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  1. #1

    [PvP] compiled suggestions to improve upcoming PvP experience

    Given that dev play testing is non-existent, obtaining feedback from player-base that regularly partakes in pvp is more relevant than ever. I spend majority of my time in this game playing conflict mode but I do interact regularly with those who visit the DZ as well.
    The following suggestions come from my perspective after many discussions I've had with others to help this game's one aspect of end-game that is PvP.

    Skill Balance:
    -foam chem launcher (nerfed to 2 sec ensnare at base) at lower tiers are still going to be too powerful given the instaneous effect (unlike fire chem) and generous aoe. Other rooting mechanic such as shock has visual tells and trigger time for the player to react to. 2 second root is still enough time to down somebody despite nerf to TTK and foam essentially becomes a "free kill" button. You can argue about stacking hazard protection but that forces a player to run SMG damage to make up for attribute loss to maintain competitive damage. A possible remedy is to further nerf base duration at low tiers so that it remains a strong team fight skill but better manageable in 1v1 situations, reduce time it takes to manually break out of foam by holding interact thus rewarding reactive play, or make it possible to dodgeroll while foamed (suggested from other post)

    -we are trying to increase TTK but explosive damage continues to be ridiculous, it should also be nerfed in pvp... https://www.twitch.tv/gamernesto/cli...bimbapBabyRage
    Burster firefly AoE 2 million+ dmg and insta killing group of players from cover is not what I view as healthy game play.
    Conflict games are riddled with artillery turret 1 - 2 shotting people while they are staggered and unable to even react fast enough given instant arm time and huge aoe range for ease of use. AOE should be reduced in pvp, or give it longer arming time before you can launch.
    Explosive sticky can 1 tap anyone running 3 blue or less, effectively becoming an AOE sniper that doesn't even need to be vulnerable by peeking out from cover and can also be used behind bulwark shield.

    -sticky bomb variants are arguably better than foam as "free kill button" given stagger + ridiculous duration of secondary effect. Unlike chem launchers, you can double/triple tap to instantly deploy, letting you shoot your gun or take another action very quickly. Stagger animation should be reduced and both burn and emp duration should be nerfed significantly to match emp jammer pulse duration.

    -bulwark shield should also receive amped damage to match the half shield nerfs, I dont understand why it wasnt addressed as well espscially given that players can use it while 1-2 tapping players with explosive skills or 3-4 tapping with liberty, regulus, in sync double barrel and d50.

    Weapon balance:
    -reverting pistol, rifle, and sniper damage nerf is okay but please keep the nerf to liberty, regulus, and d50. These guns were 2-4 tapping players due to their higher multiplicative values and ridiculous base damage. Combined with bulwark shield that somehow avoided the shield nerf, it will be oppressive in pvp.

    -do not buff shotguns while all other weapons are globally getting nerfed. Even in the live server, shotguns have the fastest TTK 2-3 body shot especially if used with in sync talent. It also has access to one of the highest multiplicative dmg talent called versatile on backpack. The only counterplay are shields but now that they are getting nerfed, Increasing ttk will be meaningless at close range.

    -snipers, especially with focus and nemesis, will be 1 tapping to the body again. To avoid this, decrease base damage but increase headshot modifier globally.
    With nerf to all other weapons, snipers now have more forgivable window to 1 tap at close range which is supposed to be their weakness. This becomes even easier when using ironsight mods instead of scope mods. The time it takes for cross hair to close for accuracy should be increased when using ironscope ADS. This should be in line with increasing TTK globally.

    Status:
    -burn damage is fine but denying the ability to ADS and prevent critical damage is too debilitating when compared to other status effects, especially with ease of application methods and duration stack currently. Let players ADS or increase hipfire accuracy but retain prevention of critical damage.

    Attribute:
    -Even though how 3%armor regen was received from prenerf bulwark set, we are able to stack up to 3% (more with ridgeway exotic) once again with the new brand armor. Provide option to counterplay % armor regeneration by turning it off when taking weapon damage for couple seconds similar to how vigilance works. Give agents inherent 1% armor regeneration at baseline but turned off for couple seconds after taking damage.

    - It is too forgivable to aim body and still do competitive damage with crits relative to headshots. Increase max headshot attribute value to 15% from 10%.


    Thanks for reading and feel free to chime in for discussiona.
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  2. #2
    agree on everything ... one thing but the developers do not play pvp
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  3. #3
    Forgot to include the following..

    Talents:
    -in sync simply gives too much upfront free damage compared to other dps talents, simply reducing values to 10% or less should be sufficient.

    Sets:
    -Future Initiative gives too much multiplicative damage to your teammates in addition to proximity heals. Reduce values.
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  4. #4
    Spot on bro.
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  5. #5
    Completely agree, as do the other PVPrs I play with. Here is your typical experience.

    -foamed, burned, staggered, mortar staggered, oxidized, 1 shot sniped, emped, foamed again, burned again-

    Run hazard? Do zero dmg compared to the guy sitting with reds while two of his teammates run skill builds and foam.

    I know at least 10 people who quit this game because of PVP balance.

    Medkits in the DZ are a problem. Add more. We are forced to burn a medkit to every status effect. The length of time a medkit takes to use keeps good players from making "plays". We can not quickly respond to incoming damage. Quicker med-kits = higher skill gap.
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  6. #6
    I agree with everything that is written in this post.

    I also want to add personally from my experience in PVP CONFLICT and DZ PVP that the game still has few characteristics, talents, brands and many other things that could affect the gameplay and balance in general.

    for example

    I still do not understand why the developers cannot introduce a talent, skill or anything else into the game that would make it possible to reduce the amount of healing received or reduce the Hazard Protect (like the entire Hazard Protect as well as a separate negative effect) from the enemy.

    And also why they can't make foam not with the effect of root, but with the effect of a strong slowdown without the possibility of rolling.
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  7. #7
    Marriorqq's Avatar Member
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    Originally Posted by chukchator Go to original post
    I agree with everything that is written in this post.

    I also want to add personally from my experience in PVP CONFLICT and DZ PVP that the game still has few characteristics, talents, brands and many other things that could affect the gameplay and balance in general.

    for example

    I still do not understand why the developers cannot introduce a talent, skill or anything else into the game that would make it possible to reduce the amount of healing received or reduce the Hazard Protect (like the entire Hazard Protect as well as a separate negative effect) from the enemy.

    And also why they can't make foam not with the effect of root, but with the effect of a strong slowdown without the possibility of rolling.
    Your idea is very interesting. The foam chemical gun can indeed slow down greatly or greatly reduce the damage caused by the person in the state, and even remove this state but there will be a penalty for armor damage.

    Let me design it briefly:
    It can be an abnormal state for 5 seconds. Rolling can be forced to remove, but you will suffer from fracture and bleeding. If your abnormal state is 90% resistant, you will not be punished by armor.
    Resistance 0%, if you roll immediately, it will damage the remaining abnormal state multiplied by 10% armor value of the state seconds.
    If the five-second bubble effect is removed immediately, 50% of the armor damage is lost. A bleeding effect is given for 5 seconds.

    I think this design change should be the correct way to effectively solve the status problem in PVP.

    It should be the best solution especially on foam spray guns.
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  8. #8
    Foam slowing instead of rooting is ideal to be honest. I honestly think instant rooting mechanics shouldn't belong in this game's pvp.
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  9. #9
    I totally agree to min90. I think we are around 100 core players on pvp for conflict that play every day on pc. I can not understand why the devs are not communicating with the core community for pvp. They have so much ideas for pvp to make the game great again spezial for pvp... but on one year now the pvp players have to live with the pve improvement of the game and for pvp happening nothing. No dz or spezial conflict content.(like new maps, game mode etc)on pve you get seasons and many more. That is so frustrated.... And we play this content every day all time long. So why not make content for pvp? Is there no interest from the devs to pvp? I think if the pvp is on a good spot so much players would be come back to the game....... So please listen to the pvp community DEVS!!!!!!!!!!
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  10. #10
    Another idea for improving HSD is making brandset headshot bonus to multiplicative instead of additive (providence, ace. Airaldi). This way, people running HSD instead of CHD can benefit from it but also must pick and choose these brandsets to lock them into specializing headshots.
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