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  1. #1

    My Thoughts On The Nerfs/balancing...

    Im all for a balanced game but they are making the same mistakes they did in the first game, and unfourtunately its gonna come back and bite them in the behind.

    They have explained why they are doing it and the thoughts behind it are valid and true, but still wrong.

    If you keep nerfing (balancing) the metas and popular builds into trash and useless talents ppl adapt and move on to something else that works better wich then becomes the new meta, the developers then do the same thing again nerfing the new meta and so on and on. What we as players are left with in the end are a heap of useless talents and builds that are no fun anymore or a waste to use.

    No matter how hard, i believe they have to do reworks instead or be very very careful with the nerfs, "Buffing" or reworking non popular talents will then obviously instead give the players alot more options to build and choose from were we instead have a heap of viable talents and builds and not forced to play something that is the only thing remaining and untouched by nerfs.

    Most players dont care if the difficulty is raised in the other end instead but since talents on weapons and gear are such a huge part of the game its idiocy to make 90% of them useless or boring. This game is supposed to be fun for the players, and as a developer trying to forcefeed the players a certain playstyle or taking away the fun/and or working parts is a dumbed down move even if the intentions are good. Instead of running Berserk/strained think if there was a ton of other viable but different builds that could compete in the same enviroment (pve or Pvp). We will never have that if they keep going down this road...

    Think again and think right next update...

    My 2 cents, cheers!
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  2. #2
    Very right, the build diversity is dead currently, if you spec into skill it does not hit hard enough to control the npc’s, then you have a long wait for cool down.

    Biggest issue then is so much commitment into skill your firepower dmg stats are not great so you will struggle to clear the npc’s.

    Same for those who like the Tank build, armour and health are useless prolonging your time to survive.

    Strange thing is health and armour are highly prominent but the stat that matters, dmg or firepower, you can not gauge it easily, best way is shooting range.

    Diversity needs so much help if there is to be much chance of a variety of skill builds being viable.
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  3. #3
    Agreed, on all points - they essentially need to avoid being scared of actually making skills and resilience comparably useful to straight damage as well - but that will necessarily mean making many MANY things have much much more utility than what their on paper DPS/Crowd Control/Survivability is.

    take the Sticky/foam chem-launcher, and the time it actually locks down targets. vs the straight damage provided by stacking the oxidizer.
    Take the firefly and its utter lack of reliability.
    The shields and their paper-resilience vs bullets on hard-upwards.

    Nevermind the skills, some talents are straight detrimental - measured for instance has so little net benefit it may as well be something else - WHY are they even present?

    Take the niche places their putting most exotics... the number worth using for themselves rather than their holster talents is unfortunately limited - that's not an indication somethings wrong with those used as primaries - it says to me there's something wrong with the others that ARE relegated to that.

    They keep saying 'we want them to feel unique' and they've managed still to make those things unique (in some cases so unique they play very badly against themselves - Merciless for instance) - but they also forget - these are our GUNS. our GUNS are our DPS until such time as skills and skill builds are reworked into something viable. Merciless, Chatterbox (to a slightly lesser extent), Pestilence, all have a long way to go before they're up to par - that's without going into the mess that shotguns are - a bonus to melee damage... are you serious?
    These flaws aren't just numbers, they are by DESIGN.

    If it doesn't have any utility at challenging or anything harder it needs a rework - or you're simply going to see much less of that talent/tool being used.
    I would plead for the devs to ponder that before touching what players have found to have utility.
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  4. #4
    As1r0nimo's Avatar Senior Member
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    Exotics should be weaker than other guns and rely on their talents. Like merciless (it's ok, just some tweaks for bullet apply are needed).
    Nemesis - ideal example of how you should make an exotic gun
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  5. #5
    Very true!

    And right now in its current state there are so many talents and weapons that are pure trash to be honest. Very very few options left in the build diversity if your not building to be as weak as possible. Take safeguard for instance, thats a perfect example of a talent that needed some balancing, but what they did instead was to make it completely useless, and unfourtunately there are several more examples... What if they put the design team down and completely reworked like 50% of the "never used" talents and weapons instead.

    Dont get me started on exotics, same fate as the first game, even though they said they wanted them to mean more in this one. Dont know if they even play their own game
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  6. #6
    As1r0nimo's Avatar Senior Member
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    Safeguard changes are ok. 150% was to much. So now it's a small burst. Well, maybe 10 seconds would be better, but even 5 seconds are ok. Armor and health on kill become better (if it will HoT)

    Or, at least, make it 3 seconds without any cd.
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  7. #7
    Originally Posted by As1r0nimo Go to original post
    Safeguard changes are ok. 150% was to much. So now it's a small burst. Well, maybe 10 seconds would be better, but even 5 seconds are ok. Armor and health on kill become better (if it will HoT)

    Or, at least, make it 3 seconds without any cd.
    On the Pts server Safeguard was hit again even harder... Down to 50% and 5 seconds i believe with the cooldown remaining...
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  8. #8
    It`s my first ubisoft game and from day one, it felt like the devs doesnt play their own game. Nerfing talents if needed is fine, but Devs always have a tendency to over-do stuff like that. Why nerf a talent AND raise its requirements by huge amounts ? - stick to one thing. (I didnt even use the stuff that got nerfed)

    Also, i just saw that Nemesis sniper does 400k+ damage. Thats twice of TAC-50, which is an elite AND needs special AMMO. I mean, if you cant see how ******ed that is right off the bat, youre probably better off flipping burges. (No offense to ppl working in restaurants). Why did you even bother making 10 other Marksman Rifles, which btw, still only have one viable. (thats coming from a sniper fan)

    I`ll continue playing trough April cause i really enjoy the game, but if the weapon-balance is still a clownfiesta after that, im back to my old game.

    Anyways, for what it´s worth. Happy Easter.
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  9. #9

    Agreed

    The nerf to talent in PTS is way too much.. it is taking away synergy and confining players to 1 or 2 build only. To the team managing the game, why dont you guys fix the god damn Skills, Invisible Wall, Invisible NPC and Missing Allies first rather that looking at nerfing talent? Also, trying to force players to play in DZ just to farm those 515 gears is a bad move.

    I am getting sick of all these bugs not fixed but you guys are happily nerfing this and that.
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  10. #10
    The Tac-50 is already a sub-par signature weapon when compared to the others and the Devs need to consider the AOE of the other signatures and crunch some of those potential damage numbers into the Sharpshooter's 50cal.
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