Yes and no.
Lets take Seism for instance.
This skill has a 1.7x modifier built into it.
This does not compare to Fireball level 15’s 15 hits at all.
However Seism stuns.
Barbarian has stuns and while the damage of its wanes as enemy health increases, the value of this skill can stretch further then that because its well designed by having more to it then just raw damage. It fits a purpose within the Barbarians kit and does it well.
Fireball is a raw straight dps skill, and it does that well.
I still make liberal usage of it on high health enemies because 15 (given 30 given overheat)applications of my Magic attack, is still solid damage individual damage (same deal with Multi-shot).
Carter Strike is a pushback, and does that well while trying to reward you for pushing back enemies successfully this is part of the Highlanders identity.
Its actually a very good skill that you can find use for later on, but at the same time because of the way it cast time increases per level for higher level casts of it, further skill investment in it often doesn’t make sense. You don’t have time to sit there and charge it, nor is it efficient to do so. Good skill but little value in leveling it.
Coefficients don’t entirely work given the health scaling of this game. Ah to be more precise, the way they’ve put health in this game screws it up.
Eg.
Whats inherently wrong with a 1x multiplier + base?
Nothing, however then Monster health doubles, then doubles again and doubles again and suddenly there is a problem with this 1x multiplier in comparison to moves with 15 or 30 hits.
They let the expectations to deal with monsters health jump extremely hard but what skill has sufficient modifiers or bases to these moves are inconsistent, then there’s the time consideration.
Flame Ground is still a really strong DPS skill, in terms of raw damage, but if it could do all of its damage in the first 10 seconds after its cast like Frost Ground then it would be relevant. No one wants a mob to live 25-30 seconds that Flame ground needs to do its full damage.
Tl;dr. The games damage expectations are wonky, because of how health jumps it makes giving a general multiplier that works from rank 1 skills to r7 beyond rather difficult
Part of why I think skills of X rank should first and foremost be balanced around the content of the ranks you get those classes because its easier to resolve down the line.
Going down to C1 to make C1 skills or buffs work for R7 while R7 skills don’t even work for R7 is like…what? It would work if we didn’t have these sporadic jumps but we do.