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  1. #1
    Marriorqq's Avatar Member
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    New electrician green suit design (reduce CD equipment, overcharge)

    New electrician green suit design (reduce the cooling time of items and equipment, overcharge)
    Two pieces of equipment effect: reduce the cooling time of items by 30%.
    Effect of three pieces of equipment: the kill adds a skill level for 30 seconds, up to 2 skill levels. If the skill level is already 6 levels, overcharge (cooling time 90 seconds).
    Four pieces of equipment effect: You can equip an additional piece of exotic equipment.

    Vest talent:
    1. Weapon shooting will consume twice the ammunition and cause 1.5 times the bullet damage.
    2. The skill duration and ammunition consumption doubled, causing 1.5 times the damage.
    3. Reduce armor by 1% per second.

    Backpack talent:
    Enhance the effects of non-skills and non-bullets by 50%. (Special effects of Ruthless & Plague & Prince's Revolver)

    THX
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  2. #2
    Originally Posted by Marriorqq Go to original post
    New electrician green suit design (reduce the cooling time of items and equipment, overcharge)
    Two pieces of equipment effect: reduce the cooling time of items by 30%.
    Effect of three pieces of equipment: the kill adds a skill level for 30 seconds, up to 2 skill levels. If the skill level is already 6 levels, overcharge (cooling time 90 seconds).
    Four pieces of equipment effect: You can equip an additional piece of exotic equipment.

    Vest talent:
    1. Weapon shooting will consume twice the ammunition and cause 1.5 times the bullet damage.
    2. The skill duration and ammunition consumption doubled, causing 1.5 times the damage.
    3. Reduce armor by 1% per second.

    Backpack talent:
    Enhance the effects of non-skills and non-bullets by 50%. (Special effects of Ruthless & Plague & Prince's Revolver)

    THX
    Hmmm, so, not only will we use double the ammo, but the damage is 50% increased, the skill duration is kinda pointless if the Ammunition consumption is doubled, that means it can last 5mins, but having only 5 shots, which would not be enough to take out a single armoured boss, hell not even 10 ammo is not enough to kill a armoured boss, on story difficulty.

    I guess it can be a good challenge for those that want the challenge with no return.
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  3. #3
    Noxious81's Avatar Senior Member
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    I'm sorry to say that I don't think that this idea has been put together very thoughtfully. While I really do appreciate having and sharing an idea, it takes way more to actually create a balanced Gear Set that really could be considered by the devs.

    But let me explain:

    • The bonus for wearing two pieces is huge! Too huge in comparison to other Brand Sets (offering 10% Skill Haste) or other Gear Sets (offering 15% Skill Haste). So I'd strongly suggesting halving the proposed bonus of 30% Skill Haste to be on par with the other sets.
    • The bonus for wearing three pieces is also not like the bonuses of other Gear Sets – because usually this bonus only offers one or two attributes (like 15% Skill Duration). So I'd suggest to align the proposed Gear Set to other sets and not granting a rather complex bonus for wearing three and four pieces, but only for wearing four pieces.
    • The currently proposed bonus for wearing four pieces feels totally disjointed for me – neither does it underline that this set was supposed to be for skill users, nor does it support the bonuses given for wearing two or three items. So I'd suggest totally removing this idea from this set and replacing it with a new one, that actually creates a benefit for skill users in a distinctive and unique way. Because when reading other Gear Sets' 4pcs bonus you'll see that they are the ones that give each Gear Set a specific characteristic.
    • A little addition concerning the currently proposed 3pcs and 4pcs bonuses: when proposing such ideas it is a good thing to keep the game's balance in mind and to think about what ingenious players could create with such a Gear Set. Combining the proposed Gear Set with both the Memento and the Waveform plus the Scorpio or Capacitor could easily create a massively overpowered skill build. Also, with only using three pieces plus the Memento a "run&gun" shield build could come with five red core attributes and one blue and yellow each – and constantly have a tier 4 shield thanks to the 3pcs bonus (or more when including a gun with Future Perfect). So there would be quite a few to easily create totally unbalanced builds with this proposal. Especially concerning skill builds as they are already overpowered since the last TU.
    • The chest talent: this also isn't in line with what we can find on other Gear Sets. Because a well designed Gear Set offers a chest talent that improves or boosts the unique 4pcs bonus of the respective Gear Set. It never is a complete "standalone" talent. Also, the ideas you have offered may seem nice at first glance, but they need to be way more thought out to be able to be brought into the game' ecosystem. For example:

      "Weapon shooting will consume twice the ammunition and cause 1.5 times the bullet damage."
      You would need to implement a completely new calculation for the ammunition consumption (especially considering uneven numbers of remaining bullets, also with using special ammunition). Does "1.5 times the bullet damage" apply to the base damage? Or the overall damage? Because both are completely different calculations lead to widely different numbers.

      "The skill duration and ammunition consumption doubled, causing 1.5 times the damage."
      Again, we're talking about a completely new calculation here. Plus for a lot of skills ammunition is not even a thing (turret or drone for example). What about skills that consume ammunition but do not deal damage (some chem launcher variants)? And what kind of bonus is "1.5 times"? Additive or multiplicative?

      "Reduce armor by 1% per second."
      Also a lot of questions here: max armor or current armor? All the time or only while in combat? Can it still be repaired the normal ways? What about bonus armor?
    • And finally the backpack: what's true concerning the chest also applies to the backpack – the talent is supposed to somehow work with the distinctive bonus of the Gear Set rather than bringing in another completely disjointed bonus. But I have to admit that I did not quite get what's your understanding of "effects of non-skills and non-bullets"? Are we talking about status effects? Or some kind of"additional" damage dealt by some specific talents?

      Since you're referring to the Ruthless/Merciless I'd assume that by "Plague" you mean the Pestilence and by "Prince's Revolver" the Regulus? If yes – all those weapons' talents do have kind of an aforementioned "additional" damage. But in all three cases Weapon Damage is being taken into account for calculating it. So there's no real basis for simply increasing this damage by 50%. And yet again that would be a completely new calculation that would have to consider loads of specific talents, damage types, and other stats and values. For example – does "enhancing the effect by 50%" of the Regulus refer to the damage dealt or also to the radius of the explosion?


    So... as one might see now: creating a new Gear Set is a pretty tough thing to do, if one wants to make it fit well into the game's ecosystem of existing gear, weapons, talents, attributes, calculations and so on. And especially balancing needs to be on spot or else a new set might easily open up numerous ways to either f**k PvE or PvP. Or both.
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  4. #4
    Marriorqq's Avatar Member
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    Because English is not my native language, sorry for causing some trouble for your understanding.

    I suggest that it is closer to a reference direction to complement the so-called overcharge system. The utilization rate in the game is too low. It should be possible to specially design a suit to improve the use of players.

    So you can see that the effect of the three-piece suit is to increase the skill level by killing. The effect of the vest is to increase the short-term damage (DPS) and reduce the DPM to achieve the effect of increasing the damage and conducive to the killing. (It is also limited to the skills of the ammunition category and duration category, chemical guns, sniper towers, and bombing drones)

    The maximum limit on the use of overcharge for players is that the activation of overload is limited by the "item equipment cooling time", so the effect of two pieces is not "30% Skill Haste"; it is only the cooling time of the item category, especially the overcharge.

    Of course, it also has the effect of shortening the burning activation time like Dynasty, so I designed this set of four effects to be used, adding another exotic equipment.

    This is also the backpack designed to increase the intensity of item effects, such as the plague, ruthless, so that players can get the fun of strengthening the exotic effect, and at the same time can trigger the three-piece effect; if it is a btsu glove, it can extend the time of overload.


    I have designed suggestions and concepts: btsu gloves, goddess of death, hunter rage green set (melee abnormal state)

    Compared with the past, this proposal is indeed quite good in my opinion.

    But I am not an actuarial professional in terms of data. There is indeed a balance problem in the design, but the concept is to make up for the existing deficiencies of the game.

    For example, before New York, unmanned bombers can stack the range to increase the enemy's bombing range stacking effect to double the damage; after New York, it may be because of careless design, but it has a lot of ammunition, and the plug-in does not increase the damage range, but In the real game, there are not so many enemies standing along the bombing route.

    So if you use a vest, you can increase the amount of damage or increase the range of bombing at the same time, but only reduce the number of bombs carried 8>4?; I think it is quite reasonable to improve the fun of using unpopular skills; ex: Acid etching chemical gun, unmanned bomber, sniper tower (or mortar)

    ~
    As for why the negative effect of reducing armor is increased, I'm just afraid that the talent of this vest is too strong, but some people think that the position will not be too strong, so this negative effect can also be removed. (For example, if you say that only the last round of ammunition is left, this design still allows the enhancement effect to be triggered successfully)


    Quote Noxious81:
    "The bonus for wearing two pieces is huge! Too huge in comparison to other Brand Sets (offering 10% Skill Haste) or other Gear Sets (offering 15% Skill Haste). So I'd strongly suggesting halving the proposed bonus of 30% Skill Haste to be on par with the other sets."
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