Time to kill is one of the main importance when it comes to gun fights. The Division 1 was on the right track at first until they overdid it with updates. I don't mind the NPC's for PvE mainly the boss has high TTK. The players don't need it. Of course I don't want everyone to be at a base health but don't overdo health and healing. I rather see more skill thats not completly on build. I rather see guns and items such as seeker mines, drones, grenades use as a tactic. Have players use cover to protect the health they have. Lower TTK could make the game great again. Ijs
Extremely high TTK is fine if there's actual feedback that makes the fight more fun because the player can still feel that they are doing something, the destructible armour pieces are a huge step in the right direction.
To the gentleman above, whittling nothing more but a health bar of a guy that doesn't care about getting shot is not fun in the slightest, enemies are ridiculously tanky in WT5 legendaries for the amount of feedback their provide.
This guy gets it! 👍Originally Posted by BOT_Coyote Go to original post
Agreed, I loved the feeling when I see their health melts whenever I got a stronger gun. Please dont make it like cod or battlefield in TTKOriginally Posted by NLxAROSA Go to original post
Where in Third-Person Action Role Playing Game is written "enemies absolutely have to be unresponsive, unamusing to fight absolute damage sponges"?Originally Posted by Natfrog Go to original post
Sure it's an RPG game, inflation of numbers is important, the problem is the numbers have grown excessively big and the enemies didn't get sufficiently more interesting to fight. It has always been a problem in The Division because we aren't shooting alien prismatic overshields with some puny outdated firearms, we are shooting other people, often with rudimentary armour or none at all.
Wow you've gotten defensive.Originally Posted by Natfrog Go to original post
If you'd pay attention, you could have realised the subtle difference between "a bullet sponge that just soaks damage" and "a bullet sponge that at least tries to respond to players' actions".Originally Posted by Natfrog Go to original post
I've found a great game for you, it's almost exclusively growing numbers, you'll love it!
The Divsion has way too much potential and is a mix of too many ideas and genres to put all the eggs into number inflation basket.
Just to recall. I do not mind the PvE having high health mainly the bosses. In fact I well aware of how RPG works. First RPG I played was from the Tales of Series being two decades ago. I clearly understood that bosses and normal enemies health is sky rocket and can constantly heal. Even learned some damage apply to only weak spots on the enemy, certain elements can counter fire, wind, water,etc..as well as the difficulty settings. The Division by far wasn't my first RPG shooter. Defiance was and from that point open world mix with RPG shooters started to be a popular thing. So I knew I had to level up, watch particular stats I want to strengthen and balance stats I had to sacrifice for weakness.
I'm just saying mainly to the PvP aspect. Again I don't want the game to be broken like the first. The Divison health was on track with the first few updates but lost track in the middle updates. Survival mode just like many others was my favorite mode because that was not only balance but more skillful. If the Devs actually make it close to that it would be good. One thing I would say just like any normal RPG. Have the Armor be the toughest but keep health to a base level. Kind of like that fortnite thing with the armor and health bar. Don't allow armor to regenerate right away but only allow health regenerate after a few seconds. Of course the medkits can be there.
If they pot spongy enemies again people will live again like in TD we don t need spongy enemies like i said before all the enemies have to be normal max 2-4 purple and 1 elite (Boss)Originally Posted by Natfrog Go to original post