Hey folks,
right now there are a lot of threads in this very forum describing the current state of the game as problematic regarding the bullet sponginess of the enemies paired with their high damage output.
So instead of opening multiple threads with this "issue" let's gather some ideas of how we can still maintain a high level of difficulty especially on challenging and heroic.
I personally don't mind the current state and honestly pretty like it so far but there are always people having another opinion which is totally fine so we should be willing to find a solution that's best for all in this community.
We need good ideas that might help and also prevent the game from falling back to its cakewalk state prior to TU8.
What are your suggestions to keep the challenging and heroic difficulty tough to master?
Please let's keep the discussion in here on a civil level. Thanks in advance.
Cheers
Rank
Would be nice that damage to Elites come back.
And this Skill Tier is in my Eyes too bad when I want too Build a Skill Build i want too look what I can running with it and now you only spend Yelow Atributes and you unlock the Skill Tiers in my Eyes it takes the freedom.
But I love the Tankies from the Enemies only the Gear what you get from Heroic or from Legendary are Stupid i mean i get in my Heroic Mission 80% Purble Items.
My Opinion.
Cheers.
Those that have been around the division for a few years have seen this seesaw effect several times. What I don't understand is to me its really simple. You take the lead dev and dept heads put them in a board room with plenty to eat and drink and they just spend a day watching several people play the beta. Those players can be expert and novice and it should be pretty obvious to the devs from watching and discussing what the correct level of balancing is required to give a challenge /reward /fun to all levels of players solo and group. Sounds simple and it is therefore i have absolutely no idea why this can't happen unless the final say is in the hands of one dev who either has no clue or wants the game their way or nothing.
Have a team oriented build and don’t rush.
I keep seeing people complain about not doing enough damage yet I wonder if they know there’s plenty of ways to have damage in the game.
I made a skill build focusing on the oxidizer and purple hive and btsu trash gloves. There’s so many skills ‘skill’ builders don’t even use because they want the flash rather than actual team mechanics.
I’m bugging my team and armor gone, nobody puts their heals on me yet they keep dropping.
My specific build has a chest talent to where when I repair my teammates they get a weapon damage buff and the backpack talent I have is I get a weapon damage buff for being in cover.
PVE is so simple if people actually played based on teamwork and synergy. It starts getting boring seeing Rambo keep dying and needing to be saved all the time.
Keep the general difficulty as is, but fix the crowd control elements to allow breathing space. These are the things I think actually need correcting or balancing better. By just tweaking a few things I think you can keep the core gameplay but address the many frustrations
1. Medboxes. They take too long to destroy overall and the buff radius is too big.
2. Warhounds with miniguns. They are way too fast and the four weakpoints are too small. If you trigger the Bank HQ fight without first taking the dog down, it becomes a really difficult encounter becase of this one enemy. Usually you can stack the high ground, but the little cover and grenadier make it particularly difficult on this mission. You can stack EMP grenades but few people use the Tech.
3. Bigger weak points in general. If they are going to be harder to hit and take more damage then they need to have a bigger impact on the enemy health/armor reduction. They should also have bigger AoE on general mobs in the area.
4. Damage to Armor needs to be a rollable stat as well
5. I dunno what's happening with the one shot enemies at the moment but I think most gripes from my clan are more about the enemy damage output than sponginess. Don't mind managing them but it seems unfair they can advanxce and get a pistola off and deplete your entire armor pool
6. Louder audio cues for sniper warhounds.
7. Flamer range is too big. Especially when compared to the flamer spec.
The main problem is that its a tried to be a MMO game, but its design core is nothing like that. - the game is too "closed off", and that RNG doesn't cater for anything, so what happens is bordem runs of mindless grind for no or little reward. - rince and repeat.
RNG is nothing new in games, but where others have found fun and tactile ways to go about it, massive sadly did not.
Id personally prefer a skill based system. stat points, with a "tree" system, where by you can allocate points into a skill tree of your choosing, that acts as a "master" section to your build. - so if I wanted to allocate all my points to CritDMg I can, or to Turret skill damage, or whatever. I guess similar to the watch system, but MUCH better revised, deeper and a much wider array of options..
You earn these on rewards for doing activities/missions. - that then everything in the world becomes RELEVANT again. - people can have fun in doing missions and other POIs.
You can still have RNG on talents/and stats on the builds as they are 2nd tier rewards but the master stats overrule.
Of course the rabbit hole runs deeper than what i mention above. and is nothing more that a 5 second thought process. it would need a full rework of layered design to work correctly.
but all Im trying to really say is the game is massive now, there are what.. 30 odd missions to run? - but who does them? no-one as the rewards are absolute rubbish. - CP's are realistically the best way to get loot.. if they would add that loot to missions then that would be a good start!
But overall the game needs to be fun. - and stats are a good way to really customise a build, along side gear stats that you can really go deep into!.
Anwyay. dont flame my thought process, as its a quick wish-list. not a thought out plan
EDIT:
Classes too.
TANK, - We all know what this is focus on armour/defence, little DPS, but have auto TAUNT attributes, so that the enemy forcefully target the tank.
MEDIC, Healing and support, moderate DPS abilities. - but main job is to care for the teams well-being
DPS class, What we have now! (pretty much)
Control Class - Skill based, crowd control and AOE where usefull. - One of the strongest classes, but also the weakest. healers best friend!
Hybrid Class - Skill/Dps/Tank?medic, or alt option of any combo, but just not as effective for those jack of all trades builds
Sniper class, Explosive Class... etc etc.
All of these can be "triggered". so you can set your normal day to day build as per the way you want. - then when teaming you slide into your class role. - thus not effecting your normal gearlist. - although you can still haev control over both sets.
You get the idea.. really going overboard now. but WTH. Freedom for speech etc haha!
If you play in group, sure, you can create a support build, you'll still need the WD DPS, though, because skill DPS pales in comparison.Originally Posted by CJ Fresh Go to original post
What about solo play.Originally Posted by CJ Fresh Go to original post