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View Poll Results: Should specialization change?

Voters
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  • Have bigger bonus and become more like classes (like shield focused spec)

    13 68.42%
  • Make them more open (can have al granades and skills with less bonus)

    5 26.32%
  • Keep them the same as we have now

    1 5.26%
  1. #1
    xcel30's Avatar Senior Member
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    Should specializations change?

    Already made a similar topic on signature weapons, now this one is about specializations in general (and i wil ltry to make the poll more clear). Honestly the fact they barely got changed when A LOT of the system got changed bothered me, we are back to more stats and talent based game similar to the first than orignially i want to say. So i was wondering should specializations also be changed to more like RPG classes and jobs with bigger bonus and some really unique and rewarding talents/skills or just make the game be even closer to D1 and just make so player can pick whatever he wants at all time and get rid of most bonus so you can just use whatever.
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  2. #2
    Glad you posted this. I have a write up I'm working on on the specializations. Currently, other than possibly 3/4 talents in each tree, they are worthless overall.
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  3. #3
    Really need preset classe, matchmaking by classe and classe icon close to name

    I would really like if the skills get lock behind classes, I'm tired of seeing dps used healing skills !!!

    Preset classe at charactere creation will be great but too late for that ,maybe in D3
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  4. #4
    As1r0nimo's Avatar Senior Member
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    Go and play WoW already.

    For the topic.
    Specs should be changed around TU8.
    Propositions.
    1) Every spec should have an access to every grenade type. Their talent, however, should increase effectiveness of a specific one, like Firewall could increase the duration of Inciendary and it's damage. Demolitionist - increase the amount of shards from cluster grenade and disorient everyone from the initional explosion (small radius). Etc.
    2) Every spec should have a 3 talents from the pool of holstered talents. You can pick only one of them. All talents shouls be tied to the spec. For example, Demo can get a talent to throw things at higher distance, Sharpshooter could get Patience (sort of, +5% bonus armor up to 25% if not taking damage for 5 seconds and only in cover). Survivalist - Stop drop and roll. You got the idea.
    3) Every spec should have a choice from 3 talents, that will buff their skill type. Like, Offensive, Defensive and Skill based talent for shileds in Firewall tree (AoK as Defensive talent while shield is up, Keenetik energy buff for your second skill while shield is taking damage, etc.)
    4) Also, every spec should get a choice of 3 talents, that will further increase the effectiveness for thei Spec gun. Like, Technician could choose between random status effect from each rocket, or increased damage for each rocket to one target, or increased radius. Sharpshooter - TAC50 can insta kill targets, if the damage hit their health (so overheal will be ignored completely), or increased damage to armor, or paralyze the target for 5 seconds. You got the idea.
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  5. #5
    My opinion doesn't seem to be represented in the poll.

    I would welcome stronger class bonuses, but I would also want them to be much more varied _within_ each class. The current class system tries (although mildly) to shoehorn certain classes into certain roles - e.g. if you want to play a healer, Survivalist seems to be the only class that provides the bonuses you want. I'd like more choice in that regard.

    I'm not a fan of "Holy Trinity" gameplay, for several reasons. One, I love to discover and experience new things, and if every game just copies the same mechanics, then I won't have that. Second, I prefer to play solo most of the time, and this is harder to get viable when there's a strong diversity between the classes (programmable AI companions are a good way to have both, but I'm not sure if Massive would go this way). Third, it limits player choice as described above. Fourth, it encourages player behavior like focusing purely on DPS, playing recklessly, and then auto-blaming the healer if the group fails (instead of perhaps realizing that it would be smarter to not expose oneself so much). I'm quite happy that Division 2 does its own thing.

    I like systems where classes _favor_ certain playstyles, but also offer a wide selection of choices that allows players to break out of pre-designed simple roles. An example is a system where all classes have access to all perks/talents, but pay different costs to get them. Example - all classes _can_ get the +1 skill tier bonus, but the Technician gets it for half the points. Or if you're a survivalist and like the status effect bonuses, but not the group healing buffs because you play solo anyway, you could deactivate those healing buffs and use the freed-up points to get some status effect nodes from the Firewall at double the cost.

    But I doubt that Massive wants to spend the time to develop such a system.
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  6. #6
    Originally Posted by brun0f53 Go to original post
    Really need preset classe, matchmaking by classe and classe icon close to name

    I would really like if the skills get lock behind classes, I'm tired of seeing dps used healing skills !!!

    Preset classe at charactere creation will be great but too late for that ,maybe in D3
    the worst thing about specializations ive encountered thus far is technicians signiture ammo generation being tied to skill proxies it's really crippling in many missions. other specs can generate so much signiture ammo in comparison to technicians.

    the main issue with skills many of them are borderline useless if you run a highdps build.
    hell theyre useless when you run a skill build so it's not really a suprise when people runhealing skills because what else is there.

    healer builds dont workso well a tier7 fixer drone barely touches the armor of yourmate whos rollinga 400k patriot build.
    hell evenhigh tier seekers barely do enough damage to kill anyone in challenging content.
    the riviver hive is useless when it takes every single charge to revivie an ally and then tkaes an hour to recharge.
    the boosterhive is a joke faster movement speed within a tiny circle looooolll pointless.

    many of the skils need some major changes as well llike technicians artificer hive.refreshing skill duration is pretty useless for so many skills itwould be better if it boosted power or cooldowns. if an artificer hive charges a turret. make the turret more powerfull resettings its cooldown when its still got 4 minutes left is a total waste of a charge especially when ill be cancelling my turret in 2 minutes as we move on to the next part of the mission... or make it reduce cooldowns so if an ally is in my hive it can reset the cooldown of his seeker or firefly..

    the overcharge system is a total joke as well. and i think that demonstrates the state skills are in when a lot of people say you could make overcharge a permanant effect at skill tier 7 and itstill wouldnt be overpowered at all.
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  7. #7
    Personaly, i think the specialisations are fine for teh most part. What i'd realy like to see changed about them though is the weapon damage bonusses. Why can we only choose 3 weapons? If you have a single specialization you wanted to make multiple builds with, you're effectivly locked to the same 3 weapon types for all of the builds with that specialization, unles you want to forfeit 15% weapon damage, wich no one will do for obvious reasons.

    I simply don't understand it why it is this way, especialy now that specializations are saved together with the build.
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  8. #8
    uhuriger's Avatar Senior Member
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    Good Poll. Imo they should scale with WorldDifficulty setting as well. And they should do something with the SpecWeapon Dmg, i mean the NadeL deals 2.3m Dmg but Red NPCs have over 3m HP WTF.
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  9. #9
    IgotNerfed's Avatar Senior Member
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    Don't know.

    I only use the demolitionist because I haven't unlocked the others, I can't face Roosevelt Island again because when I get to the end and destroy the fuel tanks and then get wiped I have to start the whole last part again and kill 30 more NPCs before I can actually get to where I was at before I wiped, to move on. After the fuel tanks have been destroyed there should be a checkpoint, surely? I don't find the Roosevelt Island mission interesting at all. The other Strongholds are much more enjoyable whether I wipe or not. I haven't looked at the other Specialisations at all.
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  10. #10
    Agent_Ares's Avatar Senior Member
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    I do think Specializations really need a 2nd pass, especially after WoNY.
    All Specialization mods = 100,000% Useless they are still balanced to level 30.

    Certain Specialization Grenades are pretty bad.
    Frag Grenade ( bleed ) - the damage in Heroic is so terrible enemies take something like 1000 damage per tick from bleed. It will end up doing something like 20,000 bleed damage against an enemy that has 3 million HP.

    They need to make Specializations feel more meaningful and impactful.

    Like
    ;
    Survivalist automatically getting Unbreakable without gear item.25% damage resistance to all Hazards. If player already has Unbreakable reduces cooldown by 33%

    Firewall having 80% immunity to Fire as Base.

    Technician Missiles have EMP explosions - which shutdown robots on hit.

    Grenadier - 2x Grenade Carrying Capacity + can equip any grenade of any Specialization

    Gunner - 100% Overarmor when Equipping Minigun ( disappears when unequipped )

    Sharpshooter - Headshots do 50% bonus armor damage
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