to increase the damage of those skills and give up something else when these builds are already weaker than gun based builds?
We don’t need to enable the shoddy way GB scaled mayhem 2.0 by offering to slave away for RNG to fix it. They can just do what they’ve for every other game and scale the dang things correctly.
I would respectively say in my opinion class coms shouldnt scale as the disparity between god roll with weapon dmg and weapon type dmg will continue to grow. And if it grow linearly with caps and mayhem god roll gear may be ridiculously op to the point of making rubbish gear look amazing.
For example if i have minesweeper with splash and nades rolls on my com since they’re multiplying into each other 1% increase in both stats on a double goes alot farther than a single roll and if we get to point where this gear goes atleast 1% per level m10 10%. I believe the current nade stat is 33 and aoe is 31 so if you add that 10% and multiply it you end with 2.0136 multiplier. Instead of a 1.84 multiplier which on a exponential increasing com is massive to get an extra 17%. While this is a extreme example.
a person running 1 .43 vs 2.0136 on a com is definitely gonna feel it. And then gb runs into problem of if they scale to end groll coms making it to hard for newer players or non rolls making it super easy for grolled coms. Their arguments for and against this but one thing is by scaling coms your rescaling guns retroactively. I want active skills to be use full but having stats on coms increase may lead into problems. And if active skills were to be scalled off the coms i believe the stat rolls should be come locked at some point. Not on the active skills but general rolls
Just as an additional response to @ZeroxFl4k, here’s a mayhem 10 pup skag at about 70% health requiring 7 rakk casts, with 5/5 Grim Harvest and +100% damage taken from all sources anoint. So about 9-10 casts for a pup skag.
Could this be improved? Sure, a piss grenade would add +20% damage taken (down to about 8 casts), 10/5 Grim Harvest would give +100% instead of +50% action skill damage (down to about 6 casts), a +incendiary damage relic is +18% I believe (down to 5 casts) and a r4kk p4k mod would give additional rakk. The math is a bit trickier there because there’s no accounting for what the extra rakk do, but let’s say they all attack the same target again. I believe that’s triple damage, since each rakk spawns two more. So for the cost of a godrolled legendary classmod, a relic, and a piss grenade, we are down to almost two full rakk swarms for one skag pup.
Case closed, ladies and gents, upping this by 2.5x would break Borderlands as we know it /s.
As i said i will have no problem with that beein implemented but then Fl4k basically takes off.
Look 100 % additional dmg from all sources is a big thing.
With hunter skills active and anoints running its just an ease at high mayhem levels rn.
U have permanently high dmg output cause u always have rakks on.
Rakks don’t really need more dmg and if they would deal serious dmg it would be overkill.
Look I can only speak out for my few on this subject, I totally agree that certain action skills will need a buff but a flat buff would not be as effective as an accurate addressing like u could build in class mods for example.
This way i could imagine for example rakks being corrosive or cryo or Moze Iron bear get a huge dmg buff + additional elements or percs like healing for team when nuke enemies.
A flat buff isn’t really something that makes gameplay more engaging you only deal more dmg.
i dont think that no brainers should be supported in a looting and building game
i think that krieg should have been able to farm for melee scaling gear
You can loot and build in a way where not every single piece of gear matters as much. Melee Zero only really needed 4 or 5 items to function, and most of them didn’t even need to be on level.
Also, you are once again ignoring the gear we already need to farm. Why does that gear not matter to you? In need a specific Deadeye COM and splash rolls for my build. It didn’t fall out of the sky. You can’t just ignore things because they don’t work the way you think they should.
I suppose you remain convinced that extra damage would be overkill, me not really. I suspect that fade away would continue to be meta, (there’s ways to get a near-instant cooldown on that as well), especially now with the “+300% damage while AS is active” anoint.
Rakk builds were not considered the strongest (correct me if I’m wrong) even before that anoint came around, despite the “+100% damage taken” anoint being a thing back then as well.
Also, Rakk wouldn’t be dealing more damage, they would be dealing proportionally the same damage they did at M4 which I notice no one ever complained about and most actually thought it was underpowered. Funny how in these conversations people seem to believe abilities would be OP if scaled, despite the fact that no one has ever said anything when playing at the levels they currently work best at.
So you want to loot your action skill into usability? Because that is all scaling is supposed to do, keep the skill usable. Skills are where you actually make the skill good. Moving the usability of the skill from scaling to a piece of gear messes with the entire way we build around these skills, which is already rather borked by design in this game and doesn’t need to be made any worse.
yes
action skills should eighter scale from 1 piece of gear that is already existing or they should get their own piece of gear
on other looting games, all skills do somehow scale from gear
there are very few “plane” stats because that just doesnt encourage farming and makes it hard to increase the difficulty of the game
Proportionally would be ideal, but due to the janky scaling it would be impossible to scale them and have them remain proportionally the same yes.
I keep asking this and no one seems to do it, but before complaining something will be OP, play it at the level it is balanced around. Play a Rakk build in M4, and play with pets in M3. Do you seriously believe doing THAT in Mayhem 10 would be OP?
So in your world, a level 57 Moze does the same damage with Iron Bear as a level 3 Moze, unless she has level 57 gear for Iron Bear?
Let’s say this is fine (it isn’t a terrible idea, really), currently, the game can be played at “level 67”, but only guns go to level 67, gear for Iron Bear stays at level 57.
well
does a level 57 moze deal more damage with a level 1 gun than a level 1 moze?
besides the little impact of her skills scaling up her gun damage?
you are not just being thrown into a max leveled character
you are leveling up and looting gear all the time, upgrading yourself while your enemies are getting stronger
But why introduce a whole new system of action skill gear when they could just scale the damn damage with mayhem levels?
Where were these complaints of Iron Bear being strong just by levelling up, without farming, before mayhem 2.0?