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![]()
There are tons of "perfect builds"... Literally every single player can/could have the perfect build according to them.Originally Posted by Slaytanic77624 Go to original post
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.
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 Slaytanic77624 Go to original post
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.Originally Posted by TheCompton Go to original post
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.
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 JayKay040792 Go to original post
https://www.divisionbuilder.com/createOriginally Posted by Pau1o88 Go to original post
I'm with you on this 100%. BUT, I'm also with Merphee 100%.Originally Posted by Slaytanic77624 Go to original post
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.Originally Posted by Uhnomuhlee Go to original post
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.Originally Posted by Slaytanic77624 Go to original post
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.
Ya, same boat different float.Originally Posted by Merphee Go to original post
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.
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.Originally Posted by tcarlisle2012 Go to original post