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  1. #21
    Striker fix is simple - this set should have a kind of self-heal as Hunters Furry has. If HF has armor on kill, the striker can have armor regen based on the number of stacks (like Division 1 striker). 0.5% armor regen per 10 stacks capped at 50 stacks (2.5% armor regen max).

    Ongoing Directive should have "permanent" bullet damage buff and bleed. Damage buff can be cut in half (10% base and another 10% with the chest) but "work always".

    I have also an idea for the Future initiative set. 4pcs bonus: cut all healing done by half (exact amount need testing), forget about damage buffs but make healing HIVE UNLIMITED CHARGES. This wai we can get Division 1 healing station back
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  2. #22
    Originally Posted by Zathras23 Go to original post
    I put a bit of thought into what the backpack and chest piece talents might be for the revamped Rigger set:

    2 piece bonus: +10% Skill Health

    3 piece bonus: +10% Skill Duration

    4 piece bonus: Able to run 2 of the same skill at the same time.

    Backpack: Skills are in permanent Overcharge with a -50% Skill Duration penalty (The flame that burns twice as bright burns half as long. - Lao Tzu).

    Chestpiece: Reduce the Skill Duration penalty from -50% to -25%.

    Just spitballing here.
    I like this a lot. However I'd rather see.

    2 piece 15% Skill Efficiency
    3 piece 15% skill damage
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  3. #23
    Originally Posted by chicagolongball Go to original post
    I like this a lot. However I'd rather see.

    2 piece 15% Skill Efficiency
    3 piece 15% skill damage
    Yep. Three pieces of Rigger should be at least as good as three pieces of Empress.
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  4. #24
    Sircowdog1's Avatar Senior Member
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    Originally Posted by chicagolongball Go to original post
    I like this a lot. However I'd rather see.

    2 piece 15% Skill Efficiency
    3 piece 15% skill damage
    Skill Efficiency is too powerful to be only a 2pc bonus. Especially 15% of it. It would need to be shifted at least to the 3pc slot to have a chance. Even then it'd be very powerful.
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  5. #25
    My main problem with a number of the gear sets is they are more effective solo than with a fire team. Gear sets where you need to mark or kill enemies to make the talents work, fail in a group when others thwart your efforts. I don't know how this would be fixed though.
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  6. #26
    Zathras23's Avatar Senior Member
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    Originally Posted by Sircowdog1 Go to original post
    Skill Efficiency is too powerful to be only a 2pc bonus. Especially 15% of it. It would need to be shifted at least to the 3pc slot to have a chance. Even then it'd be very powerful.
    Agreed. I'm also thinking +15% might be too much but that's why we have the PTS for us unpaid employees to test on.
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  7. #27
    Solkard's Avatar Senior Member
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    I also think the main thing that made Striker's so powerful in Div 1 was the self heal, not the damage boost. The ability to literally face tank and unload all your shots into an enemy's face at point blank is way more a boost to DPS than the fluctuating buff percentage. After it was nerfed in D1, the ability to facilitated that kind of playstyle is what made D3-FNC so powerful, and is what made both the Eable Bearer and Crusader Shield such popular components of meta builds.
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  8. #28
    Well, pretending that we have a say.... Remove them. Too many gear sets which do nothing but dilute the loot pool. I'd say that each time a new gear set is added, remove the least used gearset.
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  9. #29
    LurchUSA's Avatar Member
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    Originally Posted by Sircowdog1 Go to original post
    Striker: Remove the penalty for missing and just make the stacks fall off over time.
    THIS, THIS.... BLOODY THIS!

    This is all you need to make Striker perfect.
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  10. #30
    I think the main problem with Ongoing Directive is with situations where one magazine of ammo just isn't enough to get a kill. If you aren't chaining together kills with each magazine of ammo you just instantly lose out on a huge amount of your damage and you might as well be running all high-end gear instead. The way to fix it would be to give it a more reliable way to regain the HP ammo. When I was running my OD build, I ran Vile with it for some powerful DOT. I tried switching out Vile for Ridgeway's Pride, but missing out on both the Vile DOT and the OD chest talent just lost too much effectiveness in general for the trade-off of the free bleed for enemies <15m. I had the Explosive seeker mine on it to be able to get a bleed going but in general the build seemed too weak when I didn't have HP ammo. When I did, a handful of bullets from my Carnage would be enough to kill any red bars with the bleed/Vile DOT.

    I would suggest something like changing it to getting the HP ammo on any kill, not just on kills on enemies with status effects or give the set some way to inflict status effects more reliably.
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