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  1. #11
    Nice post. Illustrates the excessive diversity of RNG in D2, but then again... It's kind of supposed to be a grind-fest for that one-two items you're missing from that perfect build.
    Gets "funnier" when an unplanned item drops that's a clear upgrade for something you weren't after, messing up that perfection and forcing you to change even more items to get the talents you want.
    Endless grind
    It's what keeps us hooked and at the same time grinding our teeth
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  2. #12
    gagoom.'s Avatar Senior Member
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    Originally Posted by Slaytanic77624 Go to original post
    "I've been on the quest to make a new build. I used the division builder tool to create a perfect build"

    What is a perfect build? What are you using as a benchmark or comparison?

    **SPOILER ALERT***

    There is NO perfect build.
    There are tons of "perfect builds"... Literally every single player can/could have the perfect build according to them.

    Sure there are metrics for things like "DPS" ECT. But those don't always define each players "play style" while some may wish to kill the bad guy as absolutely fast as possible.. sometimes I like to play in my sand box. DPS is not always king in my sandbox.

    Sometimes I just like to light everything on fire and make jokes with my friends about how goofy everything looks running around flailing their arms around. Giving the burning enemies names and lines.. once the fire goes out.. I just light them on fire again... Efficient? No... Perfect... Perhaps, according to me.
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  3. #13
    Merphee's Avatar Volunteer Moderator
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    Originally Posted by Slaytanic77624 Go to original post
    "I've been on the quest to make a new build. I used the division builder tool to create a perfect build"

    What is a perfect build? What are you using as a benchmark or comparison?

    **SPOILER ALERT***

    There is NO perfect build.
    At this point, the perfect build in Division 2 just means the exact attributes and talents. Perfect values are pretty much impossible to get because of recalibration caps and stat density.

    Originally Posted by TheCompton Go to original post
    Op you might belabor your point a bit but I have to agree the gear/reroll system is pretty Byzantine in it's implementation. If they would just let us replace one attribute with one of a different category, like allowing us to trade crit hit damage for health or skill haste, it would go a long way towards simplifying the process of making a build and finding the right gear. You'd still need the luck to get all the other talents/mod slots/attributes you need but at least for one slot you could transfer your absolute best roll for the attribute category you really want no matter what the piece started with. While making my skill build I've trashed SOOOO many gear items with otherwise great rolls because they didn't include a utility attribute I could work with.
    Just like in Division 1. Though, maybe keep the philosophy of slots only rolling specific attributes? So with the example of the 5.11 backpack, its first slot only rolls an offensive attribute, but its other slots can roll all three. This new recalibration station would allow us to recalibrate any attribute within its other slots since any attribute can roll in them, but because its first slot only rolls offensive, you wouldn't be able to roll health or skill power there.

    Honestly. I wouldn't mind something like this with talents. Imagine being able to recalibrate an active talent with a common talent, if the slot that the active talent is in can also roll a common talent. Might be broken if it worked vice versa, though, but I would trade an active for a common in a heartbeat.

    Originally Posted by JayKay040792 Go to original post
    The chances of getting a piece of gear with the right:

    Attributes
    Talents
    Decent stats

    All in one piece is "0"

    I just cannot wait to hear what they intend to do about the loot, it will help me decide if i carry on playing, i love this game but...........

    My hope is:

    2 x Attributes can be changed no matter the color but you cannot change a talent and one attribute.

    Caps to be removed.

    No optimization station.

    I wanna min/max my gear not be stuck with a decent build, i want to have an excellent build.....I know at present even if min/maxed it would not make a OTT difference to Dps.

    Increase the diffulculty of the enemies to compensate for the Dps increase.

    I am finding it very hard to find a incentive to log in due to the loot system but i do log in and play due to me liking the game.
    My guess is that they don't want us to get too powerful, but it makes sense to increase difficulty to compensate, which should be enemy variety and not just an increase in health and damage. It can happen, because bounty targets show that enemies can have an unpredictable arsenal to emphasize difficulty.

    Originally Posted by Pau1o88 Go to original post
    Division Build tool ? Link ?
    https://www.divisionbuilder.com/create
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  4. #14
    Pau1o88's Avatar Member
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    Thanks for the link
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  5. #15
    Uhnomuhlee's Avatar Banned
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    Originally Posted by Slaytanic77624 Go to original post

    What is a perfect build? What are you using as a benchmark or comparison?

    **SPOILER ALERT***

    There is NO perfect build.
    I'm with you on this 100%. BUT, I'm also with Merphee 100%.

    I too have used that build planner and have stared at that BEAUTIFULLY crafted Google doc for more hours than I care to admit.

    I gave up on perfection and settled for near perfect. My near perfect builds perform amazingly well, especially post-TU5. I have more fun making a build now when I just save amazingly rolled pieces and build around 2 or 3 of them, not the other way around.

    I would like more control over my builds, and we all know it's coming. Just prepping for the inevitable.
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  6. #16
    Merphee's Avatar Volunteer Moderator
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    Originally Posted by Uhnomuhlee Go to original post
    I'm with you on this 100%. BUT, I'm also with Merphee 100%.

    I too have used that build planner and have stared at that BEAUTIFULLY crafted Google doc for more hours than I care to admit.

    I gave up on perfection and settled for near perfect. My near perfect builds perform amazingly well, especially post-TU5. I have more fun making a build now when I just save amazingly rolled pieces and build around 2 or 3 of them, not the other way around.

    I would like more control over my builds, and we all know it's coming. Just prepping for the inevitable.
    Yeah, I've got gloves with 6% AR damage and another with 10%. The difference was like ~300 damage, from 16.4k to 16.7k on the weapon I tested them on. Near perfect and perfect are pretty much negligible.
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  7. #17
    DarkKnight27us's Avatar Senior Member
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    Originally Posted by Slaytanic77624 Go to original post
    "I've been on the quest to make a new build. I used the division builder tool to create a perfect build"

    What is a perfect build? What are you using as a benchmark or comparison?

    **SPOILER ALERT***

    There is NO perfect build.
    In the current state of loot in the game, this is correct. But I shouldn't be going weeks without finding a new piece of gear to wear that's an UPGRADE to my current gear. Because of the limited amount of time I can play each week I can't play 100+ hours a week trying to get one new piece of gear. I can get usually 2, if not all 3 of the daily missions done but usually not much more than that. A major reason why I can't get more done is I have to meticulously go through each new piece of gear and see if there's maybe a way to get an extra +.5% here or there. So far... there haven't been any.

    But again, this is why the loot system needs to be fixed. I don't think anyone wants "perfection" just handed to them, but there should be a consistent influx of gear that can be used to upgrade your current build, even if it's only one or two pieces a week.
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  8. #18
    Uhnomuhlee's Avatar Banned
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    Originally Posted by Merphee Go to original post
    Yeah, I've got gloves with 6% AR damage and another with 10%. The difference was like ~300 damage, from 16.4k to 16.7k on the weapon I tested them on. Near perfect and perfect are pretty much negligible.
    Ya, same boat different float.

    I identify with your problem about needing that weapon damage slot like you mentioned. That's the real crux of the problem. That's why I've never backed the more stash space arguement.

    I have this really off the wall mad bomber build I'm working on, but I need a chest with a yellow slot I can sacrifice for grenade damage. I know it's not going to make the build amazing or anything, but I've had more trouble finding that chest than finding a 15% weapon damage or a 900+ sp attribute any anything thus far.
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  9. #19
    I think the issue is, they want to keep the game at a point where no one build is above all. By making us have to give up something in order to get one dimension of our build to be at max, it keeps us all basically equal. And from a co-op perspective, which this game clearly favors, it means that teams can combine individuals in a way that creates a synergy. Where one player had to sacrifice armor in order to get that perfect damage score..... another player who sacrificed damage in order to get highest armor will be the "tank" that draws the firepower so the damagers can do their thing.

    The problem with that theory is, they designed a raid that requires 8 people to have all maxed damage per second and gave survivability the second priority.
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  10. #20
    Merphee's Avatar Volunteer Moderator
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    Originally Posted by tcarlisle2012 Go to original post
    I think the issue is, they want to keep the game at a point where no one build is above all. By making us have to give up something in order to get one dimension of our build to be at max, it keeps us all basically equal. And from a co-op perspective, which this game clearly favors, it means that teams can combine individuals in a way that creates a synergy. Where one player had to sacrifice armor in order to get that perfect damage score..... another player who sacrificed damage in order to get highest armor will be the "tank" that draws the firepower so the damagers can do their thing.

    The problem with that theory is, they designed a raid that requires 8 people to have all maxed damage per second and gave survivability the second priority.
    Which is why I think future raids will call for different types of builds. There's no way they got the feedback on raid 1 being a DPS check, and then make the same mistake again for raid 2.
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