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  1. #1

    PTS Phase 2 Feedback & Suggestions

    New PvE Game Mode: The Summit

    Phase 1

    Highly replayable PvE game mode - Will need additional rewards to become more playable. There have been some great suggestions around getting tokens from bosses (heroic tokens for heroic bosses, legendary tokens from legendary bosses etc) to be able to buy specific pieces of the difficulty quality gear from a vendor. Could even spend the tokens to change the targeted loot.

    100 floors to fight your way through - Will be honest here, I feel that 10 floors can be a significant time investment, especially if you add in any wipes that return you back, up to 3 floors. Main Elevators and bosses every 5 floors would have been preferred for those with less time to play.

    Checkpoint system - As above, I think checkpoints should be from heroic only, and as follows: Main Elevator:51, checkpoint 53, Boss Checkpoint 55,Main Elevator 56, Checkpoint 58, Boss Checkpoint 60.

    Unique rewards - No complaints about these cosmetics, but I do have comments on the Exotic chestpiece below.

    Phase 2

    Added greater variety and diversity in objective types as you progress through The Summit. Was great to see this, made the levels a lot less repetititve. Expecting additional objectives to be added in with time.

    Changed the Hostage revive timer to be longer, giving more leeway to reach them before the objective fails. Good change, they could do with a tad more base health though. If they get focussed before you get in the room, they drop quite fast.

    Increased the radius of the hack zone for EMP objectives. This was definitely needed, good change.

    Increased the amount of loot caches scattered around the building, which contents scale with difficulty. The only extra crates I could find were the one extra large crate every 3 levels that you need to find a key for. Should be one armour and one weapon for each floor.

    Reduced number of directives on Legendary Floors 91-100. Now has 3 random directives (previously had 4). Directives need to do more than just increase XP if they are going to be forced. Suggest increased loot drop chance. XP is pointless once you're past SHD1000. 3HP, a couple of random items and some materials per level just isn't enticing enough for me to want to play with directives on.



    New Feature: Appearance Mods

    Appearance Mods (aka Transmog) will become available to you in Title Update 11, allowing for much greater customization of your Agent’s visual look. You will save the appearance of all obtained gear following the release of Title Update 11, allowing you to override your gear’s look with the gear of your choosing.

    All gear is supported by Appearance Mods.

    Weapons and Exotics are excluded. I understand weapons, but not being able to switch exotic gear visuals seems a bit unnecessary. (I hate how acosta's backpack looks)

    Note: When logging in to TU11, you will need to log in to each of your characters to unlock the looks of all owned gear.

    This only needs to be done once and you do not need to save the gear to keep their looks available moving forward.

    OK, voice of reason here, as I know this feature has gotten a lot of hate. It's a "nice to have". Not a "Want". It certainly doesn't take anything away from the game, but it also doesn't add to it in any meaningful way either. Would be nice if people could also "activate" or "deactivate" visibility for pieces as well as colour apparel.

    The hate was because this was teased as the "thing that players have been asking for since division 1" when there are a lot of other issues that players wanted addressed.

    Again, It's nice that this feature is in the game, even if it doesn't get me jumping in my seat... but like a lot of the other features added, it feels incomplete.



    New Exotics

    MPX Submachine Gun: Backfire

    Dealing damage to enemies adds a stack of +1% critical hit damage, up to 200 stacks, lasting 10s.

    On reload, apply a 10s bleed to yourself, which deals 0.5% armor damage per stack.

    The damage being based on armour has an severe consequence on the health pool if you have Blue armour cores.

    0 armor cores: 700k Armour = 70k damage a second at full stacks = 10 Seconds to remove armour and 4.7 seconds to remove health

    6 Armor cores: 2.1m Armour = 210k Damage a second = 10 Seconds to remove all armour and 1.5 seconds to remove health

    Also the bleed will ignore the 1hp hit protection, meaning if you get reduced to 1hp, you will instantly be killed with the bleed up.

    Suggestion: Make it a corrosive effect that only affects armour. Weapons that kill you are NOT fun. It removing the armour is risky enough in this game where NPC damage is so high compared to armour pools.



    Backpack: Memento

    Love it, this is going to be hands down the best exotic in the game and will form part of many many pure and hybrid builds.

    Enemies you kill drop a trophy on death. Collecting trophies provides both a short- and long-term buff, the first of which scales with the number of core attributes equipped and lasts 10s.

    +5% weapon damage per red core

    +20% bonus armor per blue core

    +5% skill efficiency per yellow core

    For every trophy collected, gain an additional +1% weapon damage, +1% skill efficiency, and +0.1% armor regeneration for 300s. Maximum 30 stacks.

    Phase 2

    Memento: Lowered the bonus armor gained on trophy pick up from +20% to +10% per armor core but the bonus armor gained now stacks





    Chest: Ridgeway's Pride

    Shooting enemies within 10m applies bleed to the target.

    Repair 1-25% of your armor per second for every enemy that is bleeding within 10m.

    1 enemy: 1%

    2 enemies: 4%

    3 enemies: 9%

    4 enemies: 16%

    5 enemies: 25%

    This chest needs some serious work. The healing effect is "meh" at best and poor at worst. There are very few situations where you can take advantage of the full healing effect.

    The bleed (like all bleeds) is seriously weak. This chest doesn't synergise well with the Ongoing Dilemma set, bar allowing you to get the first enemy bleeding (as long as withing 10 meters) to get hollowpoint ammo. Once you have hollowpoint ammo, the chest becomes less useful.

    Bleed Suggestion: Let bleed damage STACK on the target. Max 5 stacks. (This should be the case for all bleeds. The damage is just pathetic, even with the 100% extra damage from the Ongoing Dilemma backpack)

    Chest Suggestion: Armour repair stacks linearly at 4% per target, up to 5 targets.

    Additional Chest Talent: Blood for blood - Bleed damage scales with RED cores OR Bleeds can stack to 10 if bleed stacking is implemented.



    New Gear Set

    Hunter’s Fury

    Initially, I was sceptical about this set. Then I tested it out and absoloutely loved it. However, then I took it into a group and all it's flaws became immediately apparent due to the On Kill with YOUR WEAPON requirement. The set doesn't work at all without the backpack or the chestpiece, which lowers flexibility and build variety.

    Suggested changes:

    An offensive gear set specializing in aggressive close combat.

    Core: Weapon Damage (Red)

    Set bonuses:

    2+ Pieces

    +15% SMG Damage

    +15% Shotgun Damage

    3+ Pieces

    +20% Armor on Kill

    +100% Health on Kill

    4+ Pieces

    Apex Predator: Enemies within 15m receive a debuff, increasing your weapon damage against them by +20%. Killing a debuffed enemy with your weapon disorients other enemies within 5m, and amplifies weapon damage by 5% for 10s, stacking up to 5 times.

    Apex Predator: Enemies within 15m receive a debuff, increasing your weapon damage against them by +20%. Any time an enemy dies while affected by the debuff, it disorients other enemies within 10m and amplifies your weapon damage by 5% for 30s, stacking up to 5 times.

    On kill requirements become less useful at higher difficulties because of the massively increased time to kill on enemies (both in total enemy health, and player DPS due to having to take cover more often from increased NPC damage) causes issues with the mechanics of the set when the kill is "stolen" by a teammate, skills or environmental deaths.

    The increase of the base range to 10m is to be in line with the (amended) Eclipse Protocol set. Increase in base duration to 30 seconds is to combat the higher TTK in higher difficulties and reduce the bascially mandatory requirement for the chestpiece.

    Chest

    Endless Hunger: Increases the duration of Apex Predator stacks from 10s to 30s.

    Increase duration from 30 seconds to 60 seconds. This makes the chestpieces a great support talent for keeping damage up when moving between packs, but doesn't make it mandatory.

    Backpack

    Overwhelming Force: Increases the radius of disorient on Apex Predator kills from 5m to 10m.

    Increase radius from 10m to 15m. This makes the backpack a great choice for providing more support through crowd control, but again doesn't make it mandatory.



    Phase 2

    Eclipse Protocol

    Lowered Indirect Transmission on kill status effect spread from 15m to 10m.

    Proliferation now increases the range of Indirect Transmission from 10m to 15m.

    Increased Symptom Aggravator damage amplification from 15% to 30%.

    I can see the reasons behind this change, however I suspect that this change wouldnt be required if the spread didn't permeate through walls (i.e. was line of sight only).

    The increased damage to offset this change is quite welcome and has me considering a Hybrid Red/Yellow DPS build using this set.



    New Skill Variant

    Shrapnel Trap

    The Shrapnel Trap scatters a minefield of small explosive devices that can attach to any surface (including enemies) and then detonate based on enemy proximity.

    Note: This skill will become unlockable in-game when the Prime Target of Season 3 becomes available but is available on the PTS for feedback and testing purposes.

    Not bad, I like the different deployment functions. It's nothing groundbreaking though.... Give it a bleed effect, it is a shrapnel trap after all... I can see it working on my demolition build alongside the Mortar Turret.

    Much better than the healing trap (for the love of god please rework the healing trap)



    New Named Items

    Phase 1

    SIX12 Shotgun: The Mop

    +5% Armor on Kill

    Shotguns still suffer from an accuracy issue. Tighten the spread on all shotguns, they spread far too much. Maybe allow a muzzle mod on all shotguns
    Full Choke: increases accuracy by 20%


    KARD-45 Pistol: TDI "Kard" Custom

    +1 Skill Tier when used

    Absoloutely wonderful item that will allow me to cram a little more armour onto all of my skill builds. It looks great, but, the recoil is WAY too high for a gun that supposedly uses "Vector Technology" (Hint: Vector technology is referring to spring that reciprocates downwards to reduce recoil).

    Can Pistols get a Primary attribute (like all other guns in the game please!?)

    Belstone Armory Chest: Everyday Carrier

    Perfectly Efficient: Using an armor kit has a 75% chance to not consume the armor kit. Specialization armor kit bonuses are increased by 100%.

    Good for PVP I suppose... still not sold on this talent for PvE

    Belstone Armory Backpack: Liquid Engineer

    Perfect Bloodsucker: Killing an enemy adds and refreshes a stack of +12% bonus armor for 10s. Max stack is 10

    Good talent, now it's a bit better with the perfect version, would like it if the stacks could last longer than 10 seconds (even if the armor didn't) for higher difficulties.

    Phase 2

    Deathgrips: Increased the armor on kill from +5% to +10%

    Nice change, makes these gloves worth using, but without making them best in slot.

    The Mop: Increased the armor on kill from +5% to +10%.

    Again, nice change, 5% isn't noticable, but 10% is.



    New Gear Brand

    Great new brand for tanks, has some good options for other builds too.

    Belstone Armory

    A defensive brand set primarily focused on self-sustain and efficient repairs.

    Core: Armor (Blue)

    Set bonuses:

    +1% Armor Regen

    +10% Armor on Kill

    +20% Incoming Repairs



    New Weapons

    Shotgun: SIX12

    A compact, 6-round, cylinder-fed shotgun, optimal for close-quarters urban combat.

    Feels good, and has an amazing reload speed. has an extra round than it should and considering it's a revolver style shotgun, you probably shouldn't be able to load another round into the chamber.

    Still has the issue that all shotguns have of poor accuracy, combined with poor range. Have one or the other, not both!


    Pistol: KARD-45

    Prototype semi-automatic pistol, chambered in .45 ACP, utilizing the same technology as the Vector, but in a much smaller package.

    Seems good, but recoil is too high, as noted on the named version.



    New Attribute: Skill Efficiency

    Similar to Weapon Handling, Skill Efficiency is a new attribute that modifies multiple skill-focused attribute bonuses at the same time.

    +1% Skill Efficiency is equal to:

    +1% Skill Damage

    +1% Skill Haste

    +1% Skill Duration

    +1% Skill Health

    +1% Repair Skills

    +1% Status Effects



    Developer comment: Skill Efficiency is currently only available on the new "Memento" exotic backpack.

    "Similar to weapon handling" except it improves every aspect of a skill, and weapon handling doesn't improve every aspect of using guns (improved optimal ranged added into weapon handling please?)

    Gameplay Changes

    Mods

    Phase 1

    Mod slots on backpacks, chests, and masks are now generic, and no longer associated with a specific offensive, defensive, or utility mod type.

    Mod slots on gear are no longer able to be recalibrated.

    Note: Any existing gear that has had its mod slot recalibrated prior to TU11 will have that recalibration automatically refunded, allowing a new attribute or talent to be recalibrated instead.

    Developer comment: Any type of mod (red/blue/yellow) can now be placed in any mod slot, regardless of previous brand/set or exotic gear color association. Ex: You can now place a defensive or utility gear mod into an Airaldi backpack, without needing to recalibrate the mod slot from red to blue/yellow.

    Awesome change, makes many more brands for the three key slots viable again.

    Defensive gear mods can now drop with disorient and ensnare resistances.

    See comments for phase 2

    Increased the maximum status effect resistance value of all defensive gear mods from +10% to +20%.

    See comments for phase 2

    Developer comment: Any existing status effect resistance mods will have their values automatically doubled. Ex: A defensive mod with +8% bleed resistance will become +16% after TU11, +10% becomes +20%, etc.

    Phase 2

    Reverted the increase to status effect resistance mod values from 20% back down to 10%

    Developer comment: After reviewing feedback and considering how the new generic gear mod slot system will impact the meta, we've decided to revert the changes to status effect resistance mods. The increase in flexibility towards achieving specific status effect immunity through generic gear mod slots will remain a net increase in player defense.

    Considering that you still need a total of 9 brand/attributes bonuses rolling at max values to achieve this as well as a minimum of 200 SHD levels, it makes me think this was a knee-jerk reaction to what could have been a great buff for players. Dissapointed that this is not going to go through.

    With this in mind, just turn all of the "resistance" mods into Hazard protection. If somone is giving up that much damage/healing/defence potential just to obtain immunity from a handful of damaging/disrupting effects, I don't see the problem in letting them do it for all of them. I don't like storing 3 mods of each resistance type on the offchance that I might need them.

    I had considered using the 20% mods for resistances for a number of builds before, but not now. I'd rather just use damage mods.


    All "Improvised" crafted high-end gear now have generic mod slots, including gloves and knee-pads.

    Considering that the values for mods don't typically come close to the values on brand sets, this is a poor option. Still may have some use for tanks.... 78% protection from elites anyone?



    Loot

    Rainbow loot

    Introduced weighing to gear attributes to reduce the amount of rainbow loot

    The first non-core attribute has a higher chance to be of the same color as the core attribute

    Personal feedback should be that the 1st Attribute should match the core 100%, however the core on some brand sets should also be able to roll differently.

    e.g. Golan can roll Blue or Yellow cores. Whichever it rolls, the 1st Attribute matches this roll 100% 2nd Attribute can be random.


    Added all new Season 3 weapons and gear to the general loot pool.

    Added the new Season 3 brand to targeted loot rotation.



    Season 2 Content

    Updated Legacy Season cache to include weapons, gear set and named items from Season 2

    Added Season 2 blueprints to general blueprint loot pool

    Removed Season 2 level requirements from season 2 Exotics from all sources

    Mantis and Vile can now be acquired from general Exotic sources (e.g. targeted loot, Exotic Caches) without any conditions



    Talents (Phase 2)

    Obliterate: Increased the number of maximum stacks of total weapon damage from 15 to 25

    This is an awesome change, looking forward to using this on my builds instead of glass cannion.

    More talents need to be brought in line like this one. Whether it's through increases in number of stacks, damage/duration values, or the ease for which the talent is triggered.

    e.g. Close & Personal - Range increased to 15m (from 7) to synergise with the new Hunters Set.
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  2. #2
    Nice review .. But we all know

    Phase 2

    Memento: Lowered the bonus armor gained on trophy pick up from +20% to +10% per armor core but the bonus armor gained now stacks <--------- This will be nerfed to 5% or 1% on live launch the devs are nothing but perdictable...

    Also I agree wth your talants idea for close and personal, That being said it kinda takes away the close and personal idea the devs had.
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  3. #3
    Thanks!

    I suspect the main reason for that nerf was due to the fact that it was stacking in phase 1 (unintended) and instead of fixing it so it doesn't stack, they just nerfed the values as a quick fix. I would definitely prefer having the 20% per core back, but not having it stack.

    It's possible they might nerf this item again, but it won't be for the bonus armor. If anything is nerfed it will be the damage or the armor regen on the long term buff, as you can get up to 6% per second using this exotic, 2pc Golan (or 3pc Gila), 1pc Belstone and Emperors Guard.

    For Close & Personal, 15 meters is still pretty close, but considering that the Pre-TU8 Version of the talent was 10m, and more damage, it needs a buff. I think the damage is fine, but the limited range really impacts the talents use, as "In Sync" is the superior option for most builds right now.
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