🛈 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
    Giralus's Avatar Senior Member
    Join Date
    May 2015
    Posts
    1,087

    TD2 Gearset Defense vs Offense

    TD1 Gearsets suffer 1 Major issue the Majority of them all Focus on Inceasing Damage in Various ways .

    2 examples :
    GEARSET = Predators Mark = Faster Reload Speed , Increase Assault rifle dmg and smg damage
    And hit 10 shots and Apply Bleed for 50% of dmg already done by those 10 bullets ...

    What is the Counter gearset to that?

    Shouldnt there be the Defensive equavilent?
    GEARSET = Preys Camouflage 10% faster movement speed, Negates any damage bonus from Predarors mark (Assault/SMG)
    And makes player immune to Bleed affects causes by Predators mark 4 peice bonus

    Counter to Strikers Gearset = Gearset name Hard Target 2 set bonus (when shot at by a Striker gear set it makes there weapon +20% less stable. 3 set Bonus +10 armor dmg vs striker gear attack..4 set Bonus immune to stacking effect.

    FIRE Crest = you get the Idea.. the Defensive set negates the Firecrests positves.

    .

    So if you have 4 players vs 4 players and one team is in all Offensive DPS gear. And the Other team is in all Defensive DOS negating Gear.... the result = who wins depends on who out out thinks/out maneuvers/out shoots the other team..

    Same for Offensive crap like Shock Turret and flame Turret.. there should be a Foam turret that you throw down to extinguish the flame... and Shocl Turret there should be an EMP turret that shorr circuits the Shock turret .

    Currently in TD1 the Vast majoroty of gear/talents/gun Perks are all DPS centered.. but only Half the people playing an RPG-ish game want to be a DPS class.

    Some want to be Healer-ish Some want to be More tankish. Some want to be more Support. Etc..

    Going into the DZ chances are you are going to go up against a player with 600+k toughness. 300+k Dps in Predaters or Strikers gear and with the 2 Meta GUNS in the game = LAME.

    There is No variety in that... there is no Mix and Match, there is no Play your way. There are no counters ..

    ( what use the Nomad set that gives you a super ultra Minor heal.. and has a chamce to revive you when Killed? So you can be instantly killed again thebsexond you come back to life ?.. what kind of useless Defensive drivel is that compared to Predators Mark? Its like bringing a Can opener to a Machine gun fight)

    Put in Def gearsets to 100% xounter Offensive sets.. and let Players Mix and Match / Hybridize to make choices of what the want over what they dont want.. maybe Bleed is not an issue for them so they will swap out the 4th set piece for 2 other peices to get a small secondary bonus from another gearset.

    Let the players have the Options to go Def or Off..give them the gear/perks/weapons/talents/Gadgets to do so and then let the plays fight it out and see whos skill and build is victorious the DPS Off King or the Defensive Low DPS win by out playing their opponent. = Balance

    (instead of cornholing everyone into 2 gearsets and 2 guns if they want to even be reotely competative )
     1 people found this helpful
    Share this post

  2. #2
    Trippul G's Avatar Senior Member
    Join Date
    May 2016
    Posts
    1,523
    What good is an "anti-Predator" or "anti-Striker" gear set to someone who doesn't PvP?

    Without the separation of PvP and PvE and having completely separate gear for both, achieving true gear and weapon balance is going to be damn near impossible.
    Share this post

  3. #3
    Giralus's Avatar Senior Member
    Join Date
    May 2015
    Posts
    1,087
    Originally Posted by Trippul G Go to original post
    What good is an "anti-Predator" or "anti-Striker" gear set to someone who doesn't PvP?

    Without the separation of PvP and PvE and having completely separate gear for both, achieving true gear and weapon balance is going to be damn near impossible.
    There are many ways to go about it .

    One. Lets take Predators Mark it works the same in PVE as in PvEvP as in PVP. Predators mark is a DPS gearset = Faster Reload Speed , Increase Assault rifle dmg and smg damage
    And hit 10 shots and Apply Bleed for 50% of dmg already done by those 10 bullets ...

    So why wouldn't the same hold true for the Anti-Predators mark in PVE as in PvEvP as in PVP? = 10% faster movement speed(from cover to cover) Decreases incoming damage from Assault Rifle and SMG by x% dmg, and immune to bleed effect caused by NPC"s that land 10 hits on you that will cause you to bleed (and since NPC's in the game seem to have pin point accuracy and can shoot through a 2 inch gap in something it would most likely be even better in PVE lol)

    So whats the issue? .. One is an Offensive DPS set in PVE or PvEvPor PVP and the other is a Defensive set in PVE or PvEvP or PVP.. one is set up to do dmg. One is set up to mitigate dmg.

    Neither of the above will make or break the PVE game (and adding Defensive sets/perks/talents to a Cover Based shooter makes more sense than adding MORE dps sets to a Cover based shooter. Since the objective is to Stay Alive not to Burn down enemies in milliseconds (thats what FPS PVP games are designed for)

    It also plays Very well into the DZ that is a PvEvP zone. Maybe going in with a team more heavily Defensive than Offensive will allow your team the edge over the Min/Max DPS players that have 600k health,350k DPS and all Crit chance % inc , critical damage increase..rpm increase..that want to run up and Face tank you and kill you in .5 seconds.. well if your team is immune to all thier bleed and shock and fire and their Damge/Crit/RPM Bonuses then their running up on you will be the biggest mistake of thier life.

    And since this is a Rpg-Lite, Coverbased shooter. That is suppose to allow the Players to play their way, and choose Gearsets,talents,perks and also hybridize their choices to be unique and so the Enemy NPC and also in PVP the Opposing Player needs to be Wary of YOU..

    Currently TD1 is 90% DPS increases in everyway possible. Increase turret range. Increase turret duration. Increase dmg when target is on fire.. increase Rate of fire. increase magazine size. Increase critical hit chance. Increase critical hit rate. Increase headshot dmg, etc etc etc etc.. dps dps dps dps....
    And we wonder why every body face tanks 99% of the game in the same 2 or 3 sets of gear with the same 2 or 3 guns and the same few talents. And the same gun attachments?

    If Division 2 is going to be a Vast Imrovement over TD1.. they need to STEP away from DPS > all else... and balance out the gear/talents/perks/general classes and geasets to allow for a Much more Robust 3rd person coverbased RPG-ish PVE...PvEvP....PvP game.

    Take any RPG type game and only 1/3 of the player base wants to be a DPS class, the other 2/3rds wants to be Support/Healer/Tanks...

    Tanks = heavy mitigation = low damage
    (MITIGATION > health anyday of the week)

    Healers = High Health(need skills to make up for Lack of mitigating damage). Lower dmg

    Support = mix of mitigation/health but generally realy on their gadgets/single and group buffs as thier main addition to the group.

    DPS = no Mitigation,Low Health. Very High Dmg. Skills that allow them to do good damge from afar for snipers.

    Middle of the road DPS = mid range decent damage/cover fire/ and clutch abilities to help team mates in a tough situation.

    And the Close up HIGH Risk High Reward DPS = stealth/assasins, Shotgun,Knife to the throat, poison. Etc..

    The Division 2 needs to Branch out the classes, branch out the skills in def to counterbalance offense. Make the game more Skill based and far les DPS based.

    If The Division 2 is just going to end up being 2 DPS gearsets and 2 guns the Majority of the playerbases uses to steam roll content once again. Ruin the need for Cover. Make Defensive play irrelevant.

    Then the game will turn into Destiny 2. A carbon copy that took the worst of the first game,dumbed it down even more. Screwed up the Field of view. And even fiddled with the one thing that made destiny 1 worth playing = the near perfection of the gunplay in Destiny1.. Destiny 2 is just a generic rip off of the generic game that was Destiny 1, but somehow managed to make it even more generic .. and if that happens to The Division 2. I dont think.there will be a Division 3.

    The PVE crowd in TD1 were severely let down with the lack of content at release and the lack of Variety of classes(since rhey touted the game as a RPGPVE shooter.. but it was anything but.. it quickly in a couple weeks become just a run and gun shooter.. tanks/healers/support = not needed.. 4 DPS classes with a couple cross perks = Steam roll and speed run the content with out blinking an eye.
    Share this post

  4. #4
    I am all for many gear sets and lots of gear period. However I would fear an idea like that would be somewhat disliked. Who would want a gear set that is only useful against it's sister set? I know you are saying it will have other uses but the main point is to only stop one set. I would much rather have them come up with much more interesting ideas. Like classified exotics, only one can be equipped at a time but it slots into your 5pc classy build and offers a modified 6pc perk. Lets say I am rocking the D3 5pc with the classy short bow knees. I would give up my shield health/buff and get a 50% chance to defuse grenades along with the instant grenade explosion. That would kinda act as a way to merge FM and D3. They could also do something similar for FM like having a classy barrets chest removes the defuse buff but increases shield health by 200% and pistol damage by 25%.

    I would not really want to have 200 different sets to collect either. I would just prefer if they had better organization of the current sets. If they actually made the 2pc bonus interesting enough to inspire more 2-2-2 builds. Allowed better synergy between sets and high-end for a more creative build process. I would actually like it more if they had more than 6 gear slots, helmets, boots, elbow pads, armor plates, side armor, and maybe something like battery packs. Have cosmetics but don't ruin the games theory crafting because of them. More slots give even more build diversity. I would love to have a 6pc D3 and a 4 pc FM or a 4pc reclaimer with a 3pc tac and 3pc firecrest. You could even use 6pc sets with high-ends we love, like savage, inventive, decisive, nimble, or reckless. I think the gear set problem is more than just lack of diversity. It is the awful design of the set bonuses, the limited number of gear slots (most RPG style games have at least 10), and the complete banishment of high-end items after classy sets came out.

    Also building on the battery pack idea. Those could be like runes or gems in other RPG style games. and your gear has battery slots similar to the armor mods now. Battery slots would just offer more unique bonuses like plus 5% to all set bonuses, lowest health enemy is highlighted, or non-set status effect damage is increased by 500% (meaning grenades, skills, or some weapon talents actually hurt).
    Share this post