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  1. #1

    Gear, Gear Score, and Recalibration

    TL;DR of the last time I talked about this, the gear system is fundamentally broken. Gear attributes can't roll very high due to the budget system lowering them because one attribute rolled relatively high; gear pieces have varying amounts of attributes that roll on them for no reason other than to make gear brands unique (their looks and bonuses should dictate that not the amount of attributes that roll on a gear piece.)

    Suggested changes:
    - Remove the budget system.
    - Make the number of attributes and talents on a gear piece based on the type of gear piece regardless of gear brand, gear set, or item quality. (ex. 4 attributes 2 talents on a chest piece 3 attributes and 1 talent on a mask)
    - Separate attributes into categories/slots: Primary, Major, and Minor (Primary and Major consist of weapon damage, skill power, health, and armor; Minor consists of hazard protection, skill haste, etc.) Mods should follow this logic too.
    - Attribute values/caps need to be adjusted based on the level/gear score of a gear piece.
    - Armor and weapon damage shouldn't overlap so heavily between gear score (currently the lowest roll on a 500 GS item can be similar to a medium or high roll of a 490 or 491 item making the difference in power per gear score almost nonexistent) someone at 500 GS should be way more powerful than someone at 490 or 495.

    The gear system in the first game was great aside from Firearms, Stamina, and Electronics skewing build results so heavily. Attributes had set caps and an item could potentially roll with all attributes maxed; gear pieces rolled with a set amount of attributes regardless of gear set or item quality; and attributes were separated into categories/slots so you knew what rolled where instead of just randomly rolling anywhere making the search for a "god roll" far more fun. They changed a system that was near perfection into an inconsistent mess. With the removal of Firearms, Stamina, and Electronics that system would be great and if implemented in TU6 could really make this game one of the best RPGs to date (to me at least.)

    Recalibration could use an overhaul but getting rid of the current system wouldn't be the call. I think merging the current system with the old system could make recalibration great. So you could roll for a random attribute at a very cheap price or transfer one at a relatively higher price if you happen to have a gear piece with the one you want (instead of hording them.) The main issue with the current recalibration is it's too expensive and it forces you to horde gear you're more than likely never going to use. Merging the two would the solve issues that each have; the current one being too expensive and restricting and the old one being too random at times.

    Hopefully my suggestions get seen/considered by the developers because this game has too much going for it for the main attraction (gear) to not be fun to deal with. Currently making a build is just a chore with recalibration filling up my inventory/stash and gear never rolling well. Who knows though what I suggested might not work out at all but it would be nice to see and might make gearing up more fun.
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  2. #2
    I really like what you posted above. And agree with it wholeheartedly. But a nice compromise, and to make it simple, how about just allow one attribute to be modified with no cap and one talent on every piece of gear. And get rid of it has to be active or passive to swap and match or it has to be red for a red / blue for a blue etc... I think this would alleviate a lot of pain. I have also noticed that since the electronics major patch, 95% of everything I loot has electronics on it of some sort. Like they are trying to force us into these builds. I have no desire to play with electronics and love that it is there for others who want to play with it. But why force it down my throat.

    I hope they consider your proposals as well. GG mate.
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