Do weapon mods need re-balancing?

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lord_shar
lord_shar
Furnace Stoker
#1
It seems that the only weapon damage mod worth using is 15>50 since the bonus damage requirement is so easy to maintain. While-hexed and <50% life get 20% maximum damage but are still relatively unpopular. Should vs. hexed mods and while-enchanted enjoy higher maximum bonus damage numbers to keep them on-par with 15>50? Perhaps somewhere in the 18% to 20% bonus range?
Arcador
Arcador
Wilds Pathfinder
#2
While hexed for armours and stuff is a little higher than the standard. (like 15 from the usual 10). If you say so - then the weapon dmg might actually see some boost.

p.s. I also think A dagger zealous mod need -2 regen.
Arkantos
Arkantos
The Greatest
#3
Quote:
Originally Posted by Arcador
p.s. I also think A dagger zealous mod need -2 regen.
Which would totally kill warriors using daggers.
Fender
Fender
Krytan Explorer
#4
Furious and mastery mods could use a boost. They are both currently next to useless.
Nexus Icon
Nexus Icon
Wilds Pathfinder
#5
I see someone else doesn't use +15% / -5 energy weapons.
Why is this? Why do people favour 15>50 over 15-5e?
ESPECIALLY warriors?!?
Christ, if you're THAT worried about energy, make it zealous :E

Personally I like my weapons to be Elemental, +15-5e, +5 armour weapons.
"Oooo, it's not Zealous! It's not got +30hp!" I hear you say.
Guess what: it's cheaper and generally more effective...