🛈 Announcement
Greetings! The Division forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    Serious Feedback on TU8

    After several days of farming and testing I'll try to give my feedback as clear as possible.

    Positives:
    - The expansion story is great, I enjoyed it, the difficulty was balanced, loot drops were consistent and on par with my character progress so I could tackle the next mission.
    - The DZ feels great now, lots of farmers, pvp at extraction zones, landmarks or streets (No longer door camping thank god!). To be more precise, enemies seems challenging enough for the KT you need on an open pvp ground where you can't spend 5 minutes taking a single named enemy. Loot drops have been corrected and perfected, tons of loots drops but some are really good ones (Two days into the expansion prior update of march 6th I was watching a streamer and worried at the amount of god rolls he was getting, too many items with 2 max attributes) If you give way too much drop the game dies quickly. I entered the DZ today and after some 2 hours of farming I got decent rolls, some really good ones and others not that good.
    - After getting some good rolls and rethinking my build (I refuse to use an LMG to be effective because of the health pools) I was able to tackle challenging solo at a really good pace, even lvl 4 control points on challenging world difficulty, with some caution (I'm built full damage). My gear is not fully optimized yet so if perfected I feel confortable taking on heroic and legendary maybe.
    - The new stats system is clearly more informative, a little bit simpler but, there is room to more builds, at least that is what I feel like.

    Negatives:
    - Although solo content seems to be good in terms of enemies health pools, the scaling for 3 to 4 man groups seems off, exponential and unrewarding for the time invested. Enemies health bars scale too much making it tedious to kill a named enemy, taking too much time of focused fire from the whole team.
    - Progression outside the DZ from Normal to Hard and Challenging is bad, drops are not good enough to progress your character at a good pace, few drops of bad quality, really bad quality. As I was trying to progress through Hard outside the DZ (Because my build couldn't handle pvp yet), drops where unrewarding, very few and very bad rolls. They should consider adjusting it a little bit so players can progress at a good pace. What I suggest to fix this is dived the drops in brackets of different ranges for example Weapon damage from 1%-5%, 5%-8%, 8%-10%... until reach max and prioritize one bracket over the rest for the different difficulties so on Hard you have more chance of getting drops in the 8-10% range, whatever you feel is needed to tackle the next difficulty but implement a clear path.
    - Some difficulty mechanics are not fun or challenging, just lazy thinking and implementation. One shot sniper wardogs and snipers, one shot grenades, sniper shoutguns, foam and flamethrowers sniping from 20mts, enemies having no ability cooldowns, medics reviving enemies in 3 seconds. One shot mechanics when you have 10 enemies rushing at you from the flanks are not fun, because players can't react to them in a proper way.
    - Players armor seems to not be functioning properly, building into armor hardly makes you survive 4 more bullets. This should be a priority to fix.
    - Builds going full Tier 6 skills and damage feel underpowered, investing in all skill damage, explosion damage and skill tiers for a 20 sec cooldown doing nothing but tickles to the enemy is bad. If I will go full skills my skills need to be killing at a similar rate as if I would go full weapon dmg. This also should be a priority to fix.
    - As the state of the game right now hybrid builds skills/armor, weapon/skills, weapon/armor are out of question. Enemies do too much damage and have greater health pools to be sacrificing a weapon core attribute to go skill tier and mix match. Hybrid builds are the most fun of all, giving the players different abilities to tackle different situations, I'm not saying go full jack of all trades, but at least a competitive ground against focused builds.
    - Targeted loot is not working properly, too few drops to call it targeted per mission. It should be looked into.

    Bugs:
    - Been testing some weapon talents like Killer and Outsider and they not seem to be working properly or at all, the activation tooltip and cooldown is not showing and the weapons do the same dps (in case of killer) and have the same accuracy (for outsider).
    - Armor talent for Hardwire set is not working the cooldown is not reduce from 20s to 10s.
    - Named weapon The Grudge is not dropping and is unobtainable after killing the corresponding boss if player has a full bag. The only way to get it if that happens of you accidentally destroyed it is to create a new character a replay the story.
    - Shooting Ranger testing ground is off, information is not consistent or not applying to the facts of outside world play. The numbers and KTs you get while testing are not the same when you are in real combat.

    EDIT:

    Negatives:
    - Shield skill needs to be nerfed a notch in DZ, right now is too powerfull able to withstand tons of damage and deliver too much dmg, there should be a balance.

    Thank you for reading and let me know if you guys find out of something else to add to the list.
     3 people found this helpful
    Share this post

  2. #2
    My fav thing about TU8 is that it actually seems like it favors more diversity in builds, despite being simpler. When every gear piece could have a talent, everyone would take certain talents like add 50% grenade range (so enemies can't escape grenades anymore), take the no-brainer damage buffs (like, added damage when in cover, etc) and so on. Additionally, there was no real tradeoff in going pure offensive. Now I feel that skills are more powerful when you go for skill tiers and I also feel that armor is more meaningful, since if you have no blue gear, you'll die to a single grenade and a single stray shot. There's a big difference in damage soaking ability between people who have just red, people who have half red half blue, and people who have more blue than anything else.

    Originally Posted by Galasdir Go to original post
    After several days of farming and testing I'll try to give my feedback as clear as possible.
    - Although solo content seems to be good in terms of enemies health pools, the scaling for 3 to 4 man groups seems off, exponential and unrewarding for the time invested. Enemies health bars scale too much making it tedious to kill a named enemy, taking too much time of focused fire from the whole team.
    I think one big challenge with this one is how to keep the armor stripping skills useful and how to keep the bosses alive after the players utilize their full resources on them. Bosses still melt pretty fast when the players spam all their skills, nades and specialization ammos on them.

    If armor was much weaker than now, I wouldn't really see any reason to use a whole skill slot for an armor stripping skill when you could use it for something else.

    Originally Posted by Galasdir Go to original post
    After several days of farming and testing I'll try to give my feedback as clear as possible.- Some difficulty mechanics are not fun or challenging, just lazy thinking and implementation. One shot sniper wardogs and snipers, one shot grenades, sniper shoutguns, foam and flamethrowers sniping from 20mts, enemies having no ability cooldowns, medics reviving enemies in 3 seconds. One shot mechanics when you have 10 enemies rushing at you from the flanks are not fun, because players can't react to them in a proper way.
    We just played a Black Tusk mission on Heroic. The wardogs don't one shot if you've enough armor. One guy in our team who was pure offensive died to a single shot; I survived a shot but it took all my armor and half my health; but the 3rd guy in our team could take two shots alive with his True Patriot + armor regen + high base armor setup.

    I don't one shot die to anything with roughly as much red and blue gear.

    I also find it quite possible to preemptively react to the sniper dogs and grenade launchers and so on.

    Originally Posted by Galasdir Go to original post
    - Players armor seems to not be functioning properly, building into armor hardly makes you survive 4 more bullets. This should be a priority to fix.
    100% not my experience.

    Originally Posted by Galasdir Go to original post
    - Builds going full Tier 6 skills and damage feel underpowered, investing in all skill damage, explosion damage and skill tiers for a 20 sec cooldown doing nothing but tickles to the enemy is bad. If I will go full skills my skills need to be killing at a similar rate as if I would go full weapon dmg. This also should be a priority to fix.
    Again not my experience at all. Guy in our team with a skill build could utilize his Shield to survive pretty decently on Heroic and if enemies were nicely clustered, he managed to wipe out whole groups in a single go with the Demolisher Firefly.

    Originally Posted by Galasdir Go to original post
    - As the state of the game right now hybrid builds skills/armor, weapon/skills, weapon/armor are out of question. Enemies do too much damage and have greater health pools to be sacrificing a weapon core attribute to go skill tier and mix match. Hybrid builds are the most fun of all, giving the players different abilities to tackle different situations, I'm not saying go full jack of all trades, but at least a competitive ground against focused builds.
    Before TU8 I saw no reason for a hybrid build at all. Now I'm a hybrid myself and still score highest damage in our group and we do Heroic stuff.
    Share this post

  3. #3
    Originally Posted by tzaeru Go to original post
    Again not my experience at all. Guy in our team with a skill build could utilize his Shield to survive pretty decently on Heroic and if enemies were nicely clustered, he managed to wipe out whole groups in a single go with the Demolisher Firefly.
    Shield skill tier scales with armor, not skill. Shield is the only ability that is not having any issues, mainly because of really good talents. Damiging skills do not apply good damage even going full skill tier and skill dmg, I've tested it.
    Share this post

  4. #4

    Material farming.

    With the latest update, March 10th 2020, materials that are full in inventory are being dropped again.
    Share this post

  5. #5
    Seems like for @tzaeru is all good and he is the only one who is happy here in all the threads. Maybe he is lucky and we all are something like bugged? THE GAME MUST BE SAME LIKE TU7 DAMAGE AND ARMOR AND ENEMIES AND ALL. KEEP ONLY THE CHANGES MADE WITH TALENTS I AM AGREE TO HAVE ONLY 2 TALENTS ON MY BUILD . With only 2 talents build diversity is bigger not like TU7 all the builds was the same. Keep changes made with that library, revert exotics to TU7. There is no reason to use exotic anymore. Revert skills , they are useless now you throw the skill and he dissaper in 1 sec. Like I said I deleted the game already and I have no wish to play again until they fix the game. I am agree to have heroic difficulty like is now (difficulty from TU8)because someone can tell the game is not challenging. Ok let the heroic for the tryhards .but not hard difficulty must be heroic wtf game is this now? I understand the dlc players have legendary difficulty also(or the guy who said legendary mistaked and want to say heroic)??If yes what do you want more than that? I think legendary is for the 0.1 % of the base player if heroic now is for 1% of base. Or maybe the devs want the game to be played by 10k persons instead 100k.
    Share this post