Originally Posted by Casughoul Go to original post
Players are considering the game not worth playing until the higher tiers are released BECAUSE they are going to release higher tiers and their is no point to grinding out gear that will be come useless in a few weeks.

I agree there needs to be a combat system rebalance. One of the points I am trying to make is that if some particular stat is a staple for all builds to become viable in the game then there is something wrong with the game. All things related to that staple stat should be readjusted to whatever that average was and the staple stat needs to be capped so that only a specific build would require it.

Builds should be about trying to fit into a class and not about just trying to survive the core.





I don't think that it should be completely gated but weighted would be better. Then people who want a specific set of gear could play a specific activity and have a better chance at finding specific gear. This could be tied to doing specific challenges.

Specific Gear only challenge = more specific gear drops

Also, if there is undesirable gear then there needs to be a rework of that gear to make it more desirable for specific builds. There shouldn't be any gear or modifier that can't be worked into a specific build where it would benefit from it. All builds should be viable.

To define builds: I mean specializations in a specific skill or weapon.

There should be gear that allows for every weapon to be able to be built up to a competitive level, every build should have strengths and weakness. The meta should be based on how common a specific build is and therefore all builds would be viable but if the meta says build A is the meta and it's strong against build B and weak against build B. Build B is strong against build C but weak against build A. Build C is strong against build A but weak against build B.

Of course in this game there would be many builds and trying to balance them all would be a challenge but as long as you have it something like.


Build : Strong | Weak

A : B/D/F | C/E/G
B : D/F/G | A/C/E
C : A/B/E | D/F/G

And so on...

How this can resolve is through some basic concepts such as range, speed, armor, tactics.. It's not easy but if you want to make something people can enjoy for long terms you have to find these balances and try to perfect them. MOBAs do this all the time and constantly rebalance to try to get the perfect medium.

I am not technically versed in this kind of field so my knowledge is limited and theoretical but it doesn't mean that it shouldn't be possible.


Anyway, that's how I see it. I am not sure if Division 2 is the place or game for this but maybe in the future we can get there.
Rebalancing sets takes time. Sometimes lots of time. While that is happening, people are getting disgruntled and falling away from the game. Even weighting activity can be off-putting. They came up with a great idea in D1, and that was the cache system. It solves many of the problems people had. I'd prefer they dispense with the world event system, and offer them full time for vouchers/credits, but I'll take what I can get. Just experiencing weighting/gating was enough to show me that it was not the right approach, and I'm a pretty open minded fella!