🛈 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
    LubzinNJ's Avatar Senior Member
    Join Date
    Jun 2016
    Posts
    3,012

    Armor Bonus is useless when armor melts

    Ubi what is the point of equipping another piece of gear that gives +7.5% armor when that amounts to a microsecond of being out of cover shooting at a target? You know why people are complaining about solo difficulty? It's because your NPCs are superagents and you've also undergeared our equipment.

    Personally I can handle the difficulty but I'm also at a concerned point where I think you're going to make WT5 so stupid hard that purple fingers might stroke out from enjoyment.

    Also....heroic is stupid. No one carries that much armor. Make it hard by making us switch targets to kill them all off. Making it harder because we can't kill them is boring and lazy and stupid.
     16 people found this helpful
    Share this post

  2. #2
    Yeah, something needs to be done with our complete lack of any kind of durability.

    Id suggest something simple like +1% Damage Reduction per 10,000 armor, capped at 300,000 armor maybe. So, a max of 30% damage reduction from just armor. Maybe more, maybe less.

    Add an additional bonus of: +1% Damage Reduction per 10,000 Armor when in cover. So, if you are in cover you get 2% Dmg Reduction for armor per 10,000 armor points.

    Another rather neat idea id love to see in a shooter is: Shooting Armor actually reduces damage, vs shooting unarmored locations.

    In this way, If your armor clad, head to toe, you get really good damage reduction, but you move alot slower, vs a lighter armored character takes more damage cuz has more exposed areas, but you are alot more nimble.

    The idea is kinda like the Armored bosses in this game currently, except it works a little differently.

    You have Armor Health and Unit health as now, but the armor reduces damage from bullets that hit it by 80%, dealing 20% damage to the players health. The Armor health will then take the 80% dmg that it blocked. However, if you hit an unarmored location, you take full 100% damage. THis would promote actually aiming to try and avoid armored locations. Additionally, there would be a distinct trade. All the heavy armor would offer you great protection, but you would be quite a bit slower(About as slow as we move now). Likewise, on enemies, you could opt to either chew through the armor, or you could try to aim and shoot unprotected areas, like knee joints, shoulder joints, neck areas, and areas behind the knees and spots where armor has obvious weak points.

    Right now armor is more like an aura that covers our entire body, regardless of what the model shows. My idea takes what the model shows and actually does something with it. If your wearing head to toe body armor, then your protected head to toe and will be noticeably and considerably tougher, as well as slower than the little guy running around beside you wearing just a helmet, knee pads and a vest.
     1 people found this helpful
    Share this post

  3. #3
    Agreed, if armour is 240000 or 150000 it makes no difference in the game. instead, they nerfed stuff that helped in PVE but only affected PVP.
     5 people found this helpful
    Share this post

  4. #4
    Ive post this video already, but it resumes well what you say. but they didint say nothing. for me its a stop from game until big changes. as it was on DV1

    https://www.youtube.com/watch?v=U-lypfWRrz8
    Share this post

  5. #5
    I agree. You can put +Armor into every single gear slot and you MIGHT survive one extra bullet in WT4 from an enemy. Its practically useless as a stat.
     4 people found this helpful
    Share this post

  6. #6
    Well, i just ran my first mission wt4 and of course im still not even close to optimized but figured months of playtime would help...it did...but whoa there isnt a moment where you can squeak up under fire and pop a shot into an npcs a@@ and return to cover. You definetly lose that wacka mole contest!
     1 people found this helpful
    Share this post

  7. #7
    As1r0nimo's Avatar Senior Member
    Join Date
    Mar 2019
    Posts
    2,036
    Perks like Unstoppeble force need a rework.
    Also they need to do something with Hazard protection. I think, it would be cool, if it will decrease all incoming dmg for a half of it amount. Like 40% HP gives you 20% of dmg mitigation. But such would be hard to achive.
    Share this post

  8. #8
    DeMizeFPS's Avatar Senior Member
    Join Date
    Oct 2016
    Posts
    3,108
    I feel there are diminishing returns for armor.
     1 people found this helpful
    Share this post

  9. #9
    Originally Posted by Demiz3r Go to original post
    I feel there are diminishing returns for armor.
    No there are not. If an armor adds 8k armor it adds 8k armor. You can literally see the number on your screen.
     1 people found this helpful
    Share this post

  10. #10
    I believe what Dem was saying is, agents armor is so glass, it doesn't matter what the score is. I agree. You could have 200k armor or 150k and you're still going to get melted by most NPCs. It's better to use talents/gear that is focused on weapon damage.
    Share this post

Page 1 of 7 123 ... Last ►►