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  1. #1
    N3mB0t's Avatar Senior Member
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    the generic mod slot would be a great time to redo/revise the mods

    there are a lot of mods that are straight up useless and others that simply dont exist when they should , a couple of examples:


    why dont we have a skill damage mod?

    weapon handling mods?

    who uses heath mods? or health gear (511) for that matter?
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  2. #2
    I agree on all points. If there could be mods that cover the spectrum of offensive skills, as well as other areas, it would create more diversity. As far as skills go now, anything besides a healer build doesn’t have much for the mod slots.

    For tanks ... armor on kill is nice, but for shield tanks. A shield on kill would be awesome. For a FB build the current blue mods are rather useless as well, as any good shield should never be taking hits to armor anyway, and I forget what the other blues are (I’m on the road at the moment) but yeah not much for tank builds either.
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  3. #3
    N3mB0t's Avatar Senior Member
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    the way i see it if there is a certain attribute there should be a mod for it , like it already does for CHC, CHD, HSD...

    another missing mod for me its the explosive damage mod.

    mods with stuff that does not exist as an attribute should disapear .

    on top of that even after this change most also would need to be revisited , like armour on kill or armour regen , their numbers need to be pumped up to reality to try and make them useful enough to always be an option.

    all weapon handling mods should disapear and become ... weapon handling only.

    all hazard protection mods should go to and turn into only one... you guessed it , hazard protection mode.


    rethink , recalibrate , simplify , i see no downside to it.
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  4. #4
    Yup. Just the hazard mods alone take up so much bloody room in inventory/stash. Just condensing those alone would not only make them more viable but also a lot easier to store.
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  5. #5
    I would also like to see variations of the same type of mod become one. For example: drone mods for... damage deflector duration and duration could be one mod!
    Hive variants - +4 stinger, +4 restorer, +4 artificer (or whatever) could become one mod - +4 drones.

    Also, what is the Pulse mod "charge speed" do? Have never seen it change any value of any variation of the pulse.
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  6. #6
    Originally Posted by Fazemlidaiya Go to original post
    I agree on all points. If there could be mods that cover the spectrum of offensive skills, as well as other areas, it would create more diversity. As far as skills go now, anything besides a healer build doesn’t have much for the mod slots.

    For tanks ... armor on kill is nice, but for shield tanks. A shield on kill would be awesome. For a FB build the current blue mods are rather useless as well, as any good shield should never be taking hits to armor anyway, and I forget what the other blues are (I’m on the road at the moment) but yeah not much for tank builds either.
    You've clearly never experienced the power of Protection from Elites. This change will absolutely break tanking if it goes through.
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  7. #7
    Originally Posted by BrokenFire319 Go to original post
    Also, what is the Pulse mod "charge speed" do? Have never seen it change any value of any variation of the pulse.
    It's the wind-up of the skill. If you take a moment to go try it out, you'll notice there's a thing where when you hold the button down, it narrows but extends its cone. The charge speed is how fast it does this narrowing/extension.
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  8. #8
    Originally Posted by Corejoe Go to original post
    ... if it goes through.
    Well they completely reverted the loot changes (and I mean completely, not partially. They completely abandoned all the rainbow loot changes back to where they already are on the live server), so for the sake of SOMETHING being done in TU11 besides Summit, I hope they don't abandon mods, too.
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  9. #9
    WrecK3rr's Avatar Senior Member
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    17K Health Mod. Oh Yeah!!!
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  10. #10
    Originally Posted by Corejoe Go to original post
    It's the wind-up of the skill. If you take a moment to go try it out, you'll notice there's a thing where when you hold the button down, it narrows but extends its cone. The charge speed is how fast it does this narrowing/extension.
    For which pulse variant? Neither the jammer nor the scanner has a cone - they have radius, and while the jammer can be charged, the "charge speed" mod has no impact.

    Are these mods for the Banshee variant? If so, they should be specialization mods and not part of the general mod population as they are only viable if one is running Gunner and Banshee. Just more mod clutter.
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