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  1. #11
    [Talent restriction] That was an aside comment, in case people thought this made people too powerful.

    More the thought on that, was similar to the Rainbow Loot fix - a higher percentage chance of smaller pools to drop matching what people are going for. So for example, an MMR would have a higher chance to drop with Ranger or Lucky Shot, instead of Close & Personal. Or a Hana-U backpack had a higher chance to drop with Tech Support or Combined Arms, instead of Vigilance. But those mix/match could still happen.

    Beyond that, just wondering if some pruning/changing/adding was needed on lesser used talents.
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  2. #12
    Originally Posted by LateNiteDelight Go to original post
    Beyond that, just wondering if some pruning/changing/adding was needed on lesser used talents.
    There are lots of talents missing in my library because the few hundred credits were more useful than the talent.
    I'm getting enough credits that they no longer matter though. So my talents are filling up now.
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  3. #13
    xcel30's Avatar Senior Member
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    Specializations were extremely underwhelming and clearly unpolished and left to rot pretty fast, bad speciazliation weapons that have mostly no use (they are not ace in the holes 95% of the time), their bonus don't change your playstyle at all yet they stumble in your way when trying to make bad, they are not really focused and specialized, just half baked fake "classes". Since i already made like a dozen of threads with suggestions how to rework each aspects just gonna make few comments on my opinion on your changes.

    -Sharpshooter should get passive bonus to pulsed enemies so the drone becomes relevant and let headhsot kills have a short range pulse effect

    - I do think that gunner should keep the foam granade in gunner, since the focus is to pin enemy down to shot him, that works better with foam than frag, they instead should go to survivalist.

    -Gunner should get an large capacity pistol with high rof instead of a revolver.

    -Personal prefference would prefer that Firewall becomes the shield close range tank instead of survivalist has the special status effect bonus for support. Since it makes sense to me that the tank gets more crowd control weapon. Another possibility instead, is to keep firewall as SHIELD tank and make survivalist a HEALTH tank by adding more bonus to focus on health and possibly even add back berserker talent as part of it's kit.


    Okay to personal opinions on specializations on alternative personal take, two routes when picking a specialization and this is to address the point of people wanting to grind other ways to get power, and let the bonus become more focused in certain aspects so they don't go around shooting to all sides and become a master of none scenario like we have.

    Survivalist should get a tree focused on individual healing and being a tank using health with less armor, keep the current crossbow and healing seeker as support, give them tear gas granade (confuse status). Second one should focus on status effect, poison throwing knives instead of granades that would have lower range and no AOE but would be able to headshot people, crossbow now have an poison that makes enemy turn on it's faction for the duration of the effect as well applying poison status effect. Would get an incendiary hive, that instead stick to the enemy and only explode and cause burn damage whne you shoot the enemy, the more hives you have stuck in an enemy the longer the burn duration and damage.

    Gunner would have one focused on shooting non stop like we have now with the better magazines, reload and weapon handling, so they keep the minigun and everything. Second one would focus on getting more buffs the longer they stay in cover, getting a heavy slow firing LMG that if used ON COVER it would get an ballistic shield, if used out of cover you wouldn't have the bonus, an interceptor drone as skill that would gte automaticlly shoot down explosives coming in your direction and would work on charges, instead of granades could get an ammo pack that gives some kind of special like the hollow points.

    Technician would have one for skill damage, that similar bonus and keep the EMP granade, but retire the artificer hive and replace for a hacking firely that you throw at enemy skills to hack them (turrets, dogs, tanks, RC, supply stations). Second one would be for healing and get a defibrilator firefly for long range revive and that would give an health boost and movement speed boost after getting back up to run to cover better, healing gas granade for a bigger aoe heal that is doesn't really have a cooldown, and a special dart-tazer gun that would shock enemies and consume energy over time doing more damage the longer you hold and being able to use it also to revive allies.

    Demo would just switch between AOE splash damage or completely focused explosive damag. First one keeps everything and just changes granades to cluster like suggested. Second one gets an RPG as signature weapon, sticky granade as throwable and a sticky mine instead of regular sticky, higher damage than regular sticky, takes a while to arm itself, can't stick to people , the longer is deployed the more damage and range increases.

    Firewall would be complete tank, first one focused on heavy tanking and stays similar with flamethrower and fire granades for CC and not really damage. Second one would be about melee and movement speed, lighter shield that's full body but less health that lets you sprint (in straight line) while using but only secondaries, instead of a granade it gets an taunt to bait enemies into trying to melee you and leave cover, melee replaced by a baton with melee damage bonus based on how much you sprinted recenetly and would have a constantly decaying bonus, signature ammo would be switching your baton and doing extra melee and shock damage (ammo would be just batteries).

    Sharpshooter would stay the same for first one but swithc to have a passive bonus to pulsed targets to make the drone make sense and killing enemies with a headshot have a small pulse bonus like the old tip of the spear. Second one would be focused on having extra crit chance and damage against enemies that are not targetting you, smoke granade that would work like a worse flashbang but would decrease your own aggro if used on yourself, thermal vision for scopes, decoy seeker granades that would work like air burst where you point and would go towards there with an hologram could be fun to bait enemies into meleeing an running hologram, some custom suppressed sniper that would get a guaranteed crit on headhsot for lower base gun damage
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  4. #14
    About the only thing I want from specializations, is allow me to have the stats, but unequip the weapon.
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  5. #15
    Wolf2K4Ever's Avatar Junior Member
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    Honestly why didn't Firewall come with incendiary grenades? They could have swapped with The Specialist & given them the cluster grenades instead. And why not make the named shotgun Firestarter IDK an actual fire starter by giving it Perfectly Ignited!?! And I know Pyromaniac has that talent, but if there are 2 name guns that can do Perfectly Measured (The Apartment & The Railsplitter) they can add an additional name gun with the same talent. Some people like to watch the world burn.

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  6. #16
    Imagine_Brata's Avatar Senior Member
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    The idea is good but do not know which one would suit my run n gun playing style. Now Gunner has everything I need
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  7. #17
    Demo is the R&G, in my mind.

    I almost made Sharpshooter Spotter + Pulse on Headshot
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  8. #18
    L3AND80's Avatar Member
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    I liked this, I also think there should be a lot more specific talents and skills according to specialization, maybe they will do this in The Division 3 I also think it would be interesting to have a similar "skill tree" system for Diablo 2 or 3 (or whatever another action-RPG game in the same style) in the creation of builds, talents and equipment that would complement each other and make the player even stronger if he hit the right combination of equipment, skills and talents in the construction of his agent, since most builds , of the exotic items and mainly the sets were due in The Division 2 (in my opinion).
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  9. #19
    Good aproach but the whole spec thing need to be even more gameplay impacting. Should be a core/ pillar of the player progression. They should have bind keener watch to the spec you use when killing keener. Adding the option to drop a watch for each spec. Each watch give fixed bonus for the spec. From this point you have to imagine the potential and re-playability of each spec. And the grind potential to have the perfect spec. 1000 Shd level for each spec to have the perfect tuned build. This way having played 2000 hrs + have a true impact Vs 10hrs or so. You can even add a PVP watch giving you bonus only against agent ! xD Well.... we can dream high sometime.
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