Useless skills

Blood Pact, Squad Tactics, Devouring Blades (Blade Trap itself has a couple uses, but the DA Reduction on the base skill has antisynergy with Devouring Blades).

Shoutout to Ulzuin’s Chosen, because while it very obviously has a use, that use is neither good nor fun.

Hey, that’s my meme!

The pre-expansion patch is touching on many skills brought up here, though once the expansion hits it will all be up in the air again as new items/levels/combinations are introduced.

Chosen might be better if the skills it dealt with functioned better together. I think Chosen itself is fine, but the skills around it don’t mesh right now. Those need changing more than Chosen

Thank you for coming. This entire thread was meant for you to get a better grasp on what people really think is useless(mostly). If I can suggest a thing for the expansion(it’s probably too late, but eh, whatever):

Care to make starting skills(like Panetti or Forcewave and the like) more interesting? It’s not that people complain about 100th or 1000th hour in GD…they most often complain about the first 10 hours(and rightfully so, the starting skills are…lacking in oomph factor -> in fact, the entire first 10 or so hours are drab).

More mobility skills would be good too.

What does everyone have against walking? I see this all the time. We HAVE good Melee engagement skills, multiple. Ranged characters don’t want to be anywhere near the monsters, and thus have NO engagement skills. What mobility do you actually NEED added to the game?

The only thing I can think of is that people want a get-out-of-jail-free card for when they don’t pay attention and walk into a mob they shouldn’t have. I’ve done it myself, but I certainly don’t want the game to make that mistake inconsequential.

The kind that lets you move away from enemies on ranged/casters.

Mobility skill makes the gameplay more fast pace and fun. I guess its also a matter of personal opinion!

For exemple, A charge skill that could use the same “animation” as blitz but would do damage during the whole path. things alike that. There are more ideas but also limitation with the engine… things alike jumps, teleport… ect.

A dash skill for ranged would be fun. At least for leveling and gearing.

But to be honest it’s quite often that ranged works best at close to mid ranged due to shotgun mechanics and reliable rr. At lest vs bosses and nemeses. If i’d kite fabius with my fire rifle commando it would take like a minute or so but up close it’s 20 sec.

I addressed that in the post you quoted.

How about Survival Instincts but an active skill kind?

Occultist
Bloody Pox - Fevered Rage enemy buff ontop of that is an insult.
Sigil of Consumption is not useless but 24 points for a very small radius and I think it’s overrated.
Bonds of Bysmiel. Can get better in devotion.

Nightblade
Dual blades past lv1
Phantasmal Blades - Frenetic Throw -75% mod is insult to injury
Blade Barrier past lv1. The cooldown is atrocious.
Blade Trap. Infamous suckage.
Phantasmal Armor.

Hello I am a relatively new player. I have a level 63 commando
When everyone says that counter strike is useless, do they mean they put 0 in it or put 1 for “1 point wonder”. I just put 1 in it but cant imagine it not being worth 1 point.

Also topic: Veterancy I dont get it.

It’s normal for an ARPG to have “filler skills”. You have skills and masteries you can build your character around and you have “filler” skills. that are not really crucial but kinda reflect/give you the impression of class mechanics or underline class strengths.

-B.pox before latest patch is a solid OA debuff skill and the transmuter is good for retaliation. No idea how it’s doing this patch
-SoC is made for end game Vitality Conjurers for ADCtH sustain, but they can work w/o it
-Dual Blades past level 1 is mostly meant for the flat damage
Phantasmal Blades is a shotgun skill, Effective DPS = No. of Projectiles x Sheet DPS
-The Sheet DPS reflects damage of a single blade
-Blade Trap should get looked into, it lies deeper in the mastery bar than most of the good skills and sucks really bad

Counter-strike is useful only for retaliation builds. If you arent the one, just put 1 point into it (or 0, if you lack energy sustain).
Veterancy is useful as 1-point wonder, if you put most points into cunning (for higher DPS) and still want to be able to wear heavy armour. Sadly, this passive is too trash to be worth more than 1 point.

There shouldnt be any “filler skills” in well-balanced game. It’s OK, if a skill is only useful early (like most weapon component’s skills), but sucks later - cause it can be used for leveling and respecced/unequipped later. But if the skill is trash both early and later, it means developers just wasted their resources on it - something, a good developer would never allow.

By filler I meant “not game/build making”. Also, ARPG can never be “well-balanced” game by definition.

What part of Action Role-Playing Game implies the lack of balance?

If Role-playing is balanced, the story gets bad :stuck_out_tongue:

I wish that Blade Barrier was rebalanced to become a channeling skill instead…

Blade Trap could be redesigned into an actual rotating blade trap, where the Nightblade throws some kind of mechanical device that arms into a spinning blade trap that deals Bleed//Physical/Pierce/Trauma Damage to anything that moves near it and lives for a few secs before it breaks down.