🛈 Announcement
Greetings! The Division forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1
    sandpants's Avatar Senior Member
    Join Date
    Nov 2014
    Posts
    3,410

    Immune Station should remove Sentry Stacks.

    You are naive enough to believe that you can't nerf anything and things will be fine.

    And I am not big on removing a ton of stuff out of the game.

    So IMO, in the favor of introducing more variety to the PvP ability choice, I think we need more counters, and I think this is a fair compromise. Sentry 4PC talent contributes to a lot of damage in PvP. So I think Immune effects should remove the Sentry stacks to offset the increased output.
    Non of the Immune effects are permanent, and the Immune station itself is destructible.
    Share this post

  2. #2
    thaherbsmoka's Avatar Banned
    Join Date
    Mar 2016
    Posts
    103
    Honestly, I like this idea. I support this post, and I am voting when the polls come to my town.
    Share this post

  3. #3
    i agree with you, for once sandpants
    Share this post

  4. #4
    dnrobs's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    667
    A skill overpowering a super?
    Share this post

  5. #5
    Originally Posted by dnrobs Go to original post
    A skill overpowering a super?
    sentry is not super/signature
    Share this post

  6. #6
    dnrobs's Avatar Senior Member
    Join Date
    Mar 2016
    Posts
    667
    Whatever it is you have to sacrifice to carry 4 pieces,no way should it be overcome by a simple skill.
    Even if it did would you be asking for every headshot from an smg to be removed at about 3 a second?
    Share this post

  7. #7
    sandpants's Avatar Senior Member
    Join Date
    Nov 2014
    Posts
    3,410
    Originally Posted by dnrobs Go to original post
    Whatever it is you have to sacrifice to carry 4 pieces,no way should it be overcome by a simple skill.
    Even if it did would you be asking for every headshot from an smg to be removed at about 3 a second?
    And if the simple skill is overcome by aiming and shooting at it...? This is primitive hierarchical logic - "sets are harder to get i.e. they should be stronger". No they shouldn't.

    Just because something is hard to get doesn't mean it shouldn't be overcome by something simple. Where is the logic in that? That the time it takes to get something must proportional to the counter?

    You can't displace the power of Sentry set talent once a user has it. A lack of counter means everyone will gravitate towards that item.
    That's not healthy for game balance. We can see the meta has revolved heavily around a lack of counters because the oppressive items/abilities are reliable.

    Originally Posted by dnrobs Go to original post
    A skill overpowering a super?
    Signature skills need counters.
    Signature skills have trivial cooldowns unless you have no clue how to play this game.

    You can't build a power hierarchy from arbitrary terminology alone. Signature skills were intended to change the momentum of combat, not be a win button. This isn't Destiny.

    Neither is this discussion about signature skills.
    Share this post

  8. #8
    By all means pop down your station while i am around in the dz, you do realize it is probably the worse thing you could use in dz don't you?..
    Share this post

  9. #9
    sandpants's Avatar Senior Member
    Join Date
    Nov 2014
    Posts
    3,410
    Originally Posted by SupaSkrub Go to original post
    By all means pop down your station while i am around in the dz, you do realize it is probably the worse thing you could use in dz don't you?..
    Almost everything is the worst thing to use in the DZ except a pair of things.
    Share this post

  10. #10
    Yea right? The DZ isn't about team tactics and the assortment of skills we have to deploy those tactics, its about popping that pulse and melting people with unnecessarily high SMG damage in less than a second.
    Share this post