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  1. #1

    How to make blue attributes viable

    With current system, Armor means nothing because npc damage is out of balance in terms of number.

    In simple way, if massive really want to make armor viable, he need to nerf enemy damage to 50% - 70% to make armor viable where maybe some player will not agree...

    We already have base armor of around 600k-700k from our gear...

    Now instead of adjusting and testing 4-5 updates to make armor useful...
    One thing can be done and its replace armor attributes to damage reduction attributes...

    Instead of giving 1,70,000 Armor per attribute, It should give 10% or 15% damage reduction per blue attributes....

    So 6 blue pieces gives you 60% or 90% damage reduction where you are a real tank !!!

    PVP should have different values and should be balanced seperately...


    Health also needs to be buffed...
    19k health ln one short blue attribute is a joke in current scenario...

    It should be 10% or even 15% because if you are investing in something....it should be viable rather than a piece of crap...

    It was viable before TU8 because of Berserk talent....
    But Berserk is no longer in game now....
    Health really means nothing now...

    Buff it massive !!!!!

    Or use division 1 health and armor system.....it was better and easy to understand

    Also, npc damage and FIRE DAMAGE also needs some tweaking....
    They are insane !!!!!


    What are your thoughts or suggestions ?
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  2. #2
    CoOp_Gordon's Avatar Senior Member
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    Good idea.

    The problem with the current system is that the amount of armour you have matters little. For example, you have 1,000 armour. A tank hits you and you are down to 0 armour and a sliver of health in 1 shot. You die the second shot from any NPC. If you had 2,000 armour the tank would reduce you to 0 in 2 shots (perhaps still kill you on that second shot).

    The idea of % damage reduction per blue is a good one, and could actually make non-shield tanks viable (again).
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  3. #3
    If you played the division one you'll know why they changedthe armoursystem because it didnt work.

    originally all you ever need was 5411 armour and you would achieve the maximum rate of mitigation and that was pretty much set in stone. however as gear got stronger hitting that magic number got easier and easier which then meant people were capping there armour in 2 or 3 pieces of gear.

    it also meant that enemies were tuned to factor in that mitigation rate whichis why they ended up doing exponentially more and more damage.

    if an enemy hit for 10k and 75% was mitigated. then plaers took 2.5k damage.

    if the devs wanted players to take say 5k of damage it wasn't just a case of tweak the enimies a little bit so they deal 12.5k base damage.
    it was a falt out massive increase to 20k base damage. because they had to factor in the mitigation.

    thats why they changed the system because such exponential leaps in power are impossible to level out or balance.
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  4. #4
    xcel30's Avatar Senior Member
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    Would say that the problem mostly is the lack of damage from tanks as well they not being able to heal themselves due lack of skill tiers, so honestly nerfing enemies a bit and making people that are blue can carry more armor kits should work
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  5. #5
    Originally Posted by xcel30 Go to original post
    so honestly nerfing enemies a bit and making people that are blue can carry more armor kits should work
    Well, we had "more" once, but then the devs decided it was an extra cool idea to steal 2 of 'em from each Agent, you can workaround that with Acostas Go Bag, by getting "back" to 5, but with it come more sacrifices.
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  6. #6
    xcel30's Avatar Senior Member
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    Originally Posted by Lumina-US Go to original post
    Well, we had "more" once, but then the devs decided it was an extra cool idea to steal 2 of 'em from each Agent, you can workaround that with Acostas Go Bag, by getting "back" to 5, but with it come more sacrifices.
    well i know that, just saying that maybe rewardin players that run with moro blues with more armor kits could work.
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  7. #7
    About the armor giving % decrease.. Actually a very decent idea that I and others have suggested before but 90% is waaaaaay too much.

    I disagree with the rest of what OP wrote.
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  8. #8
    THE_Crazy_Hyena's Avatar Member
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    Originally Posted by Escritores Go to original post
    About the armor giving % decrease.. Actually a very decent idea that I and others have suggested before but 90% is waaaaaay too much.

    I disagree with the rest of what OP wrote.
    I did also mention that a damage reduction per armor piece might be a good idea. Like a set bonus for tanks (similar to skill tiers)
    * 10% incoming damage reduction / 5% increase in weapon damage per piece could be a good balance that allows tanks to actually become tanks, and at the same time, not being completely neutered in damage
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  9. #9
    Blue builds will never be viable , you could almost double the Armour value stats & people whould still run all Reds .......... I mean 1.7 mil armour and Unbreakable and you can still almost get one shot by NPC,s LOL ........Might as well run around naked out there the way armour is ATM ......
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  10. #10
    Originally Posted by StephsGonnaGetU Go to original post
    Blue builds will never be viable , you could almost double the Armour value stats & people whould still run all Reds .......... I mean 1.7 mil armour and Unbreakable and you can still almost get one shot by NPC,s LOL ........Might as well run around naked out there the way armour is ATM ......
    That is kind of the point. 1.7m armor should not be taking 2 or 3 shots to down. If people knew that armor served a purpose sure you would still have all red builds but many dps would instead choose 1 maybe 2 blue cores with the rest red because if you played any mmos in your past you should understand that dead dps is no dps.

    It is on the devs to balance the game and it is actually quite simple given the current gear system. You know an agents base armor is about 650k. If you determine that an enemy should be able to down the agent in about 6 to 8 shots obviously the ai should be dealing about 85 - 105k per bullet.

    This way if an agent builds a full tank, with 2m armor they obviously absorb much more damage before going down. If you stupidly design your system to where the ai deals more than half your base armor in 1 shot you get 2 shot downed in less than a second while tour tank probably still takes more like 5 or 6 shots to go down but when 5 or 6 shots from an automatic weapon fires off in 2 seconds the difference in ttbk is too insignificant to tell.
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