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  1. #1
    N3mB0t's Avatar Senior Member
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    IMO for Ridgeway to work it needs to heal overtime

    i was bored yesterday so i tryed to do a ridgeway build that would work , i tryed it all , Eclipse with armour to spread the bleed and try to heal more , ON Going with armour , all HE with high armour regen and armour on kill , and nothing worked .

    all the builds were way weak than anything else i could think off using , the heal just doesnt work when you need it and the fact that it just stops when you kill the bleeding enemies makes it worthless.

    healing overtime would solve this issue and IMO make it viable , nothing too exagerated , like a 2 or 3 seconds but enough to reap its benefits without having to stop killing on purpose to heal.

    what is your take on this?
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  2. #2
    CoOp_Gordon's Avatar Senior Member
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    The designer(s) of this vest clearly didn't test the healing aspect when finalising the design. What did they expect players to do - leave damaged NPC's alive and bleeding to allow the healing process to complete? An NPC on 1% health does the same damage as an NPC on 100% health and leaving enemies alive in close proximity (the vest only works with 15m) is not a good idea.

    In Div1 health on damage was very generous, and I expect they didn't want to make the same mistake (I don't think it was a mistake) again. Hence health on damage is all but non-existent in Div2.
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  3. #3
    N3mB0t's Avatar Senior Member
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    Originally Posted by CoOp_Gordon Go to original post
    The designer(s) of this vest clearly didn't test the healing aspect when finalising the design. What did they expect players to do - leave damaged NPC's alive and bleeding to allow the healing process to complete? An NPC on 1% health does the same damage as an NPC on 100% health and leaving enemies alive in close proximity (the vest only works with 15m) is not a good idea.

    In Div1 health on damage was very generous, and I expect they didn't want to make the same mistake (I don't think it was a mistake) again. Hence health on damage is all but non-existent in Div2.
    health on damage could also be an interesting way to make this work oposed to healing overtime.
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  4. #4
    Licher.Rus's Avatar Senior Member
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    That items were specially made for Youtuber hypetrain scums, to allow them create titles likes "OMG BROKEN GAME INSANE REGEN BUILD ABSOLUTELY NOT THE SAME AS WEEK AGO!!!!" and not being able to present that regen even at their own videos.
    In reality they didn't work.
    To make this item working, there should be range restriction removed (yes, completely removed) or healing buff on you should lasts longer than bleed effect on enemies.
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  5. #5
    N3mB0t's Avatar Senior Member
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    Originally Posted by Licher.Rus Go to original post
    That items were specially made for Youtuber hypetrain scums, to allow them create titles likes "OMG BROKEN GAME INSANE REGEN BUILD ABSOLUTELY NOT THE SAME AS WEEK AGO!!!!" and not being able to present that regen even at their own videos.
    In reality they didn't work.
    To make this item working, there should be range restriction removed (yes, completely removed) or healing buff on you should lasts longer than bleed effect on enemies.
    that was also my initial idea after testing it , the heal needs to keep going after the enemy that triggered it is dead , its the only way i see this being viable , removing the range would just be too easy to trigger 5 npcs bleeding 50 or more meters away and have god mode healing the whole time.
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  6. #6
    xcel30's Avatar Senior Member
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    The armor on kill bonus from the gear set released in the same update is pretty much 5x better deal than the exotic, i understand that is a red exotic so they probably didn't want to make it better than tardigrade for tanking.

    Honestly would reverse OD and Ridgeway, make the exotic give players explosive ammo like true sons use and make the OD gear set a red gear set that heals based on causing status effect, the healing gimmick simply doesn't work and bleed is meaningless for PVE 99% of the time
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