The Division Community Talk - The Division 2

Baya schrieb:
Kann ich nicht nachvollziehen. Welches Schild trägst du denn bzw. was für einen Build?
Kreuzfahrer. Da ist nichts besonderes, ich bin gestern zusätzlich auf reinen Patrioten umgestiegen und das exotische Holster weggepackt (wegen der gestrigen Herausforderung). Verwirrt durch den Schild wird anscheinend nicht auf andere Gegner übertragen (Rucksacktalent).
Edit: Das lag am Wächterevent.

Habt ihr schonmal Bulletking mit dem Direktiven-Set ausprobiert? Für das Töten eines Gegners (4x Set) kriegt man 20% des Magazins Hohlspitzgeschosse. Weil die BK jedoch nur das Magazin mit ~1000 Schuss hat, bekommt man eben ~100 Hohlspitzbgeschosse und kann damit eigentlich unbegrenzt blutende Wunden verursachen.
 
Zuletzt bearbeitet:
PTS Phase 2 Patch-Notes:
Welcome to Phase 2!

Welcome back to the Title Update 10 Public Test Server. As a reminder, the PTS is an in-progress build meaning certain gameplay improvements, bug fixes, and balance decisions are not final and are subject to change. Please also be aware that some text changes (e.g. wording on talents) might not be correctly reflected in the UI. We invite you to be a part of the TU10 creation process and highly encourage you to share and discuss your personal feedback and bug reports on the dedicated PTS forums.

If you have any questions about accessing and participating in the PTS, check out our FAQ.

For the second phase of the PTS, we’re hoping to hear feedback on these topics in particular:
  • New gear and Exotics balance
  • Weapon damage
  • Overall balance
  • Loot Generosity

If you have thoughts on other aspects of the game, please don’t hesitate to let us know!

The following content will be disabled during the TU10 PTS and is not accessible to participants:
  • Raid 2 – Operation Iron Horse
  • Season 2


GEAR

Attributes


  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.

Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.

Sidearms:

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m

  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase

  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease


Exotics:

The Bighorn
  • Damage increased by +11.2%
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +1% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.

Eagle Bearer
  • Damage increased by +7.8%

Chameleon
  • Damage increased by +32.8%
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 60 body-shots grant +80% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.

Bullet King
  • Damage increased by +2.6%

Nemesis
  • Damage increased by +11.1%

Liberty
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.

Regulus
  • Increased initial bullet accuracy
  • Changed Regulus 3rd attribute bonus from Damage to Armor to Headshot Damage

Merciless/Ruthless
  • Damage increased by +12.5%
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • At 7 stacks, shooting an enemy deals <(New) 900% amplified damage> and creates a 7m explosion dealing 1200% weapon damage, consuming the stacks.

Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.

Lullaby/Sweet Dreams
  • Damage increased by +11.0%

Lady Death
  • Damage increased by +18.9%

The Chatterbox
  • Damage increased by +16.7%

NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • Performing a cover to cover or vaulting reloads your drawn weapon (new) and grants +25% bonus armor for 5s.

Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.

BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.

Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.

Mantis
  • Changed Mantis 3rd attribute bonus from Critical Hit Chance to Damage to Targets Out of Cover

The Ravenous
  • When an enemy with defensive primer stacks on them is killed, you now gain the benefit of those stacks without needing to detonate them first.


Talents:

Chest Talent: Headhunter
  • Buff Icon now show how close to the damage cap you are at
  • Now properly caps damage to your current weapon when you weapon swap
  • Damage cap lowered with new functionality:
    • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. (New) This is raised to 1250% (lowered from 1500%) if your headshot damage is greater than 150%.

Weapon talent: Future Perfect
  • Fixed issue with Overcharge lasting indefinitely if you weapon swap. It is intended for the buff to remain when weapon swapping, just not indefinitely.
  • Perfect version on Mechanical Animal numbers adjusted:
    • Weapon kills grant +1 skill tier for 19s (from 18s). Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s (from 80s)


Gearsets:

Negotiators Dilemma
  • Damage value transferring between players was not scaled correctly
    • Previously transferred damage was higher than the initial damage the original target took.
  • Damage transfers on the initial bullet that marks a new target
  • Fixed some UI Feedback bugs
  • Add a 15m range cap for the damage transfer whilst in PVP

Foundry Bulwark
  • Healing of set in PVP was not scaled correctly, should now be in line with damage taken

Future Initiative
  • Backpack and chest armor now have a Utility gear mod slot instead of Defensive
  • Increased 2-piece Repair Skills bonus from +15% to +30%
  • Increased 3-piece Skill Duration bonus from +15% to +30%

Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%

Aces & Eights
  • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
  • Increased 3-piece Headshot Damage bonus from +20% to +30%


Brand Sets:

Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%

Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%

Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%

Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%

Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%

Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%


Skills:

Reinforcer Chem Launcher
  • UI has been updated to clarify that the initial heal only affects allies and not the Skill user.
  • The functionality has not changed.


BALANCE

PVP:


Talents
  • Efficient: Reduced specialization armor kit bonus from 100% to 50%
  • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%

Skills
  • Increased Striker Drone damage by 10%
  • Increased Assault Turret damage by 20%
  • Increased Stinger Hive damage by 75%


PVE:

Developer comment: We've seen players' concerns about higher difficulties becoming too easy. Looking at game data and player strategies, NPCs in Legendary and Heroic are often too easily trivialized using status effects. In these top difficulties, we are proposing to raise NPC resistance to status effects to prevent them getting indefinitely locked in status effect reactions. This is a first pass and we will make adjustments for TU10 where needed.

Increased NPC Resistance to Status Effects:
  • No changes were made to Story, Normal, Hard or Challenging. (These remain at previous values).
  • In Legendary, base resistance for NPCs is now 40% (previously it was 25%)
  • In Heroic, base resistance for NPCs is now 25% (previously it was 0%)
    • NOTE: This is additive with the existing veterancy resistance scaling
    • The veterancy resistances have been: Veteran 20%, Elite 25% and Named 35%.
    • For greater clarity, this means that for Legendary NPCs, the resistances are: Default (redbar) 40%, Veteran 60%, Elite 65% and Named 75%.
  • Hunters base resistance is now 40% (previously it was 25%)
    • NOTE: Since all Hunters are "Named" NPCs, so their resistance is 75% (due to the above mentioned veterancy resistance).
  • NOTE: Status effects have a minimum required duration of 0.5 second, so if the NPC's resistance causes the effect to be less than that minimal duration, the status effect will not be applied. This is the same way status effect resistance works for players.


Loot:

Item power
  • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
  • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.

Difficulty scaling
  • Regular loot from loot containers in Missions now scale with mission difficulty
  • Targeted loot from loot containers in Missions now scales with mission difficulty

Loot Pools
  • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • KNOWN ISSUE ON PTS: For World Tier 5 players, not all targeted loot pools may be available at the same time

Crafting
  • Increased minimum and maximum crafting results
  • Added weighting to crafting results to have a better spread between min and max
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant


BUG FIXES

  • Fixed an issue where targeted loot was not dropping on Story difficulty.
  • Fixed an issue where Regulus and The Ravenous reconfigure blueprints would not show up at the crafting bench after purchasing them.
  • Fixed an issue that could cause rubber banding during the Deactivate the Security Alert objective during the NSA Security Alert Classified Assignment.
  • Fixed an issue that could prevent players to be ineligible to matchmake for the DARPA Research Lab Main Mission after finishing and not exiting The Pentagon Main Mission.
  • Fixed an issue that caused the Welcome and NDA info screens on the PTS to be too dark.
  • Fixed some weird stairs.
  • Fixed an issue that could cause a Rogue Agent to spawn in an unreachable area causing a progression blocker during the Liberty Island Main Mission.
  • Fixed an issue that caused boosted Level 30 to not be able to Fast Travel to Coney Island and The Pentagon.
    • This issue is still present for Kenly College.
  • Fixed an issue causing the Banshee Pulse to not correctly adjust the effect duration and effect range/radius values after being modded.
  • Fixed an issue that could cause the Weakness Exploit debuff to stack several times.
https://forums.ubisoft.com/showthread.php/2231359-Title-Update-10-PTS-Patch-Notes-(Phase-2)

Ich muss sagen von den Exo-Änderungen hätte ich mehr erwartet, vor allem hätte ich erwartet das sie der Lady-Death ein größeres Magazin geben damit der Run'N'Gun Gedanke auch Sinn macht. Aber ich muss sagen die Chameleon und Bighorn lesen sich okay. Mantis hat einen Buff gekriegt
Headhunter wurde generft, aber ich glaube ob jetzt 30 Mil oder 50 Mil Max.DMG mit der Mantis macht nicht so den Unterschied, hauptsache die Gegner lassen sich noch so schön snipen.

Die Loot-Änderungen lesen sich durchweg positiv. Erstmal das Event im Live-Game noch zu Ende spielen, dann wird mal getestet :D
 
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Reaktionen: martma, TermyD, dropback und 2 andere
Kaum Weltrang 5, schon Sachen gefunden, die ich nicht verstehe.
Habe grüne Hard Wired Ressourcen gefunden und einen grünen Ressourcen-Harnisch. Könnt ihr mir da flux auf die Sprünge helfen? Gibt wohl ein Hard Wired Set, aber da muss man wohl die Missionen abschließen - hat das etwas miteinander zu tun?
 
Hard Wired Ressourcen bekommst du von Black Tusk in der Open World.
Hard Wired Teile (Maske, Weste etc.) eben dort wo grüne Gear Sets grade targeted Loot sind.
 
Und am Anfang musste man erst mal die ganzen Komponenten sammeln. Die gibts in verschiedenen Missionen beim Boss. Wird aber imho auch als Projekt angezeigt.
 
Dankeschön, das beantwortet fast alles - lediglich mit dem grünen Ressourcen-Harnisch weiß ich nichts anzufangen.
Habe einen Elite-Konvoi abgefangen und hatte danach einen Stützpunkt Level 4... das ist das Härteste, was ich bisher im Spiel erlebt habe. Gut, ich hatte erst 460 Punkte oder so 🙃
 
Hurricane271 schrieb:
PTS Phase 2 Patch-Notes:
Welcome to Phase 2!

Welcome back to the Title Update 10 Public Test Server. As a reminder, the PTS is an in-progress build meaning certain gameplay improvements, bug fixes, and balance decisions are not final and are subject to change. Please also be aware that some text changes (e.g. wording on talents) might not be correctly reflected in the UI. We invite you to be a part of the TU10 creation process and highly encourage you to share and discuss your personal feedback and bug reports on the dedicated PTS forums.

If you have any questions about accessing and participating in the PTS, check out our FAQ.

For the second phase of the PTS, we’re hoping to hear feedback on these topics in particular:
  • New gear and Exotics balance
  • Weapon damage
  • Overall balance
  • Loot Generosity

If you have thoughts on other aspects of the game, please don’t hesitate to let us know!

The following content will be disabled during the TU10 PTS and is not accessible to participants:
  • Raid 2 – Operation Iron Horse
  • Season 2


GEAR

Attributes


  • Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.

Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.

Sidearms:

  • Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m

  • 586 Magnum – 68.8% damage increase
  • Police 686 Magnum – 68.8% damage increase
  • Maxim 9 - 23.5% damage increase
  • D50 – 17.5% damage increase
  • First Wave PF45 – 13.5% damage increase
  • Custom PF45 – 9.7% damage increase
  • Military M9 – 8.7% damage increase
  • 93R - 7.7% damage increase
  • Snubnosed Diceros – 6.5% damage increase
  • Officer's M9 A1 – 6.3% damage increase
  • Diceros – 5.9% damage increase

  • M45A1 – 9.5% damage decrease
  • Tactical M1911 – 9.5% damage decrease
  • M1911 – 7.3% damage decrease


Exotics:

The Bighorn
  • Damage increased by +11.2%
  • Added functionality that provides additional headshot damage, full talent is now:
    • When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
    • (New) Headshots grant +1% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.

Eagle Bearer
  • Damage increased by +7.8%

Chameleon
  • Damage increased by +32.8%
  • Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
    • Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
    • Hitting 60 body-shots grant +80% weapon damage for 45s.
    • Hitting 30 leg-shots grant +150% reload speed for 45s.
    • (New) Buffs refresh when out of combat.

Bullet King
  • Damage increased by +2.6%

Nemesis
  • Damage increased by +11.1%

Liberty
  • Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
    • (New) Hits grant +2% weapon damage. Stacks up to 30.
    • Headshots consume all stacks, repairing your shield for 3% per stack.

Regulus
  • Increased initial bullet accuracy
  • Changed Regulus 3rd attribute bonus from Damage to Armor to Headshot Damage

Merciless/Ruthless
  • Damage increased by +12.5%
  • Added functionality to provide extra non-explosive damage as well, full talent is now:
    • This weapon fires on trigger pull and release.
    • If both bullets hit the same enemy, gain a stack.
    • At 7 stacks, shooting an enemy deals <(New) 900% amplified damage> and creates a 7m explosion dealing 1200% weapon damage, consuming the stacks.

Diamondback
  • Damage increased by +7.7%
  • Text updated to clarify a new target isn’t marked until after the 5s buff.

Lullaby/Sweet Dreams
  • Damage increased by +11.0%

Lady Death
  • Damage increased by +18.9%

The Chatterbox
  • Damage increased by +16.7%

NinjaBike Messenger Kneepads
  • Added functionality to add bonus armor, full talent is now:
    • Performing a cover to cover or vaulting reloads your drawn weapon (new) and grants +25% bonus armor for 5s.

Dodge City Gunslinger Holster
  • Added functionality that makes your hit do headshot damage, full talent is now:
    • While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
    • (New) This deals headshot damage to anywhere you hit.

BTSU Datagloves
  • Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
  • Added functionality to provide hive skill haste, full talent is now:
    • (New) Grants +15% Hive skill haste per skill tier.
    • (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
    • Allies receiving this effect are unable to benefit from it again for 120s.

Sawyer's Kneeguards
  • Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
    • Cannot be staggered by explosions.
    • Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
    • (New) All stacks lost 10s after moving.

Mantis
  • Changed Mantis 3rd attribute bonus from Critical Hit Chance to Damage to Targets Out of Cover

The Ravenous
  • When an enemy with defensive primer stacks on them is killed, you now gain the benefit of those stacks without needing to detonate them first.


Talents:

Chest Talent: Headhunter
  • Buff Icon now show how close to the damage cap you are at
  • Now properly caps damage to your current weapon when you weapon swap
  • Damage cap lowered with new functionality:
    • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
    • Damage is capped to 800% of your weapon damage. (New) This is raised to 1250% (lowered from 1500%) if your headshot damage is greater than 150%.

Weapon talent: Future Perfect
  • Fixed issue with Overcharge lasting indefinitely if you weapon swap. It is intended for the buff to remain when weapon swapping, just not indefinitely.
  • Perfect version on Mechanical Animal numbers adjusted:
    • Weapon kills grant +1 skill tier for 19s (from 18s). Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s (from 80s)


Gearsets:

Negotiators Dilemma
  • Damage value transferring between players was not scaled correctly
    • Previously transferred damage was higher than the initial damage the original target took.
  • Damage transfers on the initial bullet that marks a new target
  • Fixed some UI Feedback bugs
  • Add a 15m range cap for the damage transfer whilst in PVP

Foundry Bulwark
  • Healing of set in PVP was not scaled correctly, should now be in line with damage taken

Future Initiative
  • Backpack and chest armor now have a Utility gear mod slot instead of Defensive
  • Increased 2-piece Repair Skills bonus from +15% to +30%
  • Increased 3-piece Skill Duration bonus from +15% to +30%

Hard Wired
  • Increased 3-piece Repair Skills bonus from +15% to +30%

Aces & Eights
  • 3-piece Headshot Damage bonus is now additive, rather than multiplicative
  • Increased 3-piece Headshot Damage bonus from +20% to +30%


Brand Sets:

Alps Summit Armament
  • Increased 1-piece Repair Skills bonus from +15% to +20%

Murakami Industries
  • Increased 2-piece Repair Skills bonus from +15% to +20%

Richter & Kaiser
  • Increased 3-piece Repair Skills bonus from +15% to +20%

Providence Defense
  • Increased 1-piece Headshot Damage bonus from +10% to +15%

Airaldi Holdings
  • Increased 2-piece Headshot Damage bonus from +10% to +15%

Grupo Sombra S.A
  • Increased 3-piece Headshot Damage bonus from +10% to +15%


Skills:

Reinforcer Chem Launcher
  • UI has been updated to clarify that the initial heal only affects allies and not the Skill user.
  • The functionality has not changed.


BALANCE

PVP:


Talents
  • Efficient: Reduced specialization armor kit bonus from 100% to 50%
  • Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%

Skills
  • Increased Striker Drone damage by 10%
  • Increased Assault Turret damage by 20%
  • Increased Stinger Hive damage by 75%


PVE:

Developer comment: We've seen players' concerns about higher difficulties becoming too easy. Looking at game data and player strategies, NPCs in Legendary and Heroic are often too easily trivialized using status effects. In these top difficulties, we are proposing to raise NPC resistance to status effects to prevent them getting indefinitely locked in status effect reactions. This is a first pass and we will make adjustments for TU10 where needed.

Increased NPC Resistance to Status Effects:
  • No changes were made to Story, Normal, Hard or Challenging. (These remain at previous values).
  • In Legendary, base resistance for NPCs is now 40% (previously it was 25%)
  • In Heroic, base resistance for NPCs is now 25% (previously it was 0%)
    • NOTE: This is additive with the existing veterancy resistance scaling
    • The veterancy resistances have been: Veteran 20%, Elite 25% and Named 35%.
    • For greater clarity, this means that for Legendary NPCs, the resistances are: Default (redbar) 40%, Veteran 60%, Elite 65% and Named 75%.
  • Hunters base resistance is now 40% (previously it was 25%)
    • NOTE: Since all Hunters are "Named" NPCs, so their resistance is 75% (due to the above mentioned veterancy resistance).
  • NOTE: Status effects have a minimum required duration of 0.5 second, so if the NPC's resistance causes the effect to be less than that minimal duration, the status effect will not be applied. This is the same way status effect resistance works for players.


Loot:

Item power
  • Updated item power distribution to have a better spread between minimum and maximum for all difficulties
  • Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.

Difficulty scaling
  • Regular loot from loot containers in Missions now scale with mission difficulty
  • Targeted loot from loot containers in Missions now scales with mission difficulty

Loot Pools
  • Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
  • KNOWN ISSUE ON PTS: For World Tier 5 players, not all targeted loot pools may be available at the same time

Crafting
  • Increased minimum and maximum crafting results
  • Added weighting to crafting results to have a better spread between min and max
  • Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant


BUG FIXES

  • Fixed an issue where targeted loot was not dropping on Story difficulty.
  • Fixed an issue where Regulus and The Ravenous reconfigure blueprints would not show up at the crafting bench after purchasing them.
  • Fixed an issue that could cause rubber banding during the Deactivate the Security Alert objective during the NSA Security Alert Classified Assignment.
  • Fixed an issue that could prevent players to be ineligible to matchmake for the DARPA Research Lab Main Mission after finishing and not exiting The Pentagon Main Mission.
  • Fixed an issue that caused the Welcome and NDA info screens on the PTS to be too dark.
  • Fixed some weird stairs.
  • Fixed an issue that could cause a Rogue Agent to spawn in an unreachable area causing a progression blocker during the Liberty Island Main Mission.
  • Fixed an issue that caused boosted Level 30 to not be able to Fast Travel to Coney Island and The Pentagon.
    • This issue is still present for Kenly College.
  • Fixed an issue causing the Banshee Pulse to not correctly adjust the effect duration and effect range/radius values after being modded.
  • Fixed an issue that could cause the Weakness Exploit debuff to stack several times.
https://forums.ubisoft.com/showthread.php/2231359-Title-Update-10-PTS-Patch-Notes-(Phase-2)

Ich muss sagen von den Exo-Änderungen hätte ich mehr erwartet, vor allem hätte ich erwartet das sie der Lady-Death ein größeres Magazin geben damit der Run'N'Gun Gedanke auch Sinn macht. Aber ich muss sagen die Chameleon und Bighorn lesen sich okay. Mantis hat einen Buff gekriegt
Headhunter wurde generft, aber ich glaube ob jetzt 30 Mil oder 50 Mil Max.DMG mit der Mantis macht nicht so den Unterschied, hauptsache die Gegner lassen sich noch so schön snipen.

Die Loot-Änderungen lesen sich durchweg positiv. Erstmal das Event im Live-Game noch zu Ende spielen, dann wird mal getestet :D
Das mit Incoming Repairs verstehe ich nicht, für WP ist das quasi Todesstoß.
 
deekey777 schrieb:
Kreuzfahrer. Da ist nichts besonderes, ich bin gestern zusätzlich auf reinen Patrioten umgestiegen und das exotische Holster weggepackt (wegen der gestrigen Herausforderung). Verwirrt durch den Schild wird anscheinend nicht auf andere Gegner übertragen (Rucksacktalen
Edit: Das lag am Wächterevent.

Habt ihr schonmal Bulletking mit dem Direktiven-Set ausprobiert? Für das Töten eines Gegners (4x Set) kriegt man 20% des Magazins Hohlspitzgeschosse. Weil die BK jedoch nur das Magazin mit ~1000 Schuss hat, bekommt man eben ~100 Hohlspitzbgeschosse und kann damit eigentlich unbegrenzt blutende Wunden verursachen.

crap, das ist ja PTS
 
Heute kein State of the Game.
https://twitter.com/TheDivisionGame/status/1268108275528204289
Von der Begründung kann man halten was man will, aber schwach ist das es 0 Infos gibt wie es jetzt mit dem PTS weitergeht, wann Phase 3 kommt und wie es mit dem Raid ausschaut. Zeitraum war bis Ende Frühling Nordhalbkugel ( 20 Juni) und in irgendeinen Stream Ende April/Anfang Mai wurde gesagt, man will den Raid-Release 2 Wochen vorher ankündigen, also eigentlich bis Ende dieser Woche müssten Infos kommen.
 
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Glaub die Devs haben selber keinen Bock mehr und wollen das Game jetzt mit aller Gewalt gegen die Wand fahren...
 
Hurricane271 schrieb:
Heute kein State of the Game.
https://twitter.com/TheDivisionGame/status/1268108275528204289
Von der Begründung kann man halten was man will, aber schwach ist das es 0 Infos gibt wie es jetzt mit dem PTS weitergeht, wann Phase 3 kommt und wie es mit dem Raid ausschaut. Zeitraum war bis Ende Frühling Nordhalbkugel ( 20 Juni) und in irgendeinen Stream Ende April/Anfang Mai wurde gesagt, man will den Raid-Release 2 Wochen vorher ankündigen, also eigentlich bis Ende dieser Woche müssten Infos kommen.
Cyberpunk Night City Wire Vorstellung wurde auch deshalb verschoben, Google hat Android 11 deshalb verschoben, CoD Season 4 wurde deshalb verschoben, usw usw...
Hab mich gestern schon gefragt ob sie den Stream durchziehen, hätten sie ihn gemacht wäre das denke ich nicht so gut ausgegangen.
 
Zuletzt bearbeitet:
Gegen die Begründung habe ich auch nichts, auch wenn es wahrscheinlich mehr PR ist als Statement. (Vor allem bei Ubisoft, die immer davon geredet haben wie unpolitisch sie und die Spiele sind.)
Bloß das einfach keine Infos kommen... hätte ja gereicht wenn sie geschrieben hätten morgen/übermorgen kommt ein Blogeintrag über PTS und Raid. " We'll come back soon to talk " Was auch immer soon bei Massive bedeutet.
 
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Der Raid sollte doch sogar jetzt schon fertig sein. Irgendwo stand doch mal dass der im PTS halt nur deaktiviert wurde. Kann dann ja eigentlich nicht so schwer sein den innerhalb der nächsten 2 Wochen frei zu schalten. Von mir aus können die den auch gerne vor TU10 bringen, aber das wird wohl eher nicht passieren.
 
Haben sie nicht auch gesagt dass der Raid erst einige Wochen nach TU10 kommt, damit die Builds nach den Balanceänderungen neu gefarmt werden können?
 
@Xizor
Das liegt mir auch im Ohr mag aber sein das ich das noch im ersten Raid so im Kopf habe, da haben sie es nämlich definitiv gesagt.
 
Sie haben aber, wie Hurricane schon schrieb, auch gesagt, dass der Raid bis Sommeranfang da ist. Und das wäre der 20.06. Aber gut. Ist eigentlich auch egal. Am Ende liegt die Verschiebung dann halt an den PTS Phasen und weil sie ja ein möglichst fehlerfreies Update liefern wollen. Business as Usual... :schluck:
 
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