New Directives
- Fragile Armor – (Replaces “Hard to Earn”): Armor breaks apply a stack of "Broken" to the agent up to a maximum of 4. Each stack of broken reduces an agent's max armor by 20%. Using an armor kit removes one stack of Broken.
- Scavenged Skills – (Replaces “Cool Skills”): Skill cooldowns do not progress on their own. Agents must collect Skill Parts as drops from enemies and broken weak points. Each part collected reduces cooldowns.
Tbh these new directives sound painful.
Once again, no boosts just drawbacks.
What do you guys think?
P.S, Not complaining. Just a thought.
They seem bad, hard to earn was pretty much easy to negate and never made a difference unless you spawned in the mission, so the fact it got reworked into something that makes it honestly more hard is interesting but doesn't seem fun at all.
Second one looks like a mess, does enemy only drop the items if you have skills on "cooldown"? how does that work with chem launcher or hive that have multiple charges? do you need the same amount of skill parts no matter the cooldown? How is it going to work with EMP and shields? If i kill a bunch of enemeis with the skill active do i get an instant refresh? it looks like a mess
From the first Division game:Originally Posted by WrecK3rr Go to original post
Directives are challenges/modifiers that put a twist into the game play by changing a game mechanic or aspect. They are meant to force players to change their game play approach.
Fragile Armor is about taking something the game that's already under powered (Armor) unless you have one of a few very specif tank builds, and making it worse. If you do have one of the special tank builds you take a n even bigger hit since its % based. This directive is just going to slow down game play and piss people off. If armor was worth something then I could see trying this but in a game were all %100 of your armor and health can be depleted before you can reload your weapon, this just feels like a slap in the face after making a cruel joke.
Scavenged Skills looks like it could go either way depending on answers to Q's already posted by xcel30.
What these do not feel like are Modifiers to change up game play style. I'd call them Agrifiers
I agree.Originally Posted by xcel30 Go to original post
Also, they should have added these in PTS for testing as they definitely need some before deployment. Well, too late now.
The change regarding skill cool down change reduces skill utility with a gun build. The assault drone is a great Cc, helps attack the enemies that dig into cover to name a few uses. Fights happen at range, in cover, with constant repositioning. Drone dies early and there are no parts to collect to move cool down along I now have a skill to be used ONE time.
The positive is the change to Obliterate will out class Spotter and there is no reason for Technician for under barrel mod.
Another positive is this should be released with the improvements to damage mitigation including armor ACTUALLY mitigating damage instead of being a HUD decoration that triggers serious damage message prior to agent death.
Negativity- it reduces or diminishes In sync on gun.
True to from - there is more than one negative with “one” game play change.
Promote that person Massive- this is an “influencer” that can help drive the last few nails in coffin of this game.
One cripples armor regen builds (assuming no cooldown on the debuff,) the other cripples skill builds seemingly even more so than before. I don't like the idea of them personally, but I guess we'll see.
The idea of having your armor broken and ticking back into existence due to armor regen, only to be broken again repeatedly, rapidly giving max stacks of Broken doesn't sound great. I imagine the idea behind it's creation was to reduce the effectiveness of Unbreakable without actually nerfing the talent directly, while making the new Perfectly Efficient talent more attractive.