Vulnerability is a mid Curse, and Hunt made it weaker

Vulnerability gives monsters a good amount of negative Armour, but it can't actually put enemies into negative Armour values. Neat, I can help my buddy deal more Physical Damage this way :) Or, we could use (Full) Armour Break instead and also give enemies 20% Increased Damage Taken from Physical Hits, which is simply far and away better.
Imo, let Vuln be cool and allow negative Armour, or give Vuln a small Increased Damage Taken modifier (10%-ish?) so it's at least competitive with Armour Break post-Dawn of the Hunt.
Last edited by Vipermagi#0984 on Apr 6, 2025, 9:16:03 AM
Last bumped on Apr 6, 2025, 10:23:07 AM
Bump!
Vulnerability is getting the short end of the stick when it comes to curses. Every other curse noticeably works as a damage buff, but with vulnerability armour break feels so pointless. Any pure phys build is already armour breaking with a multitude of other mechanics/skills. And it doesnt affect the bleed damage enemies take. It just feels pointless to even run on a physical hit build.

Please just give it something like enemies take x% increased physical damage instead. I understand fully breaking armour currently does give 10% increased damage taken, but the whole shtick of armour break is usually to consume it to boost another skill. So the debuff doesnt work for more than one hit at a time. Compared to say hypothermia where it just helps you deal more cold damage against an enemy even after you have consumed a freeze.
Another possible thing you can do is let vulnerability scale with % increased armour break, similar to how slow magnitude affects temp chains. This way we can actually use it to fully break enemies on cast instead of weakening and then trying to break the remaining.

If i have to use another skill to break armour anyway, i would just the second skill twice instead of using vulnerability once and then using the 2nd skill.

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