These are my Top 6* lingering "general" gameplay issues in no particular order. These apply to PvE only, PvP has it's own set of concerns. They are by no means the only issues, the most important and may be unimportant to some.
Building for Armor is not nearly impactful enough.
- Running 6 red or yellow cores is far more powerful than blue.
- Armor in general is, in my opinion, too weak against NPC damage regardless of how many blue cores are used.
- Running 6 blue cores shouldn't require also using a shield in order to feel effectively tanky.
- Of course there is a balance of not making a player invincible.
- Perhaps a small bonus to total armor value is warranted for using the 4th, 5th and 6th blue cores - Some percentage extra per core (unless using a shield and only in PvE?).
NPC class/archetype DPS scaling.
- Elite and Veteran Assault archetype NPCs should be deadly. Some adjustments are still needed to other archetypes, however.
- The loot revamp re-focused players on having to choose between DPS, Tank or Skill Tiers.
- Skill Tier and Tank players must accept having low weapon DPS.
- This should be the same for NPC skill-damaged based archetypes, except Legendary.
- Drone/RC operators, shield NPCs and the associated NPCs should never be able to out-DPS a Weapon Damage full red player, even as an Elite.
- This is especially true and even more out of balance for NPC Healers. Getting burned down by half a magazine from a Healer is considerably frustrating.
- Heavies should be able to out-DPS by sustainability alone. Their weapons should do significantly less damage but because they have tens (hundreds) of millions of hit points they can win a fight with a DPS player by attrition.
- A full red core built player should never be out DPS'd by a red bar trash mob in a 1 on 1.
- In Division 1 a full Firearms player could survive against 2-3 red bar NPCs.
- With the greater focus on cover and tactics in Division 2, this should be limited to 1 red bar, however it should still be possible.
NPC one-hit melee needs a re-work.
- Having nearly 1,000,000 armor cracked off by a single melee has it's place, however this place should be different now than it was at the launch of the game.
- Specifically this should absolutely remain for Legendary NPCs. They should remain the most lethal foes in the game.
- The NPC melees should be scaled back to where they remain dangerous but not as powerful as they currently are.
Vendors need to matter again.
- Perhaps vendors were a bit too reliable for top tier items in Division 1, especially for weapon mods, however..
- There should be 1-2 items per week that have at least 2 max rolls. What's maxed may not be ideal, but it should randomly be sometimes.
Open World Loot Containers.
- Altering the usefulness of these containers makes exploring the world pointless. Fast traveling is now the de-facto method of getting to where you need to go.
- This nerf, to me, devalues the amazing work of the artists and developers that built such a cool world because it can now be ignored.
Hitbox Issues / Hit Registration[/FONT] (Edit from comment by and thanks to /reddit/u/yunnypuff !!)
- Enemy backpacks seem to be the biggest culprit. This is especially true for medics.
- Enemies unable to be hit from behind cover but players can be, in many places.
- Odd cover heights/materials/hit box oddities causing you to not be able to shoot from behind certain cover.
- Rifle weapon category hit registration falls apart if you fire too quickly. Possibly due to some form of anti-CronusMax RPM limiter from Division 1?
*Added after a comment on this thread on Reddit.
i think explosive damage should be added to the hazard protection umbrella. and replace its slot with a new blue attribute like melee damage. being able to melee as a tank would make me want to play more aggressively. this thought came after i finally got a pair of claws out and added it to my tank build. they could also increase a tanks usefulness by adding a skill or two that can also increase in tiers with blue core attributes like pulse, or shock traps, or sticky bomb.
I know you specifically said you want to only consider the impacts of PvE, but sometimes looking at an issue in isolation and resolving it could create a ripple effect. For example, builds that invest in a significant amount of armour in PvP are generally more powerful than an all-red or all-yellow build. If what you suggest, for argument's sake, does go through to the developers and is implemented, this change could have a negative impact in PvP.Building for Armor is not nearly impactful enough.
Running 6 red or yellow cores is far more powerful than blue.
I do agree with you on the point that the damage from NPCs currently make any sort of blue build seem ineffective. So, perhaps the developers could change how armour works in PvE while also making sure the PvP modifier changes appropriately as well.
Personal Note: the effectiveness of shields should boil down to the Skill Tier rather than Skill Tier and Defensive Core Attributes but that is a separate issue.
Specificity is essential here since this is based on your experience - particularly, scaling generally or in a particular difficulty (e.g heroic).NPC class/archetype DPS scaling.
Elite and Veteran Assault archetype NPCs should be deadly. Some adjustments are still needed to other archetypes, however.
I like your reasoning here because:Skill Tier and Tank players must accept having low weapon DPS.
This should be the same for NPC skill-damaged based archetypes, except Legendary.
Drone/RC operators, shield NPCs and the associated NPCs should never be able to out-DPS a Weapon Damage full red player, even as an Elite.
1. I never thought about that; and
2. Scaling NPCs in this way creates a proper element of prioritising threats rather than treat the biggest NPC as the greatest threat while the other NPCs generally appear to have the same threat level as one another.
100% agree. Would be great if you can have a similar build to punch your way through a mission.NPC one-hit melee needs a re-work.
I think the developers went too far with changing how vendors worked. So, I agree that there should be a significant change to vendors so players will care more about this aspect of the game. Also, I agree that the exploration element of this game is lacking in any incentive to do so.Vendors need to matter again... Open World Loot Containers.
In Division 1, the SVD had a similar issue; this still occurs with Marksman Rifles and Rifles. The issue may have something to do with the accuracy stat, although there could be other issues at play.Rifle weapon category hit registration falls apart if you fire too quickly. Possibly due to some form of anti-CronusMax RPM limiter from Division 1?
use this! It will directly bypass the balance problem, a problem that no matter who it is (the game designer and the player suggest).Originally Posted by ForgetLeSpaghet Go to original post
https://forums.ubisoft.com/showthrea...ion-of-TU12-13
I don't open any open world loot containers as they contain completely useless minimum base level stat rolls possible not to mention purple weapon and gear drops in heroic or legendary world tier are beyond ridiculous. I would also like to know the weighting of the drop rates for chest and backpack targeted loot in the summit as the only things that seem to drop are kneepads, masks, holsters and gloves.