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  1. #1

    Final Changes before deploying 1.4

    In my time on the PTS I have spent time in the pve and pvp environments. My Final suggestions:

    1. Instead of removing skill attributes on all gear, give us the option of rolling skill attributes off for a performance mod slot or keeping skill attribute instead of having performance mod slot. This way gloves and masks can still provide some skill attribute bonuses and we can have more options for tweaking our gear.

    2. High RoF Assult Rifles need to be slightly nerfed in terms of base damage.(This is because of my experience in the DZ where LVOA-C and M4 Variants can drop players in under a few seconds. Even with 57% mitigation and 350k toughness.)

    3. Marksmen Rifles need to be slightly nerfed accross the board, if nothing else the headshot damage bonus need to be reduced. (This is because in PVP they are still so powerful players with high mitigation and high max health can still be dropped with one shot, also in some cases hip-firing rifles like the SVD and M1A can drop players in just a few hits. Making the changes to deadeye irrelevant)

    4. Flame Turrets and Seeker Mines are way overpowered now, taking the place of one shot sticky bombs. It's nice to see players using something other than sticky bombs in the DZ but all that has happened is that now players spec into Seekers and Turrets to cause insane amounts of damage. This will make the changes to sticky bombs and skill power seem irrelevant in PVP.

    5. Instead of making First Aid skill heal only once reduce the time to live of the First Aid skill so that players cannot simply run back and forth for continuous heals, or add a time to heal timer to the skill so that players can still make use of this skill. Overdose seems a useless mod now because of how under-powered the skill has become. I don't believe it was an exploit to run in and out of the healing skill circle, if so it would have been nerfed long ago. In addition I noticed in some cases in PVP and PVE if a player was about to receive fatal damage the skill would deploy but not heal the player, resulting in the players death. This is too reminiscent of the problem we all currently experience in 1.3.

    6. Instead of giving a bonus number of incendiary grenades for Fire Crest, make the 2 piece bonus 25 or 30% burn resistance. Giving extra incendiary grenade capacity does no good if you cannot fully stock them, this will just lead to the same problem of the 2 piece set bonus being incendiary bullets.

    7. Give Final measure an additional 10% EDR as EDR is hardly effective until you get over 60%

    Last but not least..

    8. The Banshee gear set, Add 10% protection from rouge players to go along with 10% damage to rouge players to the 4 piece set bonus. This will make the gear set more viable in the DZ.
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  2. #2
    Originally Posted by MISTERxExOWL Go to original post
    In my time on the PTS I have spent time in the pve and pvp environments. My Final suggestions:

    1. Instead of removing skill attributes on all gear, give us the option of rolling skill attributes off for a performance mod slot or keeping skill attribute instead of having performance mod slot. This way gloves and masks can still provide some skill attribute bonuses and we can have more options for tweaking our gear.
    ---Agree 100%. No reason to roll legacy gear with uodated stats if the mod slots are different. Abd makes for the transition to be easier.

    2. High RoF Assult Rifles need to be slightly nerfed in terms of base damage.(This is because of my experience in the DZ where LVOA-C and M4 Variants can drop players in under a few seconds. Even with 57% mitigation and 350k toughness.)
    ---Kind of agree but i love the LVOA now. I'd say make them less stable and make SCARs and AKs super stable. That way mods and gun play actually matter.

    3. Marksmen Rifles need to be slightly nerfed accross the board, if nothing else the headshot damage bonus need to be reduced. (This is because in PVP they are still so powerful players with high mitigation and high max health can still be dropped with one shot, also in some cases hip-firing rifles like the SVD and M1A can drop players in just a few hits. Making the changes to deadeye irrelevant)
    ---PvE side of it, all MMR are so low in damage now. Not even worth the attempt to use imo

    4. Flame Turrets and Seeker Mines are way overpowered now, taking the place of one shot sticky bombs. It's nice to see players using something other than sticky bombs in the DZ but all that has happened is that now players spec into Seekers and Turrets to cause insane amounts of damage. This will make the changes to sticky bombs and skill power seem irrelevant in PVP.
    ---Until they stop baby sitting skills and skill power there will always be a meta skill/combo. When they take the chains off and let players choose the meta it will improve.

    5. Instead of making First Aid skill heal only once reduce the time to live of the First Aid skill so that players cannot simply run back and forth for continuous heals, or add a time to heal timer to the skill so that players can still make use of this skill. Overdose seems a useless mod now because of how under-powered the skill has become. I don't believe it was an exploit to run in and out of the healing skill circle, if so it would have been nerfed long ago. In addition I noticed in some cases in PVP and PVE if a player was about to receive fatal damage the skill would deploy but not heal the player, resulting in the players death. This is too reminiscent of the problem we all currently experience in 1.3.
    ---I don't follow here. My over heal at 100k Sp will nearly give me full overheal from fatal health. I would say it should instantly heal and then heal like 25% max health per second up till full overheal. Unless you get shot then it negates the health over time.

    6. Instead of giving a bonus number of incendiary grenades for Fire Crest, make the 2 piece bonus 25 or 30% burn resistance. Giving extra incendiary grenade capacity does no good if you cannot fully stock them, this will just lead to the same problem of the 2 piece set bonus being incendiary bullets.
    ----agree 100% again. If they gave 2 pc gear sets resistances you could actually stack them all and be a true tank. That doesnt exist atm

    7. Give Final measure an additional 10% EDR as EDR is hardly effective until you get over 60%
    ---just make it 100% thats the point of the set. You still take damage but just not the catastrophic nature of EDR damages as they are now

    Last but not least..

    8. The Banshee gear set, Add 10% protection from rouge players to go along with 10% damage to rouge players to the 4 piece set bonus. This will make the gear set more viable in the DZ.
    ---Despise this set 100% i honeslty dont carewhat they do with it


    Made my points in your quote with dashes following each
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  3. #3
    Marksman rifles are not too strong. You can only one shot if you stack firearms which means you have low stamina, trigger tactical advance which is easily countered with status effects, and crit using an m44. Plus you have to be far away from target. Hard to aim at the head up close on a moving target.

    SVD can't kill in a few hits and m1a can't fire accurately enough anymore to land hits quickly very well.

    Overdose is still largely used in pvp. Just get some self heal performance mods.

    I believe people consider assault rifles in a good spot right now. It's LMGs that are strong.
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  4. #4
    The DZ can wait for the next update, this one doesn't need anything else.
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  5. #5
    F.i.x.e.r's Avatar Senior Member
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    Nerf? don't like that word.
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  6. #6
    sandpants's Avatar Senior Member
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    Nov 2014
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    Take a 4000F M44 into the DZ and good luck one shotting someone unless they have like 2500 Stamina.

    It's not as easy as point and click. You have to stack, stack and stack even more. You'd be lucky for tactical advance to push the damage thresholds into one shotting someone.
    The problem here is that, if you don't have what it takes to 1 shot someone, it quickly moves into a 3HS to kill.

    After first hit they heal to full. After second you don't have enough damage, to down them, and end up having to hit again. For an M44 that's a very long time, and if you've committed into Firearms to maybe one shot someone, you are sitting at 65k health. You will die to a couple of stray bullets.
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  7. #7
    The truth is a good amount of what is being changed is directly because of the exploits used in the DZ. Massive can deny this all they want but the introduction of the Banshee gear set speaks volumes to that very fact.
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  8. #8
    Originally Posted by LanceCr1m1nal03 Go to original post
    ---Despise this set 100% i honeslty dont carewhat they do with it


    Made my points in your quote with dashes following each
    I think your response to the problem with LVOA-C and M4's makes sense however the stability would need to be reduced a lot, more than 50% of that of all other assault rifles to make the change effective, in terms of balancing the applicable damage output. The only problem that stability loss could be made up in other ways pretty easily. Once you get to 50% of max stability most weapons are all stable enough to easily sustain 90% plus of the capable damage. Unless all weapon stability is reduced over all classes and the LVOA-C and M4's are dropped to 5-10% of 100% the problem will still exist. They will be the only assault rifles worth using.
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  9. #9
    Originally Posted by MISTERxExOWL Go to original post
    I think your response to the problem with LVOA-C and M4's makes sense however the stability would need to be reduced a lot, more than 50% of that of all other assault rifles to make the change effective, in terms of balancing the applicable damage output. The only problem that stability loss could be made up in other ways pretty easily. Once you get to 50% of max stability most weapons are all stable enough to easily sustain 90% plus of the capable damage. Unless all weapon stability is reduced over all classes and the LVOA-C and M4's are dropped to 5-10% of 100% the problem will still exist. They will be the only assault rifles worth using.
    If Massive is going for realism here (albeit futuristic) any 5.56 (m4, acr, scsr l, lvoa) weapon should automatically have a higher ROF and lower damage while 7.62(all the aks minus 74m) weapons have higher damage and lower ROF. Which they got partially right. Plus suppressors should lower accuracy and stability (just like irl), while muzzle breaks and compensators raise them.

    We could argue all day about irl wpns and mods but the blancing point here doesn't follow the realism Tom Clancy games are known for. If anything I'd say your original thought on this would be an acceptable compromise. And I would extend it to ALL weapons of all categories (especially the SMG's and pistols).
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