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  1. #41
    What this game needed is ensnare resistance mod to deal with dps build with 0 tier foam launcher, not more cheaper SE damage reduction to make dedicated CC build more useless...
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  2. #42
    SuspiciousPixel's Avatar Senior Member
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    Originally Posted by ashered Go to original post
    What this game needed is ensnare resistance mod to deal with dps build with 0 tier foam launcher, not more cheaper SE damage reduction to make dedicated CC build more useless...
    Ensare and Confuse resistance mods will be re-introduced in TU11. With each mod giving 20% resistance you can have 60% ensnare resistance from your gear (Mask, Chest, Backpack). If you run a booster hive that will give 80% with no skill tiers and then you have the 10% from SHD/Keeners watch. You will just have to farm for these mods again but then that shouldn't be a problem.
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  3. #43
    Sircowdog1's Avatar Senior Member
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    Originally Posted by dajinn- Go to original post
    I'm so confused, today i learned you can recalibrate mod slots? Am I high or are you guys high?
    Not just that, but did you know you can craft generic non-brand holster/gloves/knees that have no brand bonus, but a mod slot instead?
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  4. #44
    That's great news.

    In regard to health it should be x3 more than current value, then it would have some usefulness.
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  5. #45
    Doubling resistances is pandering to the idle and those inclined to complain a lot. Keep that course and you'll have no game worth a damn left.
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  6. #46
    zigMAGNA's Avatar Senior Member
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    Originally Posted by K.A.0.S Go to original post
    Universal slots mods sounds interesting, I'm looking forward to it. Doubling the resistance sounds controversial, perhaps an increase of up to 15% is enough?
    i feel 20% is alot too.. but maybe i am not seeing it from all angles.. *shrugs*
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  7. #47
    xX_RobinHood_Xx's Avatar Banned
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    Just give 2 options for all match in conflict, with skills or no skills. Those who wants to play with flying ball seeker mine, stingers hive, etc etc can enjoy themself against other. I want to beam people with AR, not a fire cloud.
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  8. #48
    Originally Posted by SuspiciousPixel Go to original post
    Ensare and Confuse resistance mods will be re-introduced in TU11. With each mod giving 20% resistance you can have 60% ensnare resistance from your gear (Mask, Chest, Backpack). If you run a booster hive that will give 80% with no skill tiers and then you have the 10% from SHD/Keeners watch. You will just have to farm for these mods again but then that shouldn't be a problem.
    Ensnare mod is a good news. But if they gonna double things like burn resistance mod as well, then protection against SE build will literally become too cheap, and basically no reason not to have them...(from 6 attributes slots to 3 mod slots). And that marks the death of cc build in pvp meta. I mean if you look at the current one, hazard protected adrenaline + intimidate DPS tank is already dominating. If we keep going this path, we gonna end up a DPS tank only meta all over again...

    Also, 20% mod only makes sense is when all (damage) status effect are equally deadly. Currently only fire hurts, bleed does next to 0 damage. Sure, with this change you might end the 0 tier foam spam, but you will bring down the dedicated cc build with them...
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  9. #49
    Originally Posted by SuspiciousPixel Go to original post
    Ensare and Confuse resistance mods will be re-introduced in TU11. With each mod giving 20% resistance you can have 60% ensnare resistance from your gear (Mask, Chest, Backpack). If you run a booster hive that will give 80% with no skill tiers and then you have the 10% from SHD/Keeners watch. You will just have to farm for these mods again but then that shouldn't be a problem.
    I get that you don't appreciate skill builds but this is far from being 'not a problem'. It is directly excluding an entire playstyle from content; just look at your own description of how easy negating 50% of what a skill build can do becomes. The other 50% (the actual skill damage) has already been nerfed to below lethal meaning that a skill build cannot one-shot but a gun build can. That isn't balance it's rigging the playing field.

    Consider this sentence: "I wonder if damage resilience will be worked into resistance as elemental damage currently can still kill someone with a percentage of hazard protection and elemental resistance mods.".

    The fact that a status effects can kill is entirely the point of them. To then argue on top of that that HP should also reduce skill damage as well is bordering on insane. Construct an argument where you argue against gun damage using the same reasoning here and I really hope you see how absurd a request this is and how destructive it would be if implemented.
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  10. #50
    Hey massive, why dont you give us god mode and let us use whatever we want? Doesnt need much to reach this state! Also, i think we could have 8 attritubes per gear piece, since the game is clearly impossible in higher difficults.
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