🛈 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

    The davision 2 gun mods (suck)

    I'm sorry to say one of my favorite parts in the original davision is now dead in the Davison 2. Not only can I not find mods off drops but you unlock them and there very underwhelming. I liked the RNG of the old game far better than this. I dont know if its because of balancing but I hate it in my personal opinion.
     2 people found this helpful
    Share this post

  2. #2
    Ubi-Zubi's Avatar Community Representative
    Join Date
    Sep 2018
    Posts
    1,459
    Hi there and welcome to the forums! Curious if it was the process of modding guns that turned you off or the mods themselves? Or is it a mix of both?
     1 people found this helpful
    Share this post

  3. #3
    Ubi-Zubi's Avatar Community Representative
    Join Date
    Sep 2018
    Posts
    1,459
    Hi there and welcome to the forums! Curious if it was the process of modding guns that turned you off or the mods themselves? Or is it a mix of both?
     1 people found this helpful
    Share this post

  4. #4
    Their are several threads talking about this issue. I hope you guys pay close attention. Because a lot of people are unhappy with the weapon mods. The negatives outweigh any usefulness for any of the mods. Plus doing the projects has no meaning now because all the mods you get don't do anything. I played both betas not using any mods and I am not the only one who has chosen this route. As of now Mods are useless. Great game otherwise. Loving the gameplay graphics and content.
     2 people found this helpful
    Share this post

  5. #5

    Re: Zubi

    I think the mods themselves is a big turn off for most players. This is not the first post I have seen, or the first player who said something about the mods

    I have made posts about it myself. I feel the primary balance point should be the Guns themselves. There is a lot of guns already in the game, and more can be added. If people are looking for a certain playstyle, then the mods should compliment that.. Not alter the gun in such a horrible way

    Example: As I said in my prior posts, there should be a Bipod mod in the game for LMG's/LSW's, DMR's, and Snipers. This would provide a huge stability increase when in cover. This would make it so people who want to play defensive, or support, can do so much more easily. If people prefer to be aggressive by pushing from cover to cover, that is what Assault Rifles should be for

    At this point, I really do think Ubi needs to do a lot more than the mods. I think you should follow up with a suggestion I gave in the 2nd Post I created. One of the companies I Beta Tested for, they had an organized system. They had 2 Forums, and an automated system for support. Beta Testers (current and former) have their own Forum so they are seperated from the Public. The other forum is for the Public

    I want to use my 10 years of Beta Testing experience to help you but, that is hard to do when there isn't a Discord to truly have a conversation, or a forum where true collaboration can happen. I imagine there are other people who have more experience than I. Combine the two, and we can find a solution for Division much faster than we are now
     1 people found this helpful
    Share this post

  6. #6
    i really appreciate that those mods are not longer in the loot pool. We DON‘T need them to drop!
    The new system is much better than in TD1. The aspect of having a negative stat, to decide what i need more, is a huge improvement. So we sre forced to think and try what‘s better for my playstile and the actual weapon. Not just max it out!
     1 people found this helpful
    Share this post

  7. #7
    Originally Posted by Ubi-Zubi Go to original post
    Hi there and welcome to the forums! Curious if it was the process of modding guns that turned you off or the mods themselves? Or is it a mix of both?


    Modding my guns was literally my favorite part of the original davison. not only did it allow for more customization but more to look forward to from loot drops. now there all stats wise all the same... just feels like you took something from your original fanbase. I should not use a talent point to get a scope with set stats (justy feels cheepend/easy way out). tho i noticed there were no gear mods so i have my fingers crossed that this was just a betta decision and and gear mods and gun mods will be the same as the original Division. but i wont hold my breath.

    Ubi-Zubi thank you for taking the time to respond. shows you guys really are trying and makes the best game your team can make and take feedback.
    Share this post

  8. #8
    Here is my 2 cents:
    My suggestion is to change the way blueprints work, so there are 2 positive traits and only 1 negative trait that counterbalances slightly against the positive traits.

    For example, in real world shooting situations having a vertical front grip on an Assault Rifle increases weapon handling speed/target acquisition and vertical control in rapid fire shooting, but can decrease accuracy so a good trait setup in TD2 would be +20% weapon handling, +10/15% vertical control and -10/15% accuracy. This way you can make up the accuracy with another mod if you are looking for an even balance of accuracy. With the current TD2 mod system the traits will probably be something like +15% stability & -10% elite damage, so you can see how compared to my example this mod will not be desirable and not used. Mods should have 2 positive and 1 negative trait that make sense and are not just random traits that will make the mod obsolete. With no random mod drops and relying on blueprints certain mods will be left for dead, due to the heavy impact of the negative traits.

    EDIT: I just hoped on TD1 and took a look at how the mods are setup to remind myself 100% what the difference is and in TD1 weapon mods had 2 major and 1 minor trait. Some mods had 3 major traits and no minors, so it is a big step in another direction with the new mod system. Going along with what I said I think you need to keep at-least 2 major positive traits and replace the minor or third with a minor negative trait that counters something that the positive traits increase to create a consistent mod system. The 1 positive with 1 negative trait on mods just creates a situation where players will always look at the negative and say that its not worth using. However, if mods had 2 major positive traits and only a 1 minor negative trait I think the system will work better and be more received than the current system in TD2. Again, only if the negatives are a direct result of the positives and not just random.
    Share this post

  9. #9
    Ubi-Zubi's Avatar Community Representative
    Join Date
    Sep 2018
    Posts
    1,459
    There are all great points. Please circle back here once the game is live and let me know if you feel the same.

    Also, @Eutropious thanks for bringing up the discord conversation. Something I'll definitely pass along for future testing.
    Share this post

  10. #10
    Ubi-Zubi's Avatar Community Representative
    Join Date
    Sep 2018
    Posts
    1,459
    There are all great points. Please circle back here once the game is live and let me know if you feel the same.

    Also, @Eutropious thanks for bringing up the discord conversation. Something I'll definitely pass along for future testing.
    Share this post

  11. #11
    I liked putting one mod on that was it the rest I did not need I will tell you extra bullets in the mag reason killing the factions every mod is catered for certain player it's fine to me leave it like this don't change it every mod should have I minus
    Share this post

  12. #12
    Having not played the first The Division, I wasn't expecting anything specific about the mods. I like how they work! It isn't just "grind better item, add to buff gun." I used them in the beta to fine-tune the stats for weapons I liked.

    I do see there being downsides to this system. Some guns can be "Min/Max'd" to be overpowered (but the previous system sounds worse for that) and with there may not be just the right mod for every weapon + playstyle combination. Some mods did have intolerable downsides, especially the sights, but I'm hoping that's a balancing issue that'll be sorted.
    Share this post