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  1. #1

    Beta Feedback and Suggestions

    What I liked:

    -The world looks great (albeit, some hair looks like Brilla Pads and character skins might need some tweaking).

    -The guns feel GREAT. I love that they have recoil you have to control (but not too much) and that they sound good too.

    -I like the armor and having to repair it, plus health underneath. It creates opportunities that some unique skills, perks, or status effects could take advantage of (like poison).

    -The faster time-to-kill makes the game a little more intense and makes cover even more important than it was in Div1, I like that.

    -Division 2 left the number crunching aspect to the game and didn't dumb down to appeal to casual gamers just to boost sales like so many other franchises have (I'm looking at you WoW)



    What I didn't Like:

    -First and foremost: the weapon mods. To be blunt (no disrespect intended), the choice to have both positive and negative stats on them is counter-productive. Division is a looter shooter, which means grinding for the best gear (weapons, armor, and mods) so that you can go out there and kill tougher enemies. Then the reward for defeating those tougher enemies is... even better gear! So, when you finally get a weapon mod as a drop( (assuming that you can. I actually haven't seen one drop yet) it sort of robs the player of the reward-for-their-effort feeling when they see that the negative stat is not worth the positive stat (which is the case most of the time). I feel like the point of weapon mods should be to improve the player's weapon, but with the current mechanic weapon mods don't do that. They don't make weapons better, they just make them different. +15% Accuracy -10% Critical Damage isn't improving the weapon, it's only trading one stat for another. While, I'd prefer that the negative stats be removed altogether, if they must stay, I think the negative stat should be drastically reduced (for example: +15% Accuracy -3% Critical Damage). If there is only one thing that changes in the game between the Beta and the final release, I hope it's this.

    -To elaborate a little more, having both positive and negative stats on the weapon mods also limits the creative potential of builds. In Div1, players could pursue two or three different stats that worked well together. Having a negative stat ruins that by forcing players to use other weapon mods to counteract the negative stats of their first mod instead of building up a different weapon statistic entirely. This, in turn, limits the creative potential of builds because the first weapon mod can be used to improve one of the weapon's stats, but all the subsequent ones will be used to dampen the negative impact of the previous weapon mods instead of going towards other stats.



    -I personally feel that there need to be more perks and that they need to be a little more creative. Perhaps there will be more by the time players reach endgame, but from what I've seen I think there are far too few. Plus, most of them aren't really "perks" per say. To me, getting a free weapon mod (which makes up 3 or 4 of the "perks") isn't a perk. I'd like to see more perks like the one from Div1 that gave a 50% chance for a bullet striking the head to be put directly back into the player's magazine or something like "Headshots have a <insert percentage chance> to ignore armor and deal damage directly to the health." I feel that perks should break established norms within the game. That makes them more creative and allows for more unique classes to be built with those perks.



    -All of the perks and skills seem to lean heavily towards DPS class types. Sure, DPS is an important class, but so is Tanking and Support. I acknowledge that it could just seem this way due to the limited style of the Beta, but I certainly hope that there are more Tank and Support class related skills and perks in the full game. The faster TTK actually creates a larger roll for such classes since your DPS can't just tank hits like they could in Div1 and the healing abilities of a support class would be needed more often.



    -While I don't mind the requirement to select a target for the skills, I think it could be done in a way that was faster and easier to do. For example: Give the Bombing Drone only one bomb (but give it a larger radius) and then have the player only have to select one point. This would make giving the drone a target much faster and less awkward.



    -It seems like enemy AI spawn from every direction in missions. I don't mind them all not coming from the same direction (that makes it too easy) but it's frustrating when they are spawning on all four sides of me and I'm forced to run around like an idiot until I kill an enemy and create a descent spot to take cover and not get shot in the back.



    -Keeping on the theme of the AI, it seems almost impossible to run away. I feel that a big part of RPGs is to be able to run from a fight that you know you can't win. In Div2 I die almost every time I attempt to run away. Now, I can't tell if this is because the enemy AI are just too accurate or if it's because their bullets are passing through objects (when attempting to run away I weave around objects, putting cars, trees, and other items between me and the enemy but I still get hit). Honestly, it feels like the latter but I can't say for sure.



    -The enemy AI can spam their drones too much. The grenades and robots don't seem to be an issue, but the drones are non-stop. While I haven't actually died from drone spamming, it still seems that they never stop coming. Perhaps put a longer cool down on the enemies skills?



    -I don't like the forced zoom on scopes. I personally think the balance for such powerful and accurate weapons should just be their inaccuracy while not aiming. Also, the animation for zooming in with a scope is weird on my eyes. I assume this is to prevent quick-scoping (thank you btw) but I feel that the blur is unnecessary. I think the crosshairs coming in from the side is enough. If it's not, perhaps make which side the crosshairs move from be random. One time you aim it comes from the left, the next time the right, or maybe from the top. Either way, the blurriness is unpleasant.



    -My last point (in this category) is that I can't seem to figure out how the special ammo works. Personally, I liked how it worked in Div1. I've picked some up in Div2, but I couldn't find it in any inventory and I couldn't figure out how to activate it. Other times it's just there while I'm shooting. I began to think that once you picked it up it was automatically activated, but after playing for a while (and picking up special ammo) I never saw my next shots have any status effects with them.



    Bugs:

    -I've experienced some of the audio and getting-stuck-on-stairs bugs that others have mentioned, but those are everywhere in the forums, so I won't go into any detail on those here.



    -On the mission where you're rescuing the girl, I had a glitch were the room was completely white when viewing it through the doorway from the previous room. Once I entered the white room it would take about 20 seconds until the brightness was normal. So, when I had to fall back to the previous room I was forced to guess where the enemies were while shooting through the solid white square.



    -I've had an issue where, after selecting my Bombing Drone's first target, it won't let me select the second target. This happened on the rooftop of the mission where you're saving the girl.



    -In the hints it says to use the Left D-Pad to cycle through grenades. Tapping the button only activated my currently equipped grenade and holding it did nothing. The only way I was able to change grenades was to either use all of my currently selected type or to open my inventory and do it that way.



    Suggestions:

    -Please add back in the Damage Mitigation Percent stat. I love that we are given all kinds of stats on all of our gear., however, that stat from Div1 isn't in Div2. Since there is maximum amount of damage you can mitigate with armor, it was nice to know when the armor was maxed out. That allowed me to make important decisions like "Is gaining +10% Rifle Damage worth losing 63 Armor?" If I was maxed out on the damage mitigation stat, then I would say yes. The stat just gave me more information and allowed me to make more informed decisions about my build.



    Thank you for giving me access to the Division 2 Beta. I've had a lot of fun playing it and I hope you'll take my feedback into consideration.
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  2. #2
    …your likes
    -Put a hat on, that’s what I did.
    -Did you try using the M60 yet?
    -Armor was a great idea, love the animation of replacing damaged plating.
    -Love me some cover.
    -Oh the abstract nature of mathematics.

    …your dislikes
    -I’ve been hearing allot about weapon mods. I bet they get tweaked.
    -Only remember one other person talking about perks, and it was DZ stuff.
    -Many others are talking about how the division tech is working out on the field. I bet it gets tweaked.
    -Enemy AI does shows improvement, they love to flank and flush you out of entrenched positions.
    -AI explosive spam is something people are talking about. It’s designed to flush you out and keep you moving. It may or may not get tweaked.
    -Auto zoom on 6x/12x power scope mods are being talked about. Personally I don’t use them, I prefer shoulder sights (much more consistent on solid hits).

    …bugs galore
    -I experienced the audio bug as well. Did you try restarting the game? That fixed it for me.
    -Wall of light in doorway… never experienced that.
    -I use a mouse and keyboard.

    -We still don’t know all the effects armor will include, I say wait and see.

    Thanks for sharing.
     1 people found this helpful
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