Base dmg for weapon type out of balance?

Is it me or most weapon type except 2h melee scale very poorly after the campaign?every bow drop i see is miserably low compared to most hammer or greatsword. Most pistols which is a 1h and lets you dual catalyst and access more skills have equal or even better damage.

Staff drops also seem very bad even at higher item level

I play pistol n catalyst and dont see any difference between item lvl 70 and item lvl 115, my very best base drop pistol i saw without sockets or item enhancement in the city, base material only is like 88-262 damage, my brother rocks a 2h that does like 650-950, making his average damage and skill damage insanely high and we are only 4 levels appart

When i look at everything that drops i get the feeling everything but melee 2h scales very poorly, on top of some skills that also dont scale much at all on rogue or mage side... im talking stuff like having a spell at lvl 50 that shows 500 average damage, but wearing same gear weapon and stats and not even have a melee spec with my passives just looking at tooltip for warrior skills they all shop 3k+ dps

not sure if one needs a nerf or the rest needs a buff but i feel like the performance gap is insanely large

did devs aknowledge issues about this kind of balance concerns?

Replies: 2

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

Spell damage overall is definitely lacking the way it scales compared to melee abilities. That and staffs do nothing to buff the base dmg of your spells either so they need to fix that (but I don't want them to go early D3 route either which had axes/swords buffing spells because of base dmg on them) so it's kind of tricky.

I think the easiest solution when it comes to spells is to buff the base dmg scaling of the individual skill and allow 2H weapons to have more sockets/affixes.

Created: 4 years, 2 months ago

The willpower regen is atrocious on staff.
The spell damages are not scaling from your weapons but base spell damage.
The +X% damage is not scaling properly on spells (just tested this).
The auto attack on staff is missing more often than not which is even worse for willpower regen.
The animations with the staff suffer from LONG recovery frames & input lags (even worse with server lags).
AOE Spells sometimes disappear just after being casted.

For 2H and the staff more precisely :
They should give more sockets, it's a must.
The willpower regen on staff should be way higher or give them the ability to scale from passive node with +X% willpower regen (based on staff willpower & your current max. willpower).
The staff should have a base +X% spell damage - it doesn't make any sense otherwise, it's a dedicated spell item with no other options so... buff it. And make spell damages scale properly for god's sake.
Make the autoattack register 100% of the time and add scaling for bounces (not just twice and that's it) but more like 2 to 5 times and make it random.
Make the base animation faster and properly increase the +% Attack speed & Casting speed... With a lot invested in this stat it's atrociously low, it's not fun. And fix the recovery frames, it's an ARPG not a FPS Hack&Slash, it should be faster. I'm thinking it's a bug and not an actual thing that was wanted...

I really wanted to make a pure mage with 2H staff but it's really not fun. Especially when you compare it to the other builds or mage archetypes which are working :D

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

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