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  1. #1

    Two Useless Demolitionist Perks

    Lets talk about, what I believe to be, two useless Perks for the Demolitionist.

    One is Small Laser Point... since this is an end game specialization, the fact this offers you a pitiful +10% critical hit chance at a penalty of -20% critical strike range is atrocious. That's worse than the Laser Point you get before end game that gives you -10% Stability/+10% Critical Hit.

    The second and even more offensive Demolitionist Perk is Duceris Special... which gives you a severely underleveled 357 Magnum that's utterly useless due to the fact the weapon isn't scaled up. Far as I can tell, there's no way to change this either unless I've overlooked something. The damage on the gun it puts in my inventory is 824... I'd be lucky if I could tickle an enemy with this pitiful weapon.
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  2. #2
    Ubi-Zubi's Avatar Community Representative
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    How would you like to see this skill improved?
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  3. #3
    Ubi-Zubi's Avatar Community Representative
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    How would you like to see this skill improved?
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  4. #4

    Re: Demolitionist Perks

    I think this falls under an ongoing discussion regarding Mods. It would seem that a lot of the community thinks they are useless. I can sort of agree. I think the negatives on most mods should be removed, and the positives lowered to account for that

    Specialist Mods should always be higher than the normal mods. In this case, the best example I can give is this.. If the non Demo laser pointer gives +5% Crit Chance after the changes, then the Demo's laser pointer should be +10% Crit Chance

    All of this ties back to my posts in which I was saying that Weapon Balance should be based on the Weapons. the mods should only play a minor role in stats. That is just me though

    Feel free to view the Weapon Chart I put in most of my posts. It covers some of the changes I was expecting to see prior to Beta. I recently updated the Gun Category, and listings. That is the only thing I have editted
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  5. #5

    Improvements

    Honestly? The 357 Magnum needs to scale accordingly to whatever Level/World Tier you are. Or be made so that the person can craft it at least.

    Far as the Small Laser Point, make +15% Critical Strike/-10% Critical Strike Range. It has to be better than the mods any class can equip otherwise there's just no reason to grab it.
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  6. #6
    All of the specialist side arms are currently bugged right now and aren't scaling with your Gear Score as they should.

    As for the attachments the demolitionist and the survivalist are both very underwhelming. Sharpshooter gets +45% headshot damage and -20% stability on a scope with both x12 and x16 zoom, an incredibly good attachment for any sniper. Meanwhile survivalist gets +20% optimum range, -10% reload speed in a slot almost always occupied by an extended mag, demolitionist gets +10% critical chance and -20% critical strike range, any build you would run this on would be better off with the standard +10% crit chance, -10% stability laser pointer.

    The survivalist and marksman need to be reworked to make their attachments as unique as the sharpshooters, although I'm not sure how to go about that while keeping everything balanced?
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  7. #7
    markvrk's Avatar Senior Member
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    I'd like to add; all perks from all Specializations that add weapon damage for certain weapon types. Why "limit" us like that?

    Why "must" we play Demolitionist with LMG/SMG combo? I say "must" because if we don't, we miss out on 15% damage bonus for both, or one, if we use any other weapon type combo. I.E. rifle/shotgun.

    For so much diverse options, theoretical or not, this is purely limiting. Have it be a generic perk that increases weapon damage in general, each upgrade costing 10 instead of 5 points.

    As for what the OP mentioned - scale the unlocked weapons, or give a blueprint along with the unlock. For the weapon mod that's unlocked, lowering the CHR penalty from -20% to -10% seems fair enough. CHR doesn't seem that big on weapons it can fit anyway...
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  8. #8
    markvrk's Avatar Senior Member
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    Originally Posted by Eutropious Go to original post
    I think the negatives on most mods should be removed, and the positives lowered to account for that
    That would just result in a lot of mods never being used, and everyone running with extended mags again. Some pros and cons may perhaps be swapped around, but there need to be cons. Acc and Stab also need a bit of a rework so they have a bigger impact than they current have. ATM, it's not that hard to control weapons, even without adding mods for Acc/Stab.
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  9. #9
    Originally Posted by markvrk Go to original post
    That would just result in a lot of mods never being used, and everyone running with extended mags again. Some pros and cons may perhaps be swapped around, but there need to be cons. Acc and Stab also need a bit of a rework so they have a bigger impact than they current have. ATM, it's not that hard to control weapons, even without adding mods for Acc/Stab.
    Everyone's running with extended mags anyway, the benefits of them greatly outweigh the cons and pretty much any other mod in that slot.
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  10. #10
    markvrk's Avatar Senior Member
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    Originally Posted by Ramirenzo Go to original post
    Everyone's running with extended mags anyway, the benefits of them greatly outweigh the cons and pretty much any other mod in that slot.
    That's the "Some pros and cons may perhaps be swapped around", but forgot to add "need". My bad
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  11. #11
    I'd say the laser isn't any worse than the other option laser given how close quarters the action usually is when you'd use either of them.

    As for weapon type skill choices, I also started off hating the idea, but perhaps making them more interesting would make the player feel less forced into a particular weapon.
    Play to the specialization's strengths more instead of "here's 15% more damage on this type of gun." For example: Sharpshooters get +Stability to Rifle/AR when sighted, but a negative when hip firing. Of course, this would need to be balanced with acc/stab having more impact on performance, but its just an example of how to add some flavor instead of "something else to put points in"
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