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  1. #1

    Tons of Feedback and Testing on Skills

    So, to start this off, I want to say that the Oxidizer is the only skill working as intended.

    All other skills need to be looked into as soon as possible
    Assault Turret, Firestarter, Cluster Seeker, Explosive Seeker, Bombardier Drone, Stinger Hive, and ESPECIALLY Striker Drone are all doing much much less damage than stated in the tooltip. An example of how this works in game (because I didn't save numbers) is as follows:

    Assault Turret states dmg = 4000. Assault Turret deals 2400 per shot.
    Firestarter states dmg= 75000. Firestarter deals 6000 per tick, ticks 8 times.
    Seeker Mine states dmg= 200000. Seeker Mine deals 120000.
    Oxidizer states dmg= 15000. Oxidizer deals 15000 per tick. ticks 5 times.

    There's a clear difference between the Oxidizer and all other offensive skills in terms of how well it works.

    Striker Drone,
    This is a skill that deals the same amount of damage regardless of where your skill power is. (I tested it with 7,900 Skillpower and I tested it with 0 Skillpower. The damage doesn't change, and the health doesn't increase. According to the mods, any mod that says it INCREASES the drone heatlh actually DECREASES it. When looking at the Drone Health on Striker vs every other drone variant, you can see a drastic difference. Whether this is just a UI error or an in game error isn't something I can tell.

    Ballistic Shield
    Great for early game, but it doesn't scale up at all. It has 300k HP at 0 skill power, and 300k HP at 7.9k skill power. The cooldown is also only reduced by about 20 seconds overall. Even when running 3 Piece R&K, which grants 15% shield Skill Power, there's no difference in the stats for the shield.

    Pulse
    This skill is atrociously bad now. The lack of increased damage means that Pulse is only good for locating targets. However, the range has been cut to LESS THAN HALF of what it used to be, and now Pulse has trouble picking up targets that are within shotgun range. (I have video if I need to prove that) The range needs to be doubled to make this even slightly effective. The cooldown needs to be cut down to a third of what it is. 98 second cooldown for 14 seconds of detecting enemies is useless. Even if you have the Spotter talent, that becomes the talent with the smallest amount of bonus damage and the shortest uptime. Furthermore, Pulse is NOT affected by the 15% Pulse Skill Power increase on the Gila Guard set.

    Remote Pulse has even less range. 12 meters is abysmal and needs to be increased as well. This can't even cover an extraction zone.

    Cluster Seeker
    There is no Radius listed.Furthermore, Seekers are not affected by the 15% seeker skill power increase on Sokolov.

    Firestarter Chem Launcher
    Increasing the duration only affects the Smoke cloud. Not the duration of the flames themselves. However, this is NOT the case for the Oxodizer, as the duration of the Corrosive smoke is increased.

    The Takeaway
    Skills have tremendous cooldowns, low damage, don't scale as the player levels, and aren't affected by the stats said to modify/improve them. Furthermore, getting a true SKILL BUILD is impossible, as there is no way to have High Cooldown reduction AND High skill power at the same time. And to make things even worse, the only way to use most of the Skill Mods (which is the only way to make skills worth using) is to have perfectly rolled ALL skill gear. I have mods that require over 8k Skill Power, but I can only reach 7.9k because there's no way to optimize, or to get gear with the stats you need. This means that Skill Builds are the hardest to make as you can only reroll one attribute and can only have the least number of possible ways to create them. All Skill mods that state on the tooltip "Increased Damage" don't increase the damage AT ALL. (Tested with Seeker Mines of 7.9k skill power and mods that deal 25% more. Did 123k every time, even though the damage stated on the tips ranged from 155k to 220k)

    To create a max skill ideal offensive skill build you MUST HAVE
    2 Pieces of Alps
    1 piece of Providence
    3 pieces of China Light

    All of this gear MUST have Empowered on it as well as a Utility slot or two AND Skill Power as an attribute.
    The reason Petrov isn't worth using over it, is because the individual SP bonuses don't actually buff the skills associated. China has Explosive and Cooldown reduction.

    Tech Support is only viable if you run a Turret, as the Drone is extremely weak.
    On the Ropes is SUPPOSED to be for weapon damage. This works if you DON'T use a turret however. You have to run Stinger Hive/Seeker and Chem Launcher/Bombardier/Firefly and your skills MUST be on cooldown/chargeless at the same time.
    Calculated is how you have to get your cooldowns. Combined with the above, allows you to do some lightweight finish off kills to reset skill spam.

    PROBLEMS INCLUDE
    Skills do not scale with player level
    Skills are not affected by perks that say 15% (specific) Skill Power
    Skill effectiveness (Damage, healing done, etc) do not scale with Skill Power
    Skill Mods are nearly impossible to use at level, even with ideally rolled gear. The requirements are too high.
    Skill Mods do not actually increase skill damage or health as they say they do. However, the reduced cooldowns, increased ammo, and duration all work.

    Solutions
    1. Most important. Each level should increase skill scaling by a small amount. All Skills at 30 should have lower cooldowns, more damage, and more health by default.
    2. Perks that say they increase specific skills NEED TO WORK.
    3. Increasing skillpower needs to have a noticeable difference for every tier at the very least. Damage, Health, healing output, and cooldowns should all be affected.
    4. The Skill Power requirements need to be brought down so that these mods are actually usable. I would personally cut them in half. 8k skill power mod becomes 4k skill power mod. (7.8k SP for 33% shield regen is absolute trash. 6.5k SP for a 17% faster drone heal is pathetic. Etc)
    5. The mods that say they increase stats need to be fixed so that they actually do.
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  2. #2
    Agreed, this needs to be fixed. Mods don’t work as intended either, such as +4 ammo on chem launcher.
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  3. #3
    UbiSc0ttie's Avatar Community Representative
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    Oct 2018
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    Thank you for sharing your report on this!

    - Scottie
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  4. #4
    Tokyonohito's Avatar Junior Member
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    Mar 2019
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    Tokyo
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    I love you buddy !

    You read my mind and intention in writing down all the problems of the skill in the division 2.
    The game is way too boring,with only one type of playing option as critic chance/damage character, I see pointless to have a nice end game if the hype goes away while playing in the lower tier world.
    Ubisoft this needs to be fixed asap.
    Hoping for the best.
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  5. #5
    I just manged to get enough skill pwoer on my build to start using skill mods and they dont do enough for the skills to really make a skill build worth it imo. the ebst thing you can do for a healer build right now is get a gear piece with safeguard, and then your good to go. Please make it to were if i have all my gear rolled into skill power my skills are better then people who dont. The radius upgrades you can get are nice but they arnt game changing enough to warrant me have to wear an ENTIRE set dedicated to skillpower. There is just so little return for doing a skill build atm.
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  6. #6
    Hello, i agree with the OP, mostly. Got issue on extra charge on several skill. Like Chem launcher with +7 charge. When out of fight end you got all your charge (9) when i use chem launcher all the charge drop down to 2.

    I think it's a bug that must be fixed.
    Atm runing a Tech - Build is really hard skill balance Wise. As the OP said almost all the skill are useless for tech build. To Munch CD or not praticable like firefly.
    Got 8800 SK for the moment, firestarter is a must have ( atm +7 charge and 128% range ) for CC and damage on large area.

    So i hope mod dont applying will be fiwed soon.
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