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  1. #1

    What I hope the developers implement in the Division 2 from faults in the original

    We all know that somethings in the first game just still feel off, and while I hope that they might make some adjustments before the new game releases, we need to look to the future. The RPG feel of the game at times seems very lacking. Progress and advancement is not an even paced process, it just seems to end with a sudden drop rather than a slow build up. Also, outside of the box builds seem to be more punished than embraced. Now I know the sequel will feature different mechanics, but the basic ideas of what i am saying should still apply in one form or another. So I will just use current stats as a way to drive my point and for ease of explanation.

    So here are some problems that I have noticed (at least what I find to be) and why, plus how they could be improved. Starting with the biggest of the problems

    Skills.... I know this is a sensitive subject, so to all the FPS only players, I will be as nice as I can and simply say get over it. This game is not call off duty and you should just accept that balance involves skills being able to kill you. The key to it is how they make it work. Based on the historic use of classes like mages, warlocks, pyromancers, priests, summoners and so on. We can see many ways that these classes can fit in.
    Burst damage, Damage over time, Healing, Buffs, Debuffs, Counters, Pets, and Emplacements are the main tools in a skill users tool box. The problem is that the Division did not really balance the use at all. You either had a one shot sticky or a worthless seeker that did nothing. Our buffs consisted of movement restricting cover skills that were useless in PVP or pulses that any pure FA build could counter with their own pulse. Group heals could be spam cast by almost every box user. Basically the options were very limited and almost useless.
    How can we improve this situation you ask? I would start be adding a skill power minimum to the skills. For example the turret would need 100,000 skill power for the base model (at world tier 5) and 150,000 for the upgrades. This would stop the shock turret spaming from every non-skill FA user. The same could be implemented for support stations. This would make skill a more considered slot and build aspect. A 80,000 skill build would be limited to something like a basic pulse, basic self heal, or basic smart cover. Why should you get the full effect of skills if you are not investing in them? That would help with the role separation a lot.

    Status effects.... These things are sad and annoying. AI shrug off almost all the effects in a second and they do next to nothing in PvP. The only real status effect in the current game does not even belong to a skill build, but to a stamina build (pred). Shock turrets shock just as well for a FA build as they do for a Skill build. normal bleed and burn damage is so low that it is almost comical, blind/disorient is so weak and ineffective that is verges on useless, Disrupt can be useful but lacks the punch needed to make it a truly usable status effect.
    Bleed should be based off the manner that it is applied, so lets say I have Bleed on my sniper rifle at 9000 FA. I should be doing a lot more than 1000 bleed damage a tick. yes if I used a bleed pistol at 2800 FA maybe 1000 bleed damage a tick would be correct. The effect needs to represent the manner in which it was applied. otherwise it is just a gimmick and not really considered for actual use. Which is why Predator has the market cornered, because bleed has so little effect anywhere else in the game. Skill builds have a skill completely devoted to bleed damage, the seeker mine, yet it pails in comparison to the stamina based predator bleed for absolutely no other reason than unfair PvP balancing at its finest.
    Shock is really the only status that works well, but it works the same regardless of how you use it. 400,000 skill vs 100,000 skill gives you the same stun effect. Allowing it to be used as cheaply and annoyingly by anyone at any time. yet only lasting a half second in PvE.
    Disrupt should really be considered broken. Why do I say that? Well if my armor is based on all this fancy tech and all these cool set bonuses that come with it. Should it then be common sense that a disrupt would put an end to all of that? If you are disrupted not only should it stop skill use but end all sets bonuses. End all striker stacks or stability, stop pred from causing bleed, prevent lonestar from going all lonestar, remove tactician stacks, and allow nomad to die! Disrupt should end all of that, because that is the whole point. It should also be really strong and effective if you are a skill build who is using a slot to actually carry the disrupt. The range should be larger the effect should last longer, not be equal to the nomad who just hit me with it.... Something like under 150,000 skill power stops skill use, over 150,000 disables active skills, over 250,000 skill power disables gear set bonuses. Grenades can function the same as currently. As a side question..... how does a med kit remove emp? that should not happen.
    You get the idea i think. Status effects should actually begin to mean something. by restricting them and the stronger effects of them to select builds you fix the two biggest issues with them. That being the spamming of them in PVP, and the worthlessness of them in PvE. By restricting them in PvE you give the actually crowd control players effects that have meaningful impact, and do not need to make artificial adjustments to the AI who seem to shrug off everything currently. And in PVP you make players actually need to consider resistances. Not just pump everything into bleed resistance because that is the only one that does damage....

    Counters, well there are almost none. but lets take pulse for example. If I am a full skill build running a conceal and a full FA build is also running conceal, that skill power should cut through his like a hot knife through butter. It should just simply subtract his pulse from my pulse, not completely block it. but he could stop my pulse by hitting me with EMP. This can go for AI as well. I would love to know if the SHD agents could hit me with counter pulse, or learn to emp our reclaimer box. We can switch skills on the fly why should they not be able to do the same, then we could try to counter them and so on.

    Snipers are understandable, you want to avoid as much as possible the ability to one shot, but in some situations it is completely justified. Lets say I am using a 9000 FA build, and I have a target (PvP) just sitting in cover. I have a clear headshot and he is just not moving out of that spot... It would make sense that by me staying aimed in on his head for X amount of seconds gives me a bonus to headshot damage and allows me to one shot his stupidity right out of him.... which leads me to the related idea....

    Sticky bomb..... I know it is cheap for the one shot sticky. But I also think back to the Beta of the Division 1. I would be in game chat in the DZ and people would all be waiting for the extraction. I would tell everyone when it drops the rope take turns, don't rush the rope at the same time. of course only one or two listened and I would toss a grenade and blast a sticky and go instant manhunt. Those were fun days... My point is some weapons and skills should have what I like to call the "stupid modifier" just like the sniper rifle if you are sitting still not moving or dancing around with your 7 friends in the DZ doing emotes or chicken dancing in your reclaimer box with your 3 other rogue buddies you should have a EDR penalty applied to you and be one shot by a high SP sticky with good aim and timing. The sticky should be pretty useless on a single target but devastating to a body blocking group of chicken dancers. who knows if the sticky will be back in the Div 2 or if people will find a way to chicken dance but i think having skills with a "stupid fixer" would be good for everyone involved

    Please reduce ammo availability, Being able to spam one type of weapon all day everyday in missions and in the DZ have played a large part in the collapse of diversity. people just role ammo and use a house all day long. You should need to use other types of weapons, use an ammo station, select ammo gain talents, or wear sets like lonestar or banshee that have ammo bonuses. There are so many options in the current game that have been abandoned simply because you made them obsolete. I loved needing to carry all weapon types to complete the original UG.... I don't even worry about ammo in a three phase now. More to the point, having talents and perks that in the game should mean something. making them obsolete for no reason limits diversity and creates easy meta builds.

    Shotguns! They should kill you quick. While I hate the chicken dance meta I understand that if I stare down the barrel of a shotty I should not be able to out DPS you with an AR. there is a reason they used shotguns for close quarter trench warfare. While I would say that being able to run up someones butt and shotty them like a chicken dancing champ should be almost impossible. If I am in a building chasing someone through narrow hallways I should fear them turning around with a double barrel....

    Make consumables great again! I loved the old Reclaimer set it was the only real set that actually gave your team buffs in a very classic RPG Druid type way. It was a great support build and actually made consumables a featured part of the game. Currently the cooldown and nerfs have made them rather ineffective. I hope you make them a much better feature in the new game.

    I hope we get a better feel for what the new game has in store in the coming months, and I hope some of the community ideas/concerns are passed along by Amper or Johan. Because in the end we all want the same basic thing. A fun game that feels like our builds matter and can be both unique and effective in PVP or PVE.
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  2. #2
    IMO they need to at least have the features that made the first game great from the get go in the sequel:

    Optimization station
    Recalibration as is
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  3. #3
    While I like those features...... I can easily argue that they killed the grind and made the game too easy. So if you started off with that feature, it might hurt the game's mechanics. Now if they actually come up with some better non-adjustable features or change the currency to make upgrades actually expensive maybe add some upgrade paths that can't be adjusted or what not. That sounds like a good idea. Some fantasy games have runes or gems to slot in your armor..... maybe we can get batteries to slot in and improve things like brand/gear set bonuses or talents. Could be pretty cool.

    I would just be annoyed that I am max geared after playing 10 hours of end game content....
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  4. #4
    I hope we will have a open world where agents rome around not SOLO crap again like in TD i mine what is the point putting so much work in LZ aria when you explore it it will be dead in no time.

    Add limit 30+ players pr a zone something similar to the DZ 24 limit adding random incuresens to it where player can get together and do the incuresens together similar to the DZ drops and contaminated events.

    And i hope the 4 men group is not the max if we gonna have a 8 man raid i think the 8 man group shot be in there to 4 men group is so OLD SCHOOL.

    i also forgot the the weapons and armors they need to be fixed on the specific dungeon ore mission area for a example m4 ACR and vector 45 kip the RNG talants but the weapons need to be spread around the dungeon ore mission area so the dungeon ore mission area will have some meaning to do not like TD lexington farm non stop and you get all the weapons depends on the RNG.

    Again what is the point adding multiple mission aria and only 1 will be a farm fist to me it is waste of time work and money if we will have the same system like in TD
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