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  1. #1

    A couple of fixes.

    1) It is necessary to slightly strengthen the new exotic holster by adding an insert slot to it (you can also add it to the "gloves of black tusks"). This will not cause any imbalance.

    2) Increase the number of saved assemblies (builds) from 16 to 20.

    3) Unusable skills for seasons (except for EMP sticky, perhaps):
    a) Healing trap, which with one charge is not capable of curing even half of the armor of a party member (heals the owner as it should be) in the healer build ... 8 charges (although 20 could have been done - cross on the cross) thrown into the line ... delay before triggering ...
    b) Fragment trap has a small radius and not enough charges, it can be amplified by a factor of 1.5.
    c) The choice of inserts comes down to the duration and radius of the shock (which will not give anything to the heal trap or frag).
    d) Skills should be such that for their sake there is a desire to pass manhunts

    4) The new skill "Impulse of Achilles" should work like an analogue of the Opportunism talent, with the only difference that it should increase the damage only when the bullet hits a vulnerable spot. Hang for no more than 15 seconds and increase damage to 10-15% percent.

    5) There are no useful inserts for the mechanic's hive.

    6) Skills are not able to damage "servers" or "EMP jammers" in the Summit. Specialization weapons don't deal damage either.

    7) Excessively high damage for a tank on tracks. Sometimes he gets hit by an EMP grenade, but he continues to shoot and drive.

    8) An agent (usually with a shield) can "drag" another agent half of the location. This problem is very old ...

    9) A sniper build with an emphasis on head damage does less damage than a crits build. (This also includes the 40-meter range of the "Praying Mantis", weak zoom and oblique sight). Playing as a sniper is dull and boring ... On the 6th patch, the build of eight and aces was incredibly fun ...

    10) Mobs on legendary difficulty "do not feel" the damage from bullets or a grenade launcher, they rush without paying attention to anything. A tank on tracks, shoots an agent with a grenade (immobilizes for 2 seconds) and immediately kills with 1 bullet.

    11) Target loot in the summit - Yaahl gear (after the introduction of the choice of loot in the Summit and the increase in the chance from directives, the drop in other modes became simply meaningless).

    12) The flight of bullets of the shotgun "white tusks" across the entire location ... The agent of the Elite Special Squad never dreamed of this.

    13) There is not enough passive talents in pistols or as a separate insert in the clock or somewhere else (for example, a 5% chance of getting a first aid kit after a kill, etc.)

    14) Give the opportunity to provoke aggression of mobs on the shield (add an exotic insert to the aggression for Bastion).
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  2. #2
    15) The directive "skill extraction" and for example a heal build. How a healer will be able to restore his skills if he personally needs to kill mobs and all on the same legendary difficulty.
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  3. #3
    THE_Crazy_Hyena's Avatar Member
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    Originally Posted by Skej666 Go to original post
    9) A sniper build with an emphasis on head damage does less damage than a crits build. (This also includes the 40-meter range of the "Praying Mantis", weak zoom and oblique sight). Playing as a sniper is dull and boring ... On the 6th patch, the build of eight and aces was incredibly fun ...
    I totally agree. Sniper damage needs to be buffed up substantially. The player should be rewarded for landing a perfect shot. This should in fact be the case with any enemy you land a headshot on.
    For this to work properly, the base damage of sniper rifles [PvE only] needs to be brought up by at least +60%, and the headshot multiplier should be a default 150% (instead of an RNG based amount)
    The Specialization sniper rifle (TAC-50) needs an even more substantial base damage buff (preferably 90-100%) - as this weapon is seriously underwhelming compared to the normal sniper rifles that any player can use. It's chambered in .50 BMG, it is supposed to be the ultimate rifle. So why is it so damn weak?
    The crit multiplier [sniper rifles only] should be capped at a certain amount of bonus damage in order to not be too OP
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  4. #4
    cocoonjay's Avatar Junior Member
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    Oct 2016
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    Hessen/Germany
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    8
    will the PTS online Today ?
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