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  1. #1

    Recalibration is still terrible

    Let me give you one example of why recalibration in its current form is just too much.

    So I'm looking to upgrade the health on my Gila Holster, which in this case runs two blue attributes. I manage to find a holster with 43,000 health and I eventually find a Gila holster with 15,000 armor on kill. I go to recalibrate, and of course it wont let me put more than 29,000 health on it. I find a 12,000 armor on kill, and it still will only go to 39,000 health.

    Basically, what I have to do to get a Gila Holster to 43,000 health is NOT ONLY find a gila holster with a secondary blue stat that is acceptable, but that stat must be a marginal roll. In my armor on kill example, i'm guessing the only way i'm getting this done is if i find it with exactly 9,000 armor on kill or less.

    People talk about how incredibly frustrating it is when you don't get the gear with the rolls you need. Oh no no no. Once you get your attribute rolls, you have to actually find the sweet spot to recalibrate it properly because people will ALWAYS want to take their best stat over to the next piece of gear.

    So now every possible upgrade path i take I have to SAVE not just my best rolls, but also marginal ones because I don't know exactly what percentage or value will actually roll without minimizing the best stat. I had the same problem with my Badger mask. You can't roll 45% damage to elties onto anything more than 16% hazard protection and 4,500 health. God forbid if you found a mask with 40% hazard protection, your damage to elites would once again be capped.

    Why on earth would you, in a looter shooter, be aiming for loot that wasn't the best just so you can satisfy the arbitrary recalibration tool mechianics. It diminishes the entire point of what we're trying to do here. If you're going to restrict us from recalibrating more than once, there has to be some flexibility here. Maybe in putting the health onto my Gila holster you also give me the option to lower my secondary stat so everything fits into the "100" point system that is apparently important to not cause crazy gear creations.

    Something should be done here. I'm sick of it and I don't have the stash space to keep marginal rolls.
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  2. #2
    Solkard's Avatar Senior Member
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    Sep 2012
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    I wish we had a more transparent explanation of how the stat ranges are capped, so that we can have a better grasp of what gear to look for out in the field, as opposed to trying to hoard everything and hoping the stats will transfer as we want it to, once we get back to the recalibration station.
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  3. #3
    This is exactly the point. We can only change one attribute or talent and additionally, recal is capped. Out stash space is limited, we cannot keep so many gear pieces. This is just a silly system. This game has so many things that need to be fixed or changed soon or it will result in a real desaster for Massive, in my view.
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  4. #4
    sigh, ya, I'm just angry because I farmed for 2 days to get a great piece of gear, and because of the current system the gear was just "too good" to actually improve my character.
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