At least for newcomers like us, signature weapon's ammo drop is almost 1% to none existent. And that yellow rusher with batons are insta-killing us and wiping our group, its like 4 people are not enough to kill one elite, but wait there are more, two baton rushing elites?! took us 3 hours and 10 + tries to fin the invaded content. But yeah it was fun for hardcore vets of the game, off putting for casual players though.
Firstly, I hate to say it, but endgame content in anything like The Division is not meant to be casual. As a more hardcore player, I can definitely say that the Invaded mission was bordering on easy with just enough enemy variety to be interesting. Endgame content feels like it's right where it should be, though I would like to have harder difficulties available.
Ammo drops are easy, just follow your specialization. If you're a Sharpshooter, act like one and kill enemies with headshots from marksman rifles. Enemies go down quick as long as you focus on weak spots, stay in crit range, and fire from cover. Use cover at all times, you cannot run and gun. Rushers have always been priority targets in TD1 and they will continue to be priority in this game as well.
It's the scaling. It's over tuned for groups above 2 players. Solo or duo you have manageable kill times, you have to play tactically but it's doable. When you have 3+ players, good luck. The bullet sponginess goes thru the roof and I've mag dumped 3 LMG magazines (with extra rounds mod) into a yellow enemy and not even dent his life bar, only his armor. I think the dev's should tone down the aggressive scaling present in 3/4 man groups. Especially matchmaking where comm's are close to non-existant so not all groups can focus fire on a targetted enemy.
I think it was fine, I like that it was a bit of a challenge and you had to think a bit.
Just do the mission on normal til you have better gear in the main game if you would be struggling there as well.
Remember these builds are not that great.
The SUPER low drop rate for special ammo is broken, I never once trough the entire mission saw any ammo for the crossbow.
the black tusk are cool and interesting and I like how they given some in-story explanation as to why you're revisiting old missions on high level again.
but god damn I hated the endgame in division1 and things pretty much didn't change in this beta
the shock melee rusher with armor that can stun lock you till death
the infinite grenade spam with pinpoint accuracy
and the god damn TTK is ridiculous
you shoot at the purple dudes WITHOUT breakable armor parts for whole minute and it might still standing
I mean, there are better ways to make things challenging without spamming bulletsponges everywhere isnit?
and ffs don't just "gitgud" me
you get used to tank control doesn't mean tank control is a good design, same with the bulletsponges