They did not cave in!
I agree that chain CC is fubar gameplay
What they rather agreed with was, that the whole the status effect approach of there,s was also hurting the status effect dmg build or other synergies,
But rest asure they want to figure out a way to stop chain CCing.
And i don’t blame them.
Except that the CC nerf was only partially reverted. The firefly for example, is significantly worse with the PTS3 changes than in PTS2
Skill tier 6 blinder in TU10 will be equivalent to a tier 2 TU9.1
https://forums.ubisoft.com/showthrea...a-tier-2-TU9-1
https://www.reddit.com/r/thedivision...u91_pts_phase/
I have a way to stop chain cc. It is quite simple actually. Balance the NPCs. Consider what has become the current meta in legendary missions.Originally Posted by Venquar7 Go to original post
1. 100% cc uptime which they identified in the patch notes saying the NPCs have no opportunity to fight.
2. Assault drone and assault turret and sitting in cover popping out to proc talents.
Why do you think this is? Well if you basically need a full red build to do decent damage to the bullet sponge AI, yet that AI is able to decimate a full blue build in seconds, then the players actually have little to no opportunity to fight. We have stinger hives 1 shotting through walls, peeping out of cover with 726k armor and you are immediately brought to that state of 1% health and no armor. So what has happened is that players have come to realize the best way to deal with the broken game is to permanently incapacitate the ai.
There have been times when playing dps that I have been lit up by the ai, go into cover and heal up with a drone for 10 to 15 seconds. Pop back out to try to do so.e damage again and in the split second my head goes up again you hear the critical state. How do you fight that? Or my personal favorite. You get hit by 1 suicide drone or grenade, you are staggered. Before your character can regain control to even try and react here comes a second suicide drone or grenade to down you. And let's assume you are running unbreakable or someone has a tardigrades. No worries we got you fam. Here come 2 more drones/grenades.
A tank in an RPGs game is a group member that draws "aggro" away from teammates. The healer is there primarily to provide support, heal the tank and to a lesser extent the dps players who really should try to avoid damage. I get that this is not a full fledged rpg but there is literally no way for a "tank" to draw aggro. Furthermore, I have never been able to figure out how to heal a 1 shot. So as a result of the poor game balance both tanks and healers have been made far less effective.
The patch notes discusses the changes to status effects resulting in hopefully increased roles for tanks and healers. But if you are losing damage anyway by having a tank and a healer why not simply carry 2 status builds. 1 with blind and emp, and the other with emp and some other damaging status effect skill. The emp being the more critical crowd control since all electronics in legendary are much more of a pain in the a$$ than any human NPC. This will overall achieve better results.
I am not sure if you have read the PTS patch notes, but these changes make healers and tank builds INCREDIBLY more powerful in TU10. Your post is not fair:
- First and foremost, the Foundary Bulwark is going to be a truly powerful tank build. Notably, the critical pieces will be locked behind the raid, so if you do not want to Raid, then the usual Tank gear sets of 2-piece Murakami, 1-piece Alps, and 3-piece R&K, has just had their skill repair increased EACH by 5% from +15% to +20%. That's a grand sum of +15% right there in extra healing, allowing HUGE survivability.
- Second, the Liberty Pistol just got a huge talent increase, so that you can continue to use headshots to heal your shield AND get a +60% damage bonus if you choose to do damage only. That's HUGE.
- Additionally, in Phase 3, they just bumped the Incoming Reparist on the R&K to +20% from +15%, adding an additional 5% of healing, when combined with those I mentioned above, yields an additional +20% in total. That's more than enough to help any tank, assuming you have proper positioning and spatial awareness.
So, if you are a healer, many of these talents are equally applicable, AND the weapon talent reformation just got buffed to last 15 seconds, up from 8 seconds. That means, as healers or tanks, any headshot boosts our healing by +30-40% (regular/perfect talent). That's another huge buff.
There are so many buffs in TU10, I really can't believe it. I am genuinely concerned that the content is going to be too easy after everyone figures this all out...
the main problem is that tnaks lack of basic rpg elemts u cant take aggro whats the main function ogf atnk in group play, being able to do more damage doesnt really help.Originally Posted by Deltium Go to original post
so u still getting shot down in less than a second when u pop ur head out of cover or drones and grenades hit u, a tank should be able to have a taunt otherwise its completly useless and cant compensate the huge nerf to cc builds
a apreciate the buff of healing but its still in the bad place cause of the time delay of the hive and that u arent able to overheal so its still in a bad place
Exactly. Taking and holding aggro and overheal are the key functions missing. As you said, for a healer it is impossible to outheal if players get oneshot. They could simply add it by letting healing skills overheal when you get overcharge as a healer. this way you dont have it constantly and healers would be animated to have overcharge as often as possible.Originally Posted by N1Ic00o Go to original post
For tanks its impossible to hold aggro without a taunt and enemies simply ignoring them most of the time. Here should the Shield level increase aggro as well as it does for the decoy. Same mechanic should be here.
But they had the chance now with this PTS but didnt change anything there. I doubt we will see Other build combos then 3 x reds + 1 cc in season 2.
I read them and extensively tested the foundry in PTS1, PTS2 and PTS3.Originally Posted by Deltium Go to original post
I couldn't care less of getting this set in its current state in PTS3. I will play the new raid but getting this set will be the least of the reasons to do so..
It was OP in PTS1, very strong and fun in PTS2 and could be used as a tank or with an aggressive hybrid SMG style. However, in PTS3 is merely stacking blues like any other tank build. The talent was so nerfed that I rather take some cover and use a med-kit to heal. Look at Striker set: TU8, TU9, TU9.1, PTS1, 2, 3 and it is still a gear set to stash. I prefer to lower my expectations and take for granted we will wait until TU12 or so until foundry is remotely useful.