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  1. #1
    THE_Crazy_Hyena's Avatar Member
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    A summary of all the inconsistent elements of TD2 [PvE]

    Okay. This is not the "cry" or "whine" post that some guys likes to call them. It's my personal observations, and the general consensus about inconsistencies in this game.

    1. Inconsistent enemy spawns at the same difficulty level
    This is a serious issue where some missions and activities has an abundance of red-bars, while others has nothing but elites (Not talking of Elite Territory Control)
    * I believe that some of the spawn coding has been scrambled by a significant amount.
    * The easiest way to spot these inconsistencies are to do open world activities and compare them to eachother at their respective difficulty - Let's say Challenging, as that is where most players tend to play at. First off, try to do a simple activity such as running a propaganda broadcast. You will notice that it has a pretty normal mix of standard, veteran and elite enemies. But then you should try to do a Public Execution event, and then you will have only elites spawn in on you (with the relative power of enemies you'd normally face at a level 4 Control Point) - This also has a very high failure rate, due to the hostages being tuned to what normally is a level 3 activity.
    * These inconsistent enemy spawns also happens in missions. The most annoying ones are in Federal Emergency Bunker. First at the start with the chemical warfare guys (those that can one-hit kill you with a damage over time status effect, which you cannot heal out of). Then you have the two first rooms of Outcasts right after taking the elevator deep down underground. One room spams in tons of heavy weapons guys and suicide bombers, and the other room can spawn near unkillable cowards that hides on the second floor. These two rooms can really make or break your speedrun. The enemies spawning on the second floor is also down to RNG (sometimes elites won't spawn up there, but a veteran enemy taking its place)

    2. Weapons are very unbalanced - even within the same category
    Let's start out with the most obvious ones (Rifles):
    * Classic M1A / "Baker's Dozen" - This weapon is the de-facto choice for any players running DPS builds. This is due to the M1A having nearly double the base damage of the other .30 caliber rifles (It also includes all semi-auto marksman rifles)
    - The best way to fix this issue is to tweak the other rifles to feel more rewarding to use, as most are completely overshadowed in their current form.
    * MK-17 - This needs to have damage increased by at least 50%. The rest of the stats are fine enough.
    * SOCOM M1A/M1A CQB - Should be on par with the Classic variant in terms of raw DPS. It only needs a relatively mild 30% increase to the base damage, due to it's far superior rate of fire.
    * SIG-716(CQB) - Badly needs a buff to the accuracy and stability figures. and a solid 75% damage buff to make it a viable option.

    As for the 5.56 variants, these definitely needs more love They should also be on a relative equal power level (as all are variants of the AR-15) - All should have their damage raised by 50-60%, but also including a higher critical damage cap (Upped to 25% for these).
    * LVOA-C - Badly needs its stability and rate of fire increased. Increased base stability by 40% and rate of fire by 30%
    * Lightweight M4 - Badly needs stability and rate of fire increased. Increased base stability by 50% and rate of fire by 25%
    * UIC-15 MOD2 - This is the worst one so far. Lowest rate of fire as well as the lowest damage out of all 5.56 semi-autos. This needs its rate of fire increased to at least 400 RPM, and its base damage increased by 75% instead

    Then you have the pistol caliber USC-45
    This only needs better accuracy and the option to slap on a muzzle attachment, and it would be a pretty decent gun. Should also have an increased crit damage cap of 25% to compensate for its lower base damage (it is only a pistol caliber gun after all)

    Then we need to talk about the shotguns.. Oh boy!!
    Shotguns are extremely weak in the current state of the game. And these too are plagued by some major design oversights.
    In general, shotguns should have their base damage increased by a healthy 100-125% to make them feel worthwhile to run, even at the highest difficulty levels. Also, some of the shotguns needs a slighly faster reload speed
    * Double Barrel (Classic) - Has the shortest range out of all shotguns, despite having the longest barrel(s). It also feels very weak in terms of power. It is also the slowest gun to run with due to it being a break action (reload after every two shots) - This gun needs its optimal range increased by at least 200%, while also maintaining the highest base damage out of all shotguns (10-15% over the pump action ones)
    * Double Barrel Sawed-off - Has a longer range than the normal double barrel. - Like the full-size counterpart, this shotgun should have the same higher base damage, but contrary to its counterpart, this should have the shortest range out of all shotguns. Plus, it's considered a sidearm after all.
    * M870 (all variants) - Used to be the overall best shotgun, and one of the best overall guns in TU7. Now it feels like a pathetic pea-shooter, as if it only did half it's intended damage.
    * SPAS-12 (including exotic variants) - Only needs a damage buff. This shotgun is pretty well rounded.
    * KSG-12 - Like the SPAS, it only needs a damage buff, or a mini-rework of it to make it fire slugs, so that there is a long-range option available in the shotgun class.
    * Super 90 - Only needs a damage buff, and slightly faster reload times.
    * Saiga-12 (and its variants) - Only needs a damage buff.
    * AA-12 - Needs a significant damage buff. Despite being the only fully automatic shotgun, it feels utterly useless against any enemy above normal difficulty.

    Assault Rifles:
    In general, all assault rifles needs to be comparable to the LMG's in terms of damage, despite the shorter reload times - This is the only real buff needed, as most stats of the AR's are pretty good. An overall increase of 30-40% base damage should suffice
    * "Chameleon" - An additional 25% to the base damage should make this a more compelling option, and a worthwhile exotic item to aim for.

    Submachine guns:
    Minor damage buffs across the entire board (20-25%)
    * Vector .45ACP - Deals less damage than the 9mm variant. It should be the other way around.
    * "The Lost Chatterbox" - Needs to get its unique talents back, but keep the overall damage slightly under the regular P90 / "Emeline's Guard" (around 10% less)

    Marksman Rifles:
    The semi-auto ones should be brought up to around the same base power as the Classic M1A - An overall base damage increase of around 60-65% should be enough
    * G28 should keep a slightly lower damage due to its superior accuracy and low recoil.

    Bolt-action rifles should only recieve a minor damage buff (somewhere around 25-30%)
    * M700 Classic / "Ekim's Long Stick" - Needs a faster reload speed to stay relevant (make it 25% faster)

    Light Machineguns:
    Most of the LMG's are in a decent spot at the moment, with the exception of a select few.
    * IWI Negev - Increase the base damage by 15% - This way it will be a good competitor to the MG5
    * RPK-74 / "New Reliable" - Slight increase to base damage (around 10%) would make it just about perfect.
    * Stoner LAMG - Slight increase to base damage (10-15%)

    Pistols:
    All are serviceable and good options.
    * Desert Eagle - Slight stability increase (20% or so) to allow for faster time between shots.

    Signature weapons:
    * Why on Earth should they do reduced damage to named enemies?!

    3. Enemy quirks and godlike accuracy
    * All Hyena enemies that wield SMG's (assault, shield and grenadiers) - These are unbelievably accurate compared to how the Hyenas actually hold their weapons
    * Hyena Engineers with their sniper-shotguns
    * True Sons Medics and their incredibly fast firing laser-guns.
    * Outcast Heavy Weapons and their sky-high armor amount (at least the True Sons counterparts lay down on the ground to make an easier target).
    * Ridiculous armor on Named Tanks.
    * White Tusk drone spam - Cheap way to "increase difficulty"
    * White Tusk controller drone grenade spam - Like the aforementioned drones.
    * All factions has fire damage on at least one of their abilities
    * Outcast suicide bombers having an enormous blast radius (also, why does the elite variant need to have fire damage on top of the excessive explosive damage)
    * NY factions' heavy tanks having much more armor compared to the DC counterparts, while also dealing instakill damage.
    * Black Tusk Commanders and their "cheat-boxes"
    * The predicting accuracy of the Black Tusk grenade warhound.
    * All enemy skills having much more health than the SHD tech variants.
    * All enemies can fire from cover with precise accuracy.

    4. Build variations (or lack there of):
    * If the base damage of all weapons are buffed up, then the DPS (red build) needs to be slightly adjusted to compensate. 10% base damage per piece (core stat) maximum,
    * Armor builds needs to get a special talent that rewards the players with better gun stats. For example, having an armor oriented set (could give True Patriot some of its old glory back), and having 4 set pieces could give an additional set of bonuses to all the weapon stats, critical stats and headshot % damage.
    * Bring "Patience" back as a perfect brand talent (for one of the armor oriented manufacturers - like Gila Guard for example)
    * Skill builds needs to revert to the old "Skill Power" formula, as the current skill tier system feels unrewarding due to how fast the enemies destroy our equipment. This could be done, while also keeping the low base damage of the Seeker Clusters, to avoid the Cluster only builds like we saw in TU6/TU7
    * Certain skills not worth picking up.
    * Skills not working properly.

    5. Inconsistencies about loot and Exotics:
    * Higher difficulties seem to drop more awful than good loot (often purple or 10-20% rolled golds) - This can be fixed by implementing a "floor" to the numbers that scales with difficulty.
    * Exotics being allowed to have RNG - These should be god-rolls by default due to the nature of the items (can't be recalibrated)
    * Targeted loot locations seems to favor normal loot or skill mods for the most part.
    * Crafted items are almost exclusively bad rolls (10-20%) - Why even spend the materials on crafting anything but weapon attachments?

    6. Performance issues (PC):
    * Framerates being significantly lower after the latest updates and hotfixes.
    * DX12 mode crashes frequently
    * AMD sponsored title, yet it runs worse with SMT enabled on Ryzen processors.
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  2. #2
    THE_Crazy_Hyena's Avatar Member
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    No comments? why am I not surprised?
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  3. #3
    Honestly never seen this until your recent post. =P Thanks for taking the time to put it up. =) I can agree with most. Some I feel differently about, but that's just view and matter of playstyle.
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  4. #4
    Fire damage needs a huge nerf. Getting set on fire for less than a second can strip off all your armor. This makes the cleaner heavies extremely op as well as elite bomb drones.

    Rikers nailgun on shield heavy shouldn't be a 2shot kill. Make it a 4 shot kill to be less punishing.

    All airburst grenades from Black Tusk need a 50% nerf. Even red bars can 2shot you.
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  5. #5
    Sinfultee's Avatar Member
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    An excellent post, imo, that the developers should read. I am not an expert on weapon numbers but points #1 and #3 are spot on. I would also add that fire damage is absurdly broken and op right now, and seeing as they have given it to all factions, it has made it the most obnoxious effect in the game (second would be the almost-invisible, instant death poison gas, but not widely used..yet)

    I don't understand why they gave every faction some form of fire attack, and now poison. Not only that, but our skill devices are far inferior to the NPC's too. Black Tusks and Rogue Agents don't seem like a modern faction at all, but a more advanced alien technology with otherworldly gadgets that make ours seem like the stone age.
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  6. #6
    As1r0nimo's Avatar Senior Member
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    Can Agree only with the first one. Everything else - what were you smoking?

    As for guns, Shotguns are already good (mostly). No need for 100% buff (right now, they can oneshot everything in solo fights, except for Elite. Hell, i needed only 3 shots to kill a Tank on challenging...)
    Classic m1a is broken, yes. But it should be nerfed, not everything buffed. Well, IMHO, all rifles with RPM>300 should be Burst guns. But overall, they should nerf CLASSIC m1a. That's because it is already a boring walk in the park with it's dmg (if you think, that you should be able to two tap enemies on Heroic outside of Nemesis, than you are wrong).
    ARs - i think, the problem comes from their main stat, DtH. It's simply not that useful right now.
    LMGs - MG5 should have the same HSD as all others. SAW, on the other end, could get a buff (RPK as well).

    As for enemies.
    *For Hyenas - can you all show me those sniper shotguns? Coz it seems like we are playing different games. I mean, 20+ meters and 700k damage in your face with a single shot (consistant, not random 1 out of 1000).
    SMG accuracy is meh, though.
    *Outcast Heavy actually not that fat in 8.4. Plus he has a belt, so it's much easier to deal with now.
    Suicide bombers are already good. Why nerf them? Completed DCD today (quick Polarity weak spots shooting), their explosion radius seems like ~3 meters. LOL, sometimes their pair (when you are waiting for data loading in the pre Last room) weren't blow up if i shoot one. And they run close to each other!

    Builds.
    Instead of complayning, try to think. Right now Broken M1a force a lot of players to follow that Easy route. No brain crit damage "Baker's Dozen", since a lot of them have pretty bad aim. Hell, newbies even doesn't know, what that gun actually is (instead of Classic m1a, they calling it "Baker's Dozen").
    Fix that stupid gun, and it will be fine.
    Plus, Fox's prayer and Contractor gloves need a nerf to their unique atributes. Since it's multiplicative. Their idea, is to give you an option against crits (like for Shotguns), but instead, they are BiS items for crit builds -_-

    Skills.
    Oh, hell no, skill power should be forgotten. Instead, it wil be much easier to deal with, some skills need a tweak for their values on each Skill Tier. Plus, overcharge need a rework, for some skills. For example, Overcharge EMP, Banshee, Shock Trap - they are EXTREMELY good. On the other end, overcharged Sticky is meh, since you can shoot only one of it. And it's still only +20% additive damage. For such skills, overcharge should reset the cooldown (if they are on it) and give much higher values plus additional effect. Like Cluster Sticky bomb (explosive), or Explosive Seeker mine increase incoming Damage to Armor for 10 seconds. Something like that.

    Exotics
    *The fact, that they are rolling stats. Yeah, it should be looked at.
    IMHO. If they are rolling randomly, we should be able to recal them (we have useless exotic material for that). Or add an ability, to Optimize them, idk.
    But they should roll. Fixed stats is boring, since you just get them once and forget.
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  7. #7
    desrocchi's Avatar Senior Member
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    I see, I put together a build that finally lets me enjoy the game, and the elitists are already calling for its nerf.

    FFS I don't give a damn how much boring you want the game to be, if you think something is "OP" don't use it.

    I'm finally able to enjoy a more active gameplay and you're calling for nerfs... go play counter strike with the pros if you need a challenge.
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  8. #8
    Leave the M1A alone in PvE, Do whatever PvP.

    I’ll use a slingshot, fix the revive situation before worrying about any thing else...
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  9. #9
    THE_Crazy_Hyena's Avatar Member
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    Originally Posted by InfamousClub Go to original post
    Leave the M1A alone in PvE, Do whatever PvP.

    I’ll use a slingshot, fix the revive situation before worrying about any thing else...
    I never said anything about nerfing the M1A, just buffing the other rifles to be viable options
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  10. #10
    THE_Crazy_Hyena's Avatar Member
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    Originally Posted by As1r0nimo Go to original post
    Can Agree only with the first one. Everything else - what were you smoking?

    As for guns, Shotguns are already good (mostly). No need for 100% buff (right now, they can oneshot everything in solo fights, except for Elite. Hell, i needed only 3 shots to kill a Tank on challenging...)
    Classic m1a is broken, yes. But it should be nerfed, not everything buffed. Well, IMHO, all rifles with RPM>300 should be Burst guns. But overall, they should nerf CLASSIC m1a. That's because it is already a boring walk in the park with it's dmg (if you think, that you should be able to two tap enemies on Heroic outside of Nemesis, than you are wrong).
    ARs - i think, the problem comes from their main stat, DtH. It's simply not that useful right now.
    LMGs - MG5 should have the same HSD as all others. SAW, on the other end, could get a buff (RPK as well).

    Builds.
    Instead of complayning, try to think. Right now Broken M1a force a lot of players to follow that Easy route. No brain crit damage "Baker's Dozen", since a lot of them have pretty bad aim. Hell, newbies even doesn't know, what that gun actually is (instead of Classic m1a, they calling it "Baker's Dozen").
    Fix that stupid gun, and it will be fine.
    Plus, Fox's prayer and Contractor gloves need a nerf to their unique atributes. Since it's multiplicative. Their idea, is to give you an option against crits (like for Shotguns), but instead, they are BiS items for crit builds -_-
    To be fair, I did say that if they buff overall weapon damage, they will need to nerf the red build's stats to compensate.

    Originally Posted by desrocchi Go to original post
    I see, I put together a build that finally lets me enjoy the game, and the elitists are already calling for its nerf.

    FFS I don't give a damn how much boring you want the game to be, if you think something is "OP" don't use it.

    I'm finally able to enjoy a more active gameplay and you're calling for nerfs... go play counter strike with the pros if you need a challenge.
    I never said anything about nerfing the M1A, just buffing every other gun so that there is viability again
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