The players of 'The Division 2 & # 39; are not happy with the nerves that they thought were buffs



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Division 2

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Division 2 at finally released the tidal basin and with that, the World Tier 5 so that players can start cultivating up to 500 gears and hunting gear for the first time. But with this recent update, other things that players do not … have fun.

One promised aspect of this update was that Massive would fix two inconvenient problems Division 2 players. The fact that so many skill mods cost a ridiculous number of skills in the ability to equip, and the fact that not all mods of arms had not only positive effects, but also significant negative effects.

The problem is that Massive's corrections to these two problems now resemble nerves for many players, as if it were a wish made on a cursed monkey's paw.

The skill change patch has reduced the amount of skills you need for almost all mods. But in turn, this significantly reduced the effectiveness of these mods. As you go along, you may have a power mod that requires 3,000 skills that increased the range of your chemical launcher by 150%. Now, this skill mod can cost 1000 power points, so it's easier to equip, but the bonus is now 15%. Not great.

The same is true for many mods of arms. Players saw their critical odds collapse with mod-level changes, which reduced the negative effects as well as the positive effects. And the assault rifles were heavily manipulated, as the extended chargers could now only add 10 to 15 cartridges to their 30-cartridge clip, while an extended tape recorder could double the number of rounds with 30 cartridges.

Division 2

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What to do with this?

I can see both sides. Fans were informed that these changes would work as generalized improvements for mods, as the system was not satisfactory. And yet, Massive, somewhere on the way, had to decide that some of them were just too banned and had to be reduced. The particular spoke question almost reads as if someone had initially forgotten a decimal point with all of these cuts of 90%. Other benefits like reducing the cooldown to have been polite. And the problem of extended mag could be similar. Like 30 more turns can make sense for an LMG of 100 rounds, but I rarely remember the extended magic in flat games double Ammunition capacity.

And yet these articles make Feeling like nerves, since many players now have to completely change builds on what has been touched by the nerves. And we did not expect these objects to be hit as hard as they did.

You need to balance in games like this and sometimes you are go see nerves as a result. But whenever that happens, you may feel that it's something you've leaned in, and those nerves seem a bit like a bait and a change for a lot of players.

It will be a process in progress. It is possible that Massive reverses the course of a few of them and finds a happy medium that is not this level of nerves for some of these items. I still think that skill modifiers are particularly in need of a lot of work, because many of them feel too inconsistent, and the reports from the 500 economic report indicate that it does not change much at maximum power.

The road will be long. Stay tuned.

Follow me & nbsp;on Twitter& nbsp;Facebook& nbsp; and & nbsp;Instagram. & nbsp; Read my new science fiction thriller novel & nbsp;Herokiller, now available in print and online. I also wrote & nbsp;The trilogy born of the earth.

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Division 2 at finally released the tidal basin and with that, the World Tier 5 so that players can start cultivating up to 500 gears and hunting gear for the first time. But with this recent update, other things that players do not … have fun.

One promised aspect of this update was that Massive would fix two inconvenient problems Division 2 players. The fact that so many skill mods cost a ridiculous number of skills in the ability to equip, and the fact that not all mods of arms had not only positive effects, but also significant negative effects.

The problem is that Massive's corrections to these two problems now resemble nerves for many players, as if it were a wish made on a cursed monkey's paw.

The skill change patch has reduced the amount of skills you need for almost all mods. But in turn, this significantly reduced the effectiveness of these mods. As you go along, you may have a power mod that requires 3,000 skills that increased the range of your chemical launcher by 150%. Now, this skill mod can cost 1000 power points, so it's easier to equip, but the bonus is now 15%. Not great.

The same is true for many mods of arms. Players saw their critical odds collapse with mod-level changes, which reduced the negative effects as well as the positive effects. And the assault rifles were heavily manipulated, as the extended chargers could now only add 10 to 15 cartridges to their 30-cartridge clip, while an extended tape recorder could double the number of rounds with 30 cartridges.

What to do with this?

I can see both sides. Fans were informed that these changes would work as generalized improvements for mods, as the system was not satisfactory. And yet, Massive, somewhere on the way, had to decide that some of them were just too banned and had to be reduced. The particular spoke question almost reads as if someone had initially forgotten a decimal point with all of these cuts of 90%. Other benefits like reducing the cooldown to have been polite. And the problem of extended mag could be similar. Like 30 more turns can make sense for an LMG of 100 rounds, but I rarely remember the extended magic in flat games double Ammunition capacity.

And yet these articles make Feeling like nerves, since many players now have to completely change builds on what has been touched by the nerves. And we did not expect these objects to be hit as hard as they did.

You need to balance in games like this and sometimes you are go see nerves as a result. But whenever that happens, you may feel that it's something you've leaned in, and these nerves seem a bit like a bait and a change for a lot of players.

It will be a process in progress. It is possible that Massive reverses the course of a few of them and finds a happy medium that is not this level of nerves for some of these items. I still think that skill modifiers are particularly in need of a lot of work, because many of them feel too inconsistent, and the reports from the 500 economic report indicate that it does not change much at maximum power.

The road will be long. Stay tuned.

Follow me on Twitter, Facebook and Instagram. Read my new sci-fi crime novel Herokiller, now available in print and online. I have also written The trilogy born of the earth.

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