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  1. #1
    LurchUSA's Avatar Member
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    Not happy with Achilles Pulse!

    I've been reviewing YouTube reviews on the Achilles Pulse, as per the PTS server and I have to say... W... T... F... Bull$hit is this!

    The current functionality, where you get 1 to 3 random spots highlighted to inflict head-shot damage is just confusing, inefficient and down right clunky. Seriously UbiSoft, your game designers can do better than this, surly!

    This is how it SHOULD work.

    Achilles Pulse targeted at a single target as it currently does.
    When you pulse your target, the Achilles Weakness de-buff is applied.

    For each skill tier the agent possess:
    - 10 seconds de-buff duration, reduced by target pulse resistance.
    - Body shots have 10% of inflicting Head-shot damage.
    - Head-shot damage increased by 10%

    If agents skills are on OverCharge when Achilles pulse is applied, the de-buff statistics are:
    - 120 second duration, reduced by target pulse resistance.
    - 100% of body shots will inflict head-shot damage.
    - Head-shot damage increased by 100%
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  2. #2
    N3mB0t's Avatar Senior Member
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    what you are sugesting is even more confusing than what it is now remembers me of that talent where you gain buffs depending on what gun you switch too and at what distance you are from the enemy , a player would need a pause in the fight to make that work , now that is confusing.

    my sugestion would be the higlight of the pulse be always on all 3 spots and its up to the player to choose where to shoot to spend that debuff, simple.
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  3. #3
    LurchUSA's Avatar Member
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    Originally Posted by N3mB0t Go to original post
    what you are sugesting is even more confusing than what it is now
    Confusing? How?

    You get a single buff based, with strength based on the skill cores you have.

    WTF is confusing about that?

    At least I'm not looking for tiny square brackets, trying to see where the F I need to fire to get the additional damage.
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  4. #4
    Does it proc HeadHunter or affect Dogs/Tanks/Chungas? A yes to either one of those makes it great.

    But I'm on PC and already favor the UrbanMDR for my Rifle because it has a higher HS multiplier [almost Pistol strong], and like sniping. Giving me extra spots to hit for HS damage? Don't mind if I do, especially since I barely use skills anyway - would be nice to have one that amplifies what I like best about this game [shooting].

    Who knows, maybe it will suck, but I'm not passing judgement until I try it myself. I'll very likely be adding it to my Agent47 and my Rifle build. The question for me is if I have to hold the key like I do the Jammer or it's just a quick tap.
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  5. #5
    They don't care about your feedback, their making the game the way they want it.
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  6. #6
    dagrommit's Avatar Senior Member
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    Originally Posted by Brad--Mcfc Go to original post
    They don't care about your feedback, their making the game the way they want it.
    Gear 2.0 happened because of complaints about the gear system. Targeted loot happened because of complaints about RNG. Imperial Dynasty, Foundry Bulwark and spec weapons were nerfed because of PvP complaints. And most recently, Summit was completely reworked because people wanted to select their own difficulty and targeted loot.

    Point being, constructive feedback (as opposed to simply saying "this sucks") can result in improvements.
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  7. #7
    Sircowdog1's Avatar Senior Member
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    Originally Posted by LateNiteDelight Go to original post
    Does it proc HeadHunter or affect Dogs/Tanks/Chungas? A yes to either one of those makes it great.
    As of right now it does not add or interact with Headhunter in any way. In fact, shooting a weakpoint generated by Achilles that's NOT a headshot will drop your HH stacks just like normal.

    Generally speaking, Achilles pulse is a bad skill right now. I mean, it can let you do headshot damage to robots I guess. But how is that better than just repeatedly shooting the damn things and freeing your skill slot for something else?

    If they want it to be good, then make it so any pulsed enemy will take full headshot damage to ANY weakpoint hit, and count ANY weakpoint hit as though it was a headshot for all mechanics.
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  8. #8
    Originally Posted by Sircowdog1 Go to original post
    As of right now it does not add or interact with Headhunter in any way. In fact, shooting a weakpoint generated by Achilles that's NOT a headshot will drop your HH stacks just like normal.

    Generally speaking, Achilles pulse is a bad skill right now. I mean, it can let you do headshot damage to robots I guess. But how is that better than just repeatedly shooting the damn things and freeing your skill slot for something else?

    If they want it to be good, then make it so any pulsed enemy will take full headshot damage to ANY weakpoint hit, and count ANY weakpoint hit as though it was a headshot for all mechanics.
    If you read the rest of my post..

    Watching a video, it actually looks perfect for a Skill/DPS hybrid Sniper build. Not sure it will work as I'd hoped for Rifle/Pistol - but tempted to try, using it to help with their weakness [Tank/Dog/Chunga].

    Looks useless for Console players though [or folks who struggle with sniping]..
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  9. #9
    Sircowdog1's Avatar Senior Member
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    Originally Posted by LateNiteDelight Go to original post
    If you read the rest of my post..

    Watching a video, it actually looks perfect for a Skill/DPS hybrid Sniper build. Not sure it will work as I'd hoped for Rifle/Pistol - but tempted to try, using it to help with their weakness [Tank/Dog/Chunga].

    Looks useless for Console players though [or folks who struggle with sniping]..
    Skill builds don't have a weakness to tanks/dogs/chunga. Just use a turret or drone.

    The problem with the Achilles pulse is that doing literally anything else ends up being better. What's better: Generating a weakpoint then shooting that, or just just shooting the target combined with almost any other skill?

    Now...maybe if other skills interacted with the Achilles pulse. Like drones/turrets shoot the weakpoint for bonus damage. Sure. That'd actually be pretty cool! But again, it would have to do equal or more damage than an existing skill to be worth even activating. :/
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  10. #10
    Originally Posted by dagrommit Go to original post
    Gear 2.0 happened because of complaints about the gear system. Targeted loot happened because of complaints about RNG. Imperial Dynasty, Foundry Bulwark and spec weapons were nerfed because of PvP complaints. And most recently, Summit was completely reworked because people wanted to select their own difficulty and targeted loot.

    Point being, constructive feedback (as opposed to simply saying "this sucks") can result in improvements.
    In some games yes, in this one it's about active player base.
    In the history of this game they only take feedback to heart once the player numbers dropped enough.
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