Hi. I'm curious if anyone at all misses the 3 talents on weapon and up-to-2 talents on gear which we had on gear 1.0?
I still can't understand how more options to customise isn't a desirable situation to be in. Also, if the answer is "streamlining". It means nothing. A human body with its limbs cut-off can also be described as 'streamlined' it also, in most cases, means it's dead.
Help me to understand.
Well, a lot of the handling talents (and even some passive gear talents like Destructive or Empowered) were simply just stat increases. You can still run "Allegro", for example, on a weapon simply because ROF was shifted as a possible stat roll on a weapon. So, in a way, we still have two talents on weapons, it's just not as obvious anymore.Originally Posted by Ludakr1s Go to original post
However, removing holstered talents, in retrospect was probably needed, but now I see no reason for them to not return and reworked slightly to fit the current gear atmosphere. Throw them on holsters or improvised gear.
Other than those two aspects, hell no, Gear 1.0 can burn in hell. Suffocating RNG existing along side a stat density system is not good.
Pretty much. While I don't miss particular talents, I am very very glad pip requirements are no longer a thing. As Merphee notes, Gear 1.0 can burn in hell.Originally Posted by Riflemania Go to original post
This - they just got shifted to attributes. Plus, Gear 2.0 improved RNG.Originally Posted by Merphee Go to original post
That said, I'd love to see Specializations get a few talents. For example: Sharpshooter could get Overwatch & Leadership. Demo could get Explosive Delivery & Mad Bomber. Etc, Etc.
Yep, I've seen xcel30 bring this up as well and it makes sense. Improving the identity of specializations with otherwise unused talents.Originally Posted by LateNiteDelight Go to original post
I knew that someone could come back with the reasonable dislike of the RNG stat rolls. We agree. I was purposefully only talking about the attributes, not what it took to get them. But I do see your point.Originally Posted by Merphee Go to original post
I understand it may sound bizarre but I think I miss that aspect as well. Possibly because we already had to do that in Div 1 and it made sense. Honestly the whole RPG aspect of gaming in Division was the joy for me. Now, that particular part of the game feels non-existent. For me the leveling of the watch doesn't have the same impact.Originally Posted by Riflemania Go to original post
Yes! The hybrid build I had with technician, 3000 skill power, 380k armor, patience for armor Regen, and max weapon damage was an absolute buzzsaw. By far and away the most fun I ever had playing the game was with that build. And I had it 100% God rolled from thousands of hours farming and picked up the last perfect piece 3 days before the rollover. It was perfect.
I also loved the old aces and eights sniper builds. We were just much stronger and more dominant with the old system if you understood how to synchronize the talents. The system was well designed and took real thought and effort to coordinate. This new gear is easy to build and doesn't take much time to farm for builds. It's significantly less rewarding.
Yes, and it was for me with gear 2.0 that the game started to go wrong, after all is it more organized? Yes, much more. Is it simpler to understand? Yes much more. Do you have more options than the first?
NO ... and that's where the big problem is, because having fewer options, being easier, more organized, we will have more players with the same builds and equipment and this totally takes away the fun of any game, but honestly I don't expect more to see gear 1.0 and not 2.0 in the next The Division, I hope that innovators take advantage of the diversity of the first and the organization of the second to create the 3.0 gear.