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  1. #31
    Ubi-RealDude's Avatar Community Manager
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    Thank you, everyone, for the variety of mixed feedback. I'll be sure to make a note of your thoughts to pass along to the team. I hope you all enjoy the remainder of the beta.
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  2. #32
    Sparhawk122's Avatar Senior Member
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    Originally Posted by Ubi-RealDude Go to original post
    Thank you, everyone, for the variety of mixed feedback. I'll be sure to make a note of your thoughts to pass along to the team. I hope you all enjoy the remainder of the beta.
    Seems like well over 90% are against the current mod debuff system. Whereas only a very marginal sized group of players like it.

    I remember several games have tried this system before and it backfired by having players act in two ways to the system.

    1. Not use mods and instead only use stock weapons.

    2. Everyone would use the same couple mods with the lowest negative debuffs and there would be no build variety.
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  3. #33
    Originally Posted by Ubi-RealDude Go to original post
    Thank you, everyone, for the variety of mixed feedback. I'll be sure to make a note of your thoughts to pass along to the team. I hope you all enjoy the remainder of the beta.
    Personally I really like the current mod system. It's going to make for some really interesting theory crafting. I think players will be able to make builds that suit their personal play style instead of just what's best in slot. Now, of course this is going to be harder so people will resist because they can't just copy what Marco does and pwn in the dz. This is going to add depth and complexity to end game builds. Well done!
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  4. #34
    Sparhawk122's Avatar Senior Member
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    Originally Posted by Massive__ Go to original post
    Personally I really like the current mod system. It's going to make for some really interesting theory crafting. I think players will be able to make builds that suit their personal play style instead of just what's best in slot. Now, of course this is going to be harder so people will resist because they can't just copy what Marco does and pwn in the dz. This is going to add depth and complexity to end game builds. Well done!
    No it won't. Most will just not bother to use mods now.
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  5. #35
    Originally Posted by Sparhawk122 Go to original post
    No it won't. Most will just not bother to use mods now.
    Exactly.

    It's clearly obvious from talking with other players as well as reading this forum, reddit and twitter that the overwhelming majority of players truly dislike the current system. It is only a very small amount who are "OK" with it and even less "like" it. It is a terrible system and the feedback needs to be heard. It will hurt the end game if we don't enjoy modding our weapons. It is such a huge part of the game so if we are in a place where it's almost always better to not use weapon mods I don't know what else can be said.

    I have said since the private beta that it's the single worst change in TD2 and nothing has changed my mind. I know MASSIVE listens to feedback but this is a situation where they need to do more than listen. Modding weapons is a huge part of this Franchise and right now it's non existent. Fix it.
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  6. #36
    I agree
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  7. #37
    so looking at the gear and how each piece has certain stats for certain brands I just see a broken system again. where certain brands have crit stats and some dont. and what happens id the brand with the crit stats might get nerfed, but the people that learn how to build a skill build and start wrecking people are going to be called op and nerfed so bad its useless tactician div 1. so seeker mines will be nerfed drones all that. even out the crit stats on all gear, stop pentalizing to harshly on weapon mods please. dont break this like the first one, and im loving the ttk
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  8. #38
    I agree - negatives on mods are bad.

    If the devs think mods are OP, then let them reduce the positives a bit until they are not OP.

    Do not stick some absurd negative mods on things in a failing attempt to make an OP mod into a less OP mod.

    Just make them all good ones and not OP with no negatives. Problem solved.
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  9. #39
    I honestly wouldn't mind the penalties so much if it wasn't for two things.

    1. They're too severe, I remember using a grip that added 10 % accuracy but took away 8% stability and a muzzle device that gave 20% stability and took away 10% accuracy - so the net effect is 12% stability and You have to use up 2 mod slots to get it. Imo penalties should be half of what they are as a starting point and let's see how that works, adjust as necessary.

    2. Some really don't make much sense. I get it, this is an RPG system and they want - this and this - specific buff/debuff comination on something so they slap it on a weapon mod and hey presto. Having for example front grip add accuracy by reducing stability just seems completely counterintuitive to me.

    I wouldn't go so far as to say people will run guns modless, but i do think there will be one or two 'golden' combinations and everything else will be subpar. I don't think that is their goal with the mod system, therefore it needs adjusting to not become that.
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  10. #40
    I don't feel the devs are going to abandon a system so easily, especially this close to release.

    My feeling is that they should stick to their guns and have the mods as they do now (with the downsides), but they should implement similar mods that have no drawbacks but smaller benefits.

    So you would still have (I believe these are private beta values):

    552 Holo Sight
    +10% Accuracy
    -20 % Optimal Range

    but you would also have a:

    551 Holo Sight
    +5% Accuracy

    That way people could at least have a mod in a slot without feeling like mods are useless and they could choose to risk a drawback for a little more kick in one or more stats.
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