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  1. #21
    moesuvious's Avatar Senior Member
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    its been that way since day 1 in TD2. They have never chased the npcs as they did in TD1. They go to the point where they were when the ball splits off from the main. Its about time they have come out and said it though as ive made numerous post but of course the CM's didnt know anymore than we did as they rarely do so they kept telling me to continue to report it.
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  2. #22
    cn555ic's Avatar Senior Member
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    This will turn back to the beginning of D2 whereas weapon DPS again is king and skill is not viable again! I don’t mind as I found a replacement game and it doesn’t matter to Ubisoft either because Breakpoint is also their money maker. One advice is don’t listen to all the negative feedback on Breakpoint from youtubers. The game is fantastic and skills in that game actually matter.


    Lmao. Seekers are not meant to seek!!!!!!
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  3. #23
    The new motto for them should be: "This is not what we intended!"

    Early 2019: Releasing a bugged game... This is not what we intended

    Late 2019: Releasing skill points in micro-transaction... This is not what we intended

    Early 2020: Releasing a game... This is not what we intended
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  4. #24
    I don't know what everyone is getting huffy about. It makes complete sense from a technical perspective. Cluster seekers are simple MIRV like devices, they are designed to hit mostly static locations with maybe slight adjustments to correct for guidance errors. If you want something to crawl up the exhaust port of an enemy that is what the explosive seeker is for. They have done a poor job of diversifying these two seeker classes which is why cluster seekers are seemingly the standard go to for a skill build.

    Clusters are small with poor targeting systems and less payload but have the ability to hit multiple locations. They should not be little death balls that moving NPCs can't escape from. That should be the job of Explosive seekers because they have the size to house better targeting and tracking hardware. Like I have said before the Explosive seeker is greatly undermined by the cluster just doing the same job. I think the real issue should be why air burst seekers are such piles of poop.
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  5. #25
    elkyri's Avatar Senior Member
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    Bummer-desu. I finally get an explosive build put together then they roll this out. Story of my (TD2) life.
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  6. #26
    moesuvious's Avatar Senior Member
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    Originally Posted by MutantCowboy x Go to original post
    I don't know what everyone is getting huffy about. It makes complete sense from a technical perspective. Cluster seekers are simple MIRV like devices, they are designed to hit mostly static locations with maybe slight adjustments to correct for guidance errors. If you want something to crawl up the exhaust port of an enemy that is what the explosive seeker is for. They have done a poor job of diversifying these two seeker classes which is why cluster seekers are seemingly the standard go to for a skill build.

    Clusters are small with poor targeting systems and less payload but have the ability to hit multiple locations. They should not be little death balls that moving NPCs can't escape from. That should be the job of Explosive seekers because they have the size to house better targeting and tracking hardware. Like I have said before the Explosive seeker is greatly undermined by the cluster just doing the same job. I think the real issue should be why air burst seekers are such piles of poop.
    the clusters not chasing and the airburst being poop are for the same exact reason.

    PVP.
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  7. #27
    I think these change should only be applied to PvP, PvE is good as It is rn.
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  8. #28
    Originally Posted by moesuvious Go to original post
    the clusters not chasing and the airburst being poop are for the same exact reason.

    PVP.
    Well thats not true because they could simply use their modifiers.
    It is like TD1 all over again.

    Massive: We need your feedback
    Player: You have many feedback from the 1. game
    Massive: But this is a new game
    Player: But feedback so far is pretty much the same
    Massive: But this is a new game so we have to ask you the same questions
    Player: ..........
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  9. #29
    Marriorqq's Avatar Member
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    It may be a grammatical issue that other people are talking about.

    I think SEEKER has become a bit too strong and is appearing in the response feedback of PTS in TU5.
    I remember that the player was responding to why the enemy could dodge Seeker. The result was officially accepted and strengthened the scope of seeker's explosion.

    Personally think that this is the beginning of all deterioration:

    1. The early skill of the game is not strong (the player complains, the CD is long, the damage is low, the hit rate is poor), but the official has strengthened the skills after the end of TU5.
    2. At the same time, the conversion ratio of skill acceleration in PTS is not correct, so the official extended the SKEEER skill cooling in TU6. (At the same time, the cancellation of the halving skill time was also removed)
    3. The range is a very powerful boost for blast damage.
    (You can see this with grenade mortars and drone bombers)

    I think that when TU5 increases the range, you may choose to change to other ways:
    1. The range is the same, but SEEKER will accelerate until the highest speed, and the farthest distance will slow down and reduce the hit.
    2. Give the enemy a certain amount of explosive resistance after being injured. (But giving the split ball can attack the same enemy in multiples)
    3. The range is the same (hit rate and damage are still low), but the cooling time is shorter (enhanced SEEKER to make the enemy out of the bunker)
    4. Allow the enemy to attack SEEKER (same as TU6)

    So SEEKER is now a hot skill, compared to poor fireflies. (another traceable skill)
    >> Another possibility that can be explored here is that the skill module setting is not working well.
    Should Fredrik Thylander want to explore the issue.
    I think it is possible to give the enemy a defensive stance (non-attack or attack, no abnormal state), lying down in real war to reduce explosive damage.
    If it is a PVP problem, it may also allow the player to do this, such as lying down and shooting.
    Of course, gameplay is also a method, just a little change into a dance game with reference to the current direction? Focus on the rhythm?
    Or it is a very large reduction in SEEKER damage, but gives the skill armor effect (completely opposite to 2.): After the skill hit, the additional skill damage is 50% (can be superimposed), and the firearm damage (10%) is sustained for 3 seconds. The same enemy continuously uses the skill key to multiply the target.
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  10. #30
    YodaMan 3D's Avatar Senior Member
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    Originally Posted by Marriorqq Go to original post
    It may be a grammatical issue that other people are talking about.

    I think SEEKER has become a bit too strong and is appearing in the response feedback of PTS in TU5.
    I remember that the player was responding to why the enemy could dodge Seeker. The result was officially accepted and strengthened the scope of seeker's explosion.

    Personally think that this is the beginning of all deterioration:

    1. The early game skills are not strong, so the skills are enhanced in TU5.
    2. At the same time, the conversion ratio of skill acceleration in PTS is not correct, so the official extended the SKEEER skill cooling in TU6. (At the same time, the cancellation of the halving skill time was also removed)
    3. The range is a very powerful boost for blast damage.
    (You can see this with grenade mortars and drone bombers)

    I think that when TU5 increases the range, you may choose to change to other ways:
    1. The range is the same, but SEEKER will accelerate until the highest speed, and the farthest distance will slow down and reduce the hit.
    2. Give the enemy a certain amount of explosive resistance after being injured. (But giving the split ball can attack the same enemy in multiples)
    3. The range is the same (hit rate and damage are still low), but the cooling time is shorter (enhanced SEEKER to make the enemy out of the bunker)
    4. Allow the enemy to attack SEEKER (same as TU6)

    So SEEKER is now a hot skill, compared to poor fireflies. (another traceable skill)
    >> Another possibility that can be explored here is that the skill module setting is not working well.
    Should Fredrik Thylander want to explore the issue.
    I think it is possible to give the enemy a defensive stance (non-attack or attack, no abnormal state), lying down in real war to reduce explosive damage.
    If it is a PVP problem, it may also allow the player to do this, such as lying down and shooting.
    Of course, gameplay is also a method, just a little change into a dance game with reference to the current direction? Focus on the rhythm?
    Or it is a very large reduction in SEEKER damage, but gives the skill armor effect (completely opposite to 2.): After the skill hit, the additional skill damage is 50% (can be superimposed), and the firearm damage (10%) is sustained for 3 seconds. The same enemy continuously uses the skill key to multiply the target.
    Until TU5 skills was pretty useless, it was smarter as a player to use a Gun Build, run up shoot all bad guys in the face and kill them within just a few shots. TU5 comes along and gives players reason to use SB, for the most part Seekers, but their are other options. So now TU6, Seekers will be nerfed and some of the nerfings will affect other skills. So we will return to players all using Gun Builds with Reviver and some healing. There will be no build diversity, it's all about Gun Builds. Soon after there will be the Meta Gun Build. That's that.
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