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  1. #1

    Suggestions and Feedback for Open Beta and Final Release

    Let me start by saying that I loved the private beta. That being said, I am only going to touch on the suggestions, bugs, and feedback here instead of gushing about all of the good.

    Weapon Reload Bug - You can reload with a full mag for one extra bullet. This can throw off some fire/reload cadence and disrupt some play.

    Specializations - This is actually kind of just a side note for an additional specialization class. An assault class that specializes in Assault Rifles and has a minigun (Like an M134) for a special weapon and a grenade that releases a cloud of acid that eats enemy armor over time.

    Specialization Weapon Damage - All of them felt underpowered. The .50 cal especially. On paper, it did more than twice the damage of my sr-1 but did not do nearly as much actual damage. My high end marksmen did more actual damage. Crossbow and Grenade launcher damage felt closer, but still a touch underwhelming.

    Specialization Weapon Ammo - Snipers spawns too much, grenade launcher rarely , and crossbow almost not at all. Can I suggest that instead of specialization ammo being random drops that it instead be found as a one-time pickup per mission in an ammo box? Maybe every restock box has 2 special ammo that does not respawn on further restocks?

    PvP Damage - Snipers don't deal enough damage and shotguns deal too much. A Headshot from any marksman rifle only does 25-50% armor damage, requiring 3-4 headshots to kill. Shotguns deal 75-100% armor damage per hit. These numbers should be balanced since they are essentialy the same thing for different ranges. I know the stagger is gone, which is good. Also, th ACS20 (Showstopper archetype) needs a nerf. Badly. It is far too accurate and damaging even at mid range. Seekers are also far too strong.

    Skills - Skills do not activate when they should. Sending a scout drone or sending a seeker to a target doesn't seem to trigger very well without spamming the button. And sometimes it makes the graphic for locking on but the skill doesn't go anywhere. Also, skill deploy speed is way too slow. It shouldn't take me 8 seconds to throw a turret. Skill responsiveness should be increased.

    PvE Enemies - UAV Explosives are spammed far too frequently. Maybe enemies can only spawn one drone instead of two. Also, Shock Batons from hyenas will stunlock you infinitely. Shock should only proc on first hit or only once per "buff" state. A lot of people are complaining about ttk being too long, but I disagree. I shredded enemies just fine solo, full squad, normal and hard mode. The only time it felt like enemies were too tanky was during low-level missions on hard mode, but that will be remedied when we don't have gear and level restrictions.

    Dark Zone - Occupied Dark Zone should have Black Tusk Faction throughout for added challenge. Also, maybe as an event black tusk can invade the non-occupied dark zone with increased loot drops.

    Hunters - Please?

    Weapon Mods - Great Idea, but it's a zero-sum game. The tradeoffs are so close you're almost better off going with no mods. Honestly, you might be able toget away with having very small bonuses with no tradeoffs. Grip with +5% Accuracy and no penalty. Or, a more advanced grip with +20% accuracy but -10% Weapon Handling. Compensator +20% Stability, -5% Damage.

    Weapon Attributes - Pretty much the same except for Assault Rifles, Rifles, and SGs. ARs doing extra health damage doesn't seem useful. They are great against red enemies, but again, the way the game works, armor is everything. Nothing seems to have too much or lot of health. It's mostly armor. I would suggest changing either the assault rifles or the rifles to increased armor damage at 5, 10, 15, 20, and 25% intervals per rarity. This makes enemy health more important, adds more threat to red enemies, and makes elites a little less tanky for those weapon classes.

    Gear Attributes - There are a lot. Health and Health on Kill seem to be almost useless. The way damage is and how fast you can lose armor makes an 8% increase in health non-impactful. For instance, during endgame mission I had 133k armor and 38k health. A couple shots was enough to drop my armor to half, which is all it would take to completely drop my health to 0. A 50% increase to my health is roughly the same as a 15% increase to my armor. And I saw a talent that increases health by 20. Which is completely useless. The way the game plays, it might be better just to completely remove any stats relevant to health unless they are more impactful. But if you do that, then you essentually get two armor bars and you don't want that either. This is why removing health mods would just be easier. Is 117 health on kill even making a difference at 38k health when ttk is so low?

    Gear/Skill Mods - Fantastic Idea, but dear Lord the grind. I would suggest implementing a way to focus your loot grind. Relying on RNG for a piece of gear with the right brand, slots and attributes is hard enough, then finding the right mods for the right slots with the right attributes is exponentially increasing the difficulty of finding what you need to make your build. The build diversity is fantastic and the depth is welcome, but there should be some way to focus what you are looking for. Offensive Protocol Caches, Offensive System Caches, Turret Skill Caches, Fenris Group AB Cache are all great ways to do this. By narrowing the loot pool for certain events will help people get the build they want without relying entirely on RNG.
    Also, Exotic Gear Mods? Maybe add special Exotic talents to gear? Or specifically made to supplement an existing talent? For Spotter, maybe it increases weapon damage to 20% on pulsed targets? Or for Patient increas armor gain to 8% or 10% per second?

    Stash Space - I really thought we would have enough, but after seeing how the gear mod system works, this is entirely unrealistic. We really do need more. A simple fix would be to allow 150 spaces per category instead of overall. 150 Weapons, 150 Gear, 150 Mods. That would be more than sufficient.

    Environment - Doorways are a huge issue. You get stuck on invisible corners in a lot of doorways if you do not hit the exact middle of the opening. Headglitching is also still present, but I don't know if that is something that can be fixed. I feel like it is more of an inherent problem with the changes between scoped in and OTS view.

    Scoping - Auto-scoping on Marksman rifles is actually a cool thing. I know a lot of people don't like it, but I do. To make people happy, maybe do what PUBG does and let you hold trigger to ADS and r3 to scope from there, or Double tap trigger to go straight to scope.

    Menus - Main Menu and Inventory Menu are great, but the submenus are not so great. Weapon Mod submenu and gear mod submenu are clunky and zoom weirdly. I suggest making a UI list somewhere in a corner that we can see that we can scroll through to make navigation a little easier. I know during the beta that the social menu was badly broken but that I am sure will be resolved.
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  2. #2
    -I was told they already have 3 additional specialization classes on the way.
    -It’s not the special weapon damage that needs a buff, it’s the skimpy magazine size.
    -Shotgun’s are a trade off they do insane damage but at increased risk (I.e., out of cover, bad range, slow reload, low magazine).
    -Agreed; some Division Tech does need work mostly due to mapping placement and terrain clutter.
    -Agreed; explosives are frequently spammed to force you out of an entrenched position. Needs to get toned back a bit.
    -I like the menu layout, but I play on PC so maybe it’s different.
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  3. #3
    I think mag size is fine. Sniper has 6 rnds similar to any other bolt action and grenade launcher has six rounds and crossbow can hold i think 10 bolts? Fired one at a time. It really is the damage. Why can I oneshot headshot a red dealing 228k damage with a high end sr-1, but NOT oneshot a red dealing 202k dmg with the 50 cal? Especially since sheet damage for the sr-1 is 78k and the 50 cal shert damage is 185k? Both of those were non-normalized. Normalized sr-1 was 108k and 50 cal was 352k. The crossbow felt like a slightly stronger grenade with extra damage to stuck targets and the grenade launcher was like 2 full frags per shot.
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  4. #4
    Voeu's Avatar Junior Member
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    Jun 2018
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    >Snipers
    You can oneshot with a sniper, you just need to fine tune your build ♥
    https://www.youtube.com/watch?v=ydh7tktQbAk

    >Weapon Reload Bug
    It isn't a bug. They added a 2nd reload for 1 bullet because you can add an extra bullet in the chamber on top of the magazine. This doesn't work on guns with no mags, like shotguns.

    > Seekers are also far too strong.
    I agree. I think it takes half of someone's hp even if you didn't spec into skill power.

    >Health and Health on Kill seem to be almost useless.
    Health is very sought after in pvp from what I've seen in skirmishes. It allows you to outtrade people who spec into weapon dmg/crit.

    >ACS20 (Showstopper archetype) needs a nerf.
    100% agree. that thing is nuts in pvp. Diceros pistol is even worse because of the +10 mag instead of +10%. I hoped they fixed that before open beta, it truely breaks pvp scene.

    >Shotguns deal 75-100% armor damage per hit.
    Tiny bit of an exageration. A super 90 takes 5-8 shots to fully kill someone, and requires you to be very close range and hit everything. 3-4 shots for the 5mag size shotguns (forgot their name). shotguns are very strong i agree (high tier), but I think they are fine as is. just my 2cents.
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  5. #5
    Wow, the numbers must just be really close. I had close to the same setup, but only had a blue srs but I did have 3 piece providence and airaldi. I didn't have the two increased weapon damage rolls either, just one marksmen rifle damage +7% or something . So just that little bit of extra weapon and headshot damage makes quite an impact. Ok, well knowing that, snipers should be toned down unless building them like this makes them absolute glass
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  6. #6
    Maybe the special ammo conundrum can be finessed a bit but carefully lest we turn them into dare I say it.. Destiny supers.
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