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  1. #1
    Merphee's Avatar Volunteer Moderator
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    Ferro's Oxygen Mask

    Status effects are pretty strong in PVP at the moment. Imperial Dynasty is pretty nuts. Even in PVE, status effects can do a number on our momentum. After reading the frustration about status effects on the forums, and watching a streamer discuss it, I thought to myself "You know what, I think there is one exotic that needs redemption", and that's Ferro's Oxygen Mask.

    In Division 1, Ferro's Oxygen Mask granted the ability to ADS while on fire. I personally didn't see it used much in Division 1, so I think it should return in Division 2 and be reworked to be a counter against status effects in general, because of a number of reasons:

    Wascally was removed - Wascally was the only effective counter against riot foam.

    Stop Drop and Roll was removed - Imperial Dynasty is only getting buffed. So, in PVP, you can just suddenly be caught on fire. In PVE, we're up against both Cleaners and Outcasts.

    Holstered Pestilence is no more -Holstered Pestilence provided bonus armor when bleeding or burning. I thought that was cool, but it's gone now.

    100% Hazard Protection - Right now, the only way to get 100% hazard protection (or status immunity) is by ways of 1 Yaahl piece (10%), 2 Ceska (10%), 3 5.11 (10%) - Max Hazard Protection in all 6 gear slots (60%), and then in the one place that will take a while to complete: maxing out Hazard Protection under SHD levels (10%). Pretty tedious to obtain a super hard counter to status effects currently.

    A reworked Ferro's Oxygen Mask could provide benefits for falling under most ailments. For example:

    • While Blinded, enemies within x meters are pulsed
    • While Burning, user can run and shoot their weapon (much like Division 1)
    • While Bleeding, movement speed is unaffected
    • While Entrapped or Shocked, gain 20% bonus armor (since the Holstered Pestilence talent is no longer a thing.) or, provide immunity to both of these statuses in a way similar to how Wascally worked (You are able to resist 2 ensnare (/ shock) attempts.)
    • Weapon Handling (aka Controls) is unaffected when Confused (keep the screen blur)
    • Grants Immunity to Poison
    • *And then finally, If at 70% Hazard Protection or more, armor is repaired by 5% each second when bleeding or burning.


    *This is an idea from another RPG I've played and it's really good..... sooo... please, Massive?

    I'd make the new mask roll Armor | Weapon Handling and Hazard Protection attributes.

    The bonuses of Ferro's Oxygen Mask shouldn't mitigate status damage in any way. I still think that status damage should be mitigated by Hazard Protection, that way Hazard Protection is still worth investing into, but a reworked Ferro's Oxygen mask could provide some hard counters, or what I like to refer to as "you've activated my trapped card(s)" against status effects, rather than just straight up nerfing them.

    I do think the balance is there naturally, since the item would be an exotic. Coyote's Mask is arguably one of the best exotics in the game. Course, not every build needs it, but you'll see it more on DPS builds. Status effects do hurt full +6 offensive core builds more than anyone imo, so if you primarily play a DPS build, you'd really have to choose whether to keep the benefits of Coyote's or try to counter the one thing that hurts your build the most. Tank builds would definitely benefit from this item.

    Additionally, you're giving up a brand set / gear set benefit in order to run the mask. You could also throw on a cooldown for these bonuses.

    What do you guys think? Should status effects be nerfed or should an item be created in order for you to benefit from being under a status?
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  2. #2
    înstead of this "single solution exotic" i would rather have multiple different exotics, each mitigating some stats
    put each in a different slot, mask/holster/glove/kneepad so that taletns are not affected by it
    this way you have a choice of what you want to mitigate and what you accept as you can only equipt one exotic armor piece
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  3. #3
    Merphee's Avatar Volunteer Moderator
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    Originally Posted by Joonnnyy Go to original post
    înstead of this "single solution exotic" i would rather have multiple different exotics, each mitigating some stats
    put each in a different slot, mask/holster/glove/kneepad so that taletns are not affected by it
    this way you have a choice of what you want to mitigate and what you accept as you can only equipt one exotic armor piece
    There was a time where I thought holstered (gun) talents should return as actual holster talents, of which then things like Wascally and Stop, Drop, and Roll could be placed. But, I think that having one item with all of these benefits would only emphasize it being an exotic. An exotic to counter each status individually sounds like Division 1's Ferro's Oxygen Mask all over again.
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  4. #4
    CptCombatGamer's Avatar Banned
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    Cool thoughts...

    Now how about one that makes use of 6 gear slots and main wpn slot to trigger an actual EXOTIC effect??

    And make sure each piece works in unison with each other as you add more and more of the EXOTICS...

    That is what an EXOTIC should do, and will make players jump for joy....

    Something meaningful....not this bs exotic poo we got right now....

    Not impressed by any of the items...
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  5. #5
    Merphee's Avatar Volunteer Moderator
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    Originally Posted by CptCombatGamer Go to original post
    Cool thoughts...

    Now how about one that makes use of 6 gear slots and main wpn slot to trigger an actual EXOTIC effect??

    And make sure each piece works in unison with each other as you add more and more of the EXOTICS...

    That is what an EXOTIC should do, and will make players jump for joy....

    Something meaningful....not this bs exotic poo we got right now....

    Not impressed by any of the items...
    Something like the old BTSU gloves?
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  6. #6
    CptCombatGamer's Avatar Banned
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    Originally Posted by Merphee Go to original post
    Something like the old BTSU gloves?
    Wpn slot can be any weapon any stats....just the "ONE" exotic effect that allows "Exotic" Set to work....So people can still use weapon type they like...

    Then each piece:

    Mask: Wpn/Skill/Armor

    Attributes x 2

    Exotic Effect while wearing -- Set effect per piece added 1/6

    So on so forth....

    Each piece having it's own BASE effect, then the 1/6 reaching 6/6 for come really kick +++ effect(s)

    Oh, and it has to work for all CORE's....

    That's the hard part, making/finding something all can use no matter route they are taking.....
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  7. #7
    It's always one extreme to the other with changes. This is a fantastic post. I just come to the forums to rage usually at stuff like this so props to you for the well worded patient post. It baffles me how you can introduce things like this ID holster with zero counters for PvP.

    By zero counters I mean against burning and not being able to shoot your weapon simultaneously. A stagger effect if you will. Add to that absolutely no skill requirement (it just burns, no actual input necessay) and you can soon understand why it's hated in PvP and doesn't belong there whatsoever.

    The problem right now is PvP is all kinds of broken in TU8. 'Unbreakable-Tardigrade-Efficient+Firewall-incoming repairs-TP+Pestilence' giving players ridiculous amounts of armour, crazy strong status effects, TTK, striker still getting stacks off your own team, backpack talents not working, unable to swap weapons using a mouse wheel, skills don't deploy, seekers don't seek, idiotic design features like Dynasty holsters having no counters, Firewall setting players on fire for breaking someones armour. The list just goes on and on and on.

    TU7, whilst not perfect by any means, was becoming balanced. I fear it'll be another whole year until PvP becomes somewhat playable again and balanced.
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  8. #8
    xcel30's Avatar Senior Member
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    Feels like you are forcing people to grind an exotic to have meta solution to PVP, which honestly just feels bad in my head. Still think that the holster is undepowered in PVE, firestarter chem launcher is OP burn damage in both PVP and PVE.

    But i do agree that there's should be better ways to stack hazard protection, i personally miss the final measure gear set from the first game
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  9. #9
    To me it seems as though old talents like "stop drop and roll" and "cannon" should just be part of being an agent. Passives if you will. Seeing as how every random elite is now a status defying tank that shreds our armor and throws grenades as if they are a direct decendant of Aaron Rodgers and Tom Brady, we should at the very least, as AGENTS get some love.
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  10. #10
    Merphee's Avatar Volunteer Moderator
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    Originally Posted by xcel30 Go to original post
    Feels like you are forcing people to grind an exotic to have meta solution to PVP, which honestly just feels bad in my head. Still think that the holster is undepowered in PVE, firestarter chem launcher is OP burn damage in both PVP and PVE.

    But i do agree that there's should be better ways to stack hazard protection, i personally miss the final measure gear set from the first game
    In PVP, I'd consider the bonuses "nice to have", but not meta. I think placing hazard protection and weapon handling as the secondary attributes only further walks away from it being considered meta and further rely on you being good with your weapons to benefit from it. You're not really being made OP in the way of boosted stats like Coyote's (depending on how you handle the entrapped or shocked bonus), but more so being brought to a more "neutral" state, similar to not being under a status, rather than having debuffed controls.

    In PVE and PVP, the mask would be very situational, but when those situations happen, you're not really crippled.

    Remember, unless you heavily invest into hazard protection, you'll still be taking a lot of damage from bleeding and burning statuses. So, to encourage that investment, I think the heal while status'd benefit is a proper reward. Course, in the RPG I referred to, it's actually 100% instead of 70%. I just thought 70% was appropriate in this game, given how 100% hazard protection is achieved.

    Originally Posted by Johnny_Dbag Go to original post
    To me it seems as though old talents like "stop drop and roll" and "cannon" should just be part of being an agent. Passives if you will. Seeing as how every random elite is now a status defying tank that shreds our armor and throws grenades as if they are a direct decendant of Aaron Rodgers and Tom Brady, we should at the very least, as AGENTS get some love.
    Yeah, that's one thing I've heard proposed. Simply having stop drop and roll innate would be nice, course with a cooldown.
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