Weekly rewards should be simply removed. I think it is literally insane that you can only get ONE piece of 240 gear per week. Not only is it extremely unlikely that you will get all 240 pieces of one set of gear in one month....it is even more unlikely that you will get those pieces and have the exact stats you want on them with high rolls.
Realistically I would be having to farm this instance for half a year before I got what I wanted. Players finishing the most difficult content should be able to get the best gear available.
240 gear should drop in challenge mode incursion (Every Clear), 214 in hard mode incursion (Every Clear), 204 rare/182 normal in challenge mode, and 163 in hard modes.
The dark zone should have a rare drop of 214 gear/204 weapons off lvl 32 bosses, and normal 204 gear/182 gear....it should scale down in a similar way and supply drops should drop 214 with a rare chance to drop 240.
This game needs to stop being greedy with its gear. Simple changes like this would really help reward players efforts. I have put in 374 hours into this game and came into it 2 weeks late. I am not anywhere close to best gear. I think that is completely unrealistic time expectations to be best in slot...
I literally feel terrible for the casual players that can only play for a few hours a week. End game is not even a realistic option for them.
So your saying you have put in the equivalent of 8 weeks full time work into a game and expect to be fully kitted out, if so where is the end game after those 8 weeks? That's not a online RPG type games that's a Fallout 4 single player done everything now dump it game. Diablo3, Guild Wars 2, hell most decent online MMO and RPG style games took 2 or 3 times that amount of time to get decent high end game stuff and stats and they both drop loot like its confetti on the hardest zones. If you want better kit faster then DZ farm and buy the blue prints, hackers are currently an issue but you cant expect to get fully kitted with top gear kit and god like rolls in the first 8 weeks of a game for all players, the game will be dead and boring after that.
I believe UBI and Massive underestimated how quick people would smash through this game even without glitching, if your buying an MMO style (admittedly FPS based) then if I get less than 6 months out of it I'm pretty pissed (hacking and abuse in this case way less time)... I wish everyone would stop with the GS numbers I really do, most of the 214 gear I have picked up has worse rolls than the 180-204 stuff I pick up... higher GS doesn't mean better gear though I agree that it should.
Stop worrying about getting all the best shiny toys and just enjoy playing the game, casual players are never going to keep up with the dedicated players and haven't in nearly any other online MMO, what needs to happen is better separation based on the players gear and DZ levels so casuals can proceed at one speed and hard-core can proceed at their own speed.
Yep I have played D3 and have friends that also play D3 religiously, while I agree that the RNG of the stats needs to be looked at none of us got a complete set of ancient legendary within 300 hours.
As to wow hope you have a raid group good enough otherwise your going to miss shiney loot all over, hence I don't play it anymore.
No different in the division, its just hidden in the DZ behind a farm for creds to spend at a vendor.
The Division was sold as PvE with some PvP content but the reality is this is a PvP with some sideshow PvE, if people want HE kit faster they got to grind for it that's how the game was designed.
WoW, Diablo, all the others started as a PvE with dedicated PvP arena, in reality trying to compare the games to the Division isn't ever going to fit as they had different play styles to begin with.
You play D3 or WoW or GW2 you can gear up at your speed, running with groups of similar levels, against NPC in dungeons at your level. The Division doesn't have this, the missions and incursion don't really scale with the player level.
That's leaves the DZ for the higher BP gear, but PvE's don't want the associated risk so they complain the PvE enviro doesn't drop sufficient or right kit, unfortunately the brackets for players in the DZ are too wide, the lower level players cant complete against well geared players and hence they want the shineys faster. Well go to GW2 or WoW or D3 and jump into the PvP arena with low level gear and see what happens, they will get their asses handed to them same as in the DZ.
I played at the D3 you say. I played in D2 ... And a huge difference in the drop.Originally Posted by Riyact Go to original post
Drop should be plenty if most of the loot is useless. In addition, the developers have promised that I will be able to dress the character that dropped ... Not good joke.
In fact - just drop useless items (inserts 30 level, I understand that I need a lot of electronics ...) so that the absence or presence of a little drop that means. You can replace the items with bosses for resources, I think most players will is not notice the difference.
I've said in a couple of threads this should happen with all gear. Every high-end drop should have a preset template of base stats / talents that players can see and instantly know that drop is worth getting. This way the incentive to get loot is there.Originally Posted by Riyact Go to original post
Keep the rng factor in the form of recalibration as well this means that players can tailor there gear to suit there specific builds / play styles. Which then keeps the customisation alive and helps keep inline with what the developers said about wanting to players to be able to tailor there builds to fit there play styles..
So what you need is all drops to have a preset template of base stats so you know whenever that boss drops that item it WILL have those stats/ talents.
There's a boss his names Bob he drops a shotgun, you know that shotgun has accurate, brutal and skilled talents, you also know it does 75,000 damage a hit. However you want a shotgun that has brutal fierce and skilled talents. So when you see bobs shotgun is close to what you want. You have incentive to go and get it. Then you can try and reroll the accurate talent into fierce. If you're successful then great, if not and the rerolls are getting expensive after a few tries, then you might decide to go back and kill Bob for another shotgun and start again..
Or maybe you're happy with the talents Bob's shotgun has, so you might try and reroll the damage to squeeze out a little more. .. You might get lucky on your reroll and get 77,000 damage per hit, or you might roll less and end up with 71,000 damage a hit. Again if the rerolls get to expensive instead of trying to correct that 71,000 roll you might go back and kill Bob for another shotgun and start again.
Do the same with gear. There’s a boss called Jim he drops a pair of gloves, that pair of gloves has the focussed talent, it also has crit% + 10% crit damage+40% and LMG damage +800. You want a pair of gloves with crit+ and crit dmg+ but you use marksman’s rifles and not LMGs. So knowing Jims gloves are close to what you want you go and kill Jim to get some. Then when they drop you try to reroll the lmg damage into marksman’s rifle damage, or perhaps health on kill or something more fitting to your build. Again if the rerolls are getting expensive you can go back and kill Jim for another pair of gloves and start over.
Or perhaps you do use lmgs in which case you might try and reroll the focussed talent into the one that increases damage dealt when further than 10 metres from the target. Or maybe you'd try and reroll the lmg damage bonus to get +1,000 lmg damage, or maybe you'd get unlucky and roll lower and only have +500 lmg bonus.
A system like this would give players a much clearer path towards building the character they want to build and would give players a lot more incentive to go after loot because they know it'll be worthwhile to do so. Where currently virtually all loot dropped is dismantled or in the case of the dark zone just left on the floor because it's not worth trying to extract. This destroys players incentive to even try and get loot and the expense of crafting again destroys players incentive to craft.
150 standard fabrics to make 1 high end. need 7 or 8 fabrics to make that item. and likely to need 15-20 attempts to craft one with decent stats.. it is soul destroying and thus destroys players incentive to get gear and loot.
The crafted stuff should be the same as the drops. Every item you craft has a preset template of base stats that you can then reroll to fine tune into your build.. This way when players craft something they know it'll be at least close to what they want. rather than crafting 10 or 15 items only to immediately dismantle them all because they're junk... nothing crushes a players motivation and incentive to play more than getting shafted.
I think with this system in place players would have a lot more incentive to go after loot drops or craft pieces and tailor them to there personal liking which again is part of what the developers wanted people to do with there gear in the first place, and having a clear route to obtain a piece of gear with the stats you want is a lot more motivating than eternally praying to rngesus for anything that you won't just dismantle...
Personally if I wanted a high end m4 assault rifle with skilled brutal and accomplished, and I knew a boss dropped one that was close to what I wanted maybe had 2 of the 3 talents. I would spend hours even days on that boss farming it. because i'd know that when it dropped it would be close to the weapon I wanted. it wouldn't be a m4 that's completely useless to me. if I was having bad luck on the re rolls with that weapon I would go back and farm another or maybe several. because i'd know that I WILL get the weapon I want fine tuned at the end of the day.
You Sir are correct. This is exactly what it should be or have been! This way gives the player a purpose, a reason to go and do something! Its like WoW when i played it. When I wanted a certain item, I knew which boss dropped it (not every time of course) and I had a purpose to go ti him/her and try get it!Originally Posted by CalvyB Go to original post
The Division needs this desperately!
Even if they made this change I would not be anywhere near fully geared out in 2 weeks. In all games like this the end game is all about min/maxing your gear. Min/maxing has been made absolutely impossible with the current set up.Originally Posted by Ultrique Go to original post
The only other change I could see being reasonable would be to make it so there are 2 rerolls on gear and 1 on weapons.
I don't expect to have all my gear Week 1....but I expect to be fully geared out at least a few weeks before new content comes out so you get to actually enjoy being maxed for a bit.Originally Posted by Shrap393 Go to original post
I am sorry, but I do not see the fun in never being able to max out your character even with spending the amount of hours that I do in the game. The next incursion is going to come out with a higher level of gear...which will make all my current gear obsolete and I am not even somewhat well geared. Even 2 months of time...that's only 8 240 pieces...better pray that not only do you get the 6 240 pieces you want like 4 piece sentry 2 piece striker...but also that they roll decently so they are not worse than 214 gear.
It is called being realistic.
WoW as an example, which just happens to likely be the most successful MMO in the world has a gearing system in which only the top players are able to fully max their characters out months before new content. It was unlikely for the average player, but it was possible. Not making it possible to ever max out your character seems asinine to me.