Division 2 updates its nerve skills and mods of arms



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By Shabana Arif,
Sunday April 7, 2019 at 16:13 GMT

Ubisoft has launched the first big update of Division 2 this weekend, which includes the world ranking 5 and the stronghold of the Tidal Basin, but the players are not happy with the balance changes.

The "Invasion: Battle for DC" patch went online on April 5, and as players waited for the cost of skill changes to be reduced, the general return of the community is that Massive missed the target in his game. attempt to rebalance. Changes to weapon modifications and skills have been strongly criticized for the subtitle The Division 2. Players are now asking for a PTS to be put in place and making unfavorable comparisons with the first game.

The first big change was to reduce the power of skills required to equip skills. Although Massive has implemented these changes, their effectiveness has also been reduced, as have the chances of weapon modification.

The nerves of chemical pitchers also did not drop well, with players reporting that the potential radius dropped by "+ 140% radius + 17.7%". Other complaints are that it is slower and harder to deploy.

Another point of contention that emerges is that exotics are only useful for their holster skills, and statistics on gear sets are far from sufficient.

To return to the patch notes, Massive corrected a hidden bug behind invisible walls and inaccessible stairs, while forcing the NPCs in the base of operations to cool their jets and stop shouting as much to the players.

You can let us know what you think of the update in the comments and see the full release notes below.

For a concise summary of the new content of the final and world level 5, check out our coverage here.

New content:

  • Invasion: Battle for D.C. is now online.

Weapons, mods and gear:

  • Revised the mod weapon system, see the table at the end of the patch notes for detailed information.
  • Fixed an incorrect long range damage value for M4 (super 90) and P416. Previously, they could sometimes increase the damage over long distances rather than the reverse.
  • guns:
    • The damage on the MK17 rifle was reduced by 14%, which also corrected this weapon, which no longer suffered damage over the distance.
    • The damage of LW M4 increased by 5%, while the number of revolutions per minute increased from 240 to 360.
    • The rotation speed of LVOA-C increased from 240 to 380.
  • Sniper rifles
    • Model 700 Damage reduced by 13%.
  • Shotguns
    • AA12 damage is increased by 16%.
  • LMG
    • The damage caused by the MG5 increased by 12% and the inverted fall was fixed, which allowed the weapon to inflict more damage over a longer distance.
  • Initial accuracy updated on the Sig Sniper MCmillan T1. It should now be much more reliable to take pictures as soon as the shoulder is taken and the transition to a scale view is complete.
  • Reduced the amount of critical damage and head damage that can roll on equipment, including the amount of existing equipment. The actual values ​​will vary depending on the level and quality of the report on which it is used. This is partly in preparation for another world level, where we felt that these values ​​were already at the limit of what was healthy in WT4.
  • Complete redesign of skills to give more achievable requirements and more reasonable bonuses.
    • Closer equivalence between the power required in skills and bonuses granted.
    • Change the amount of skill power on the equipment to not increase exponentially with the level, but rather more linearly. As a result, most of the power values ​​of the gearing skills are lower, but conform to the reduced requirements.
    • Changed the bonus ranges so that they are within acceptable limits, where they had extreme values ​​previously due to resizing errors. In particular the values ​​of radius and ammunition / charges.
    • Players will see both the bonuses and the requirements of almost all skill changes resulting from this redesign.
    • At the end of the game, there are both Superior and High skill mods to cover the different needs of different constructions. They may overlap, but high-end mods have a higher maximum roll potential.
    • We are looking for ways to provide lower value / quality mods in the final levels of the gaming world in the future in order to provide a solution to the fact that, even with very low skills, there would be room for these mods, and we are aware that this means you have to save the mods of your upgrade experience.

Player skills:

  • Fixed a problem due to which the Bombardier UAV was destroyed while climbing / descending a ladder or rope.
  • Improved feedback from Bombardier Drone encountering obstacles during the bombing phase.
  • Fixed a problem with the Firefly payload that sometimes failed to turn on when it reached its target.
  • Issue resolved: The Revive hive did not deploy automatically if the agent was busy performing a different action, such as using a different skill when firing.
  • Redefining the turret version of the sniper.
    • It will now automatically target the hostile closest to the center of the player's screen (the same method it uses to select other turret targets) and will snap when the button is pressed, without an order blocking is necessary.
    • If a player targets an enemy, the sniper turret will attempt to align its target, allowing for precision shooting using the sniper turret.
    • An issue where the sniper turret was not properly dealt additional damage after being hit in the head has been fixed.
  • Overhaul of the Chem launcher's competence platform.
    • Press the skill button to equip the chemical launcher, as if you were using a weapon. The player can aim and shoot with normal weapon controls, as well as run with the skill and shoot blindly.
    • The rapid deployment on the position of the agent is still available for the repair version of the chemical launcher, using the same controls as before.
    • It is possible to de-equip the Chem launcher by using the Skill button, the B (XBOX) / Circle (PS4) button or simply by using the swap commands from the weapon.

Loot & Rewards:

  • Checkpoint reward containers give the correct number of items for the defense level corresponding to the checkpoint. Defense Level 4 now gives 5 items instead of 3.
  • DZ XP reduces the gain of landmarks in dark areas.
  • Reduced the quality and power of objects dropped in Propaganda Broadcast and decreased activity related to the blockage of colonization to better match the activities and enemies of the open world.
  • Updated XP rewards for low level players playing in the world levels to match them at the player level.
  • Feed Drop activity loot container objects now adapt to each consecutive container you open. This includes decreasing the reward of the first fund, but results in similar rewards for the activity as a whole.
  • Added 5 specialized clothing cache keys, assigned to levels 2 to 4.
    • As a thank you, all players who played before April 4 are eligible for 5 special clothing keys, regardless of their level.
    • The keys of the garment will arrive for these players later next week.
  • The bonus faction key loot losses are now guaranteed and are displayed in the loot overview.
  • Adjusted premium credit rewards to use staggered values ​​in global levels instead of uniform values. Thus, if a lower level player plays with a higher level player, he will receive a more appropriate number of credits for their level.
  • Unlocked skill rewards have been changed to not be invaded only, so players cooperating with a higher-level friend to play invaded before playing on a story will not receive rewards.
  • Adding Apparel cache key fragments to PvP reward caches.
  • Adjusting rewards for street performing activity to give slightly lower equipment at the quality / source level so that rewards match more to the difficulty of the activity.
  • Reduced the quality and source levels used for falling objects from the blockade of activity colonies in the living world and the spread of Propaganda to better match the falls of other open worlds and the difficulty of activities.
  • The updated collectibles define the XP reward to match the player's level.
  • Fixed a problem that prevented the Drone helicopter from using the correct loot table.

Manufacturing:

  • Increased the material limit for standard and specialized craft materials to 400 (with all the benefits).
  • Increased material limit for high-end craft materials to 50.
  • The materials needed to make weapon mods are not as aggressive and have much lower values ​​at the end of the game.
  • Removal of a slight increase in the materials needed to make weapons modifications after upgrading the quality of the craft bench.
  • Modify upgrade templates for Lullaby and Ruthless exotic weapons so you do not appear on the vendor until you are at level 30.
  • Increased the power of the traveling salesman so that his inventory has a narrower range of gear scores, close to the top of the range of world-class gear scores.
  • Define all exotic upgrade plans to assign you the improved weapon on the maximum gear score of the current level.
  • Removal of a minimal increase in the materials needed to make weapon modifications after upgrading the quality of the craft bench.
  • Exotic weapons are now pre-equipped with traditional text mods. These mods do not have statistics and can not be equipped elsewhere.

talents:

  • Blind Justice – The improved buff that increases the damage dealt to your next shot now expires at the end of the fight and when it is no longer in combat
  • First Blood – Normalized Talent ROR updated First Blood Text correctly explaining that the first shot after the empty reload is the improved ball.

NPCs:

  • Reduced damage of all NPC automatic shotguns
  • Reduced damage of all NPC SMGs
  • Hey agent! The base operations staff will now shout at the player less often than before.

Main difficulty of the missions:

  • World Bank – Invaded – Server Room
    • Increased Black Tusks' time to upload to the server room from 200 seconds to 250 seconds.
    • Reduced the difficulty in the server room by adjusting the composition of the group Enemy on clear, light, medium – Instead of medium, heavy, medium.
  • Headquarters of DCD
    • The mission level has been changed from 17 to 18.
  • Roosevelt Island – Overgrown – Quays of Quarantine
    • Reduced the difficulty of the first wave of enemies encountered in the last time of the mission by reducing the number of elite and veteran enemies.
    • Enemies in this part of the mission may only use mounted weapons if there are 2 or more players.
    • This should be less penalizing for solo players who attempt this mission.

Open world:

  • Suppression of the death of a civilian team as a condition for failure to take control of Control Point.
    • The officer will now be in a state of abandonment until players finish the takeover or clear.
  • The presence of Black Tusk has been increased in the invaded areas of the open world.
  • New Ambusher NPCs now roam the streets of DC.

Social:

  • Added a "Friends and Clan" option for the call to save which only displays calls from friends and clan members.
  • Adding a privacy option to the Do Not Disturb group that blocks all incoming invitations.

PC:
IU

  • Adding a field of view slider

Playstation 4

  • Fixed a problem that could block players in the specialization tutorial

Bug fixes:

  • Fixed a problem that could result in unwanted changes in the appearance of agents after login or use of the hairdresser.
    • Players who have been permanently affected by a change in appearance will unfortunately not be reinstated by this fix. We apologize for any inconvenience this may have caused and are considering options to allow players to fully customize their agent in the future, but we do not have a timeline for this feature.
  • Fixed an issue that caused the cluster search mine to split more often than expected.
  • Issue resolved: Defender Drone could have unlimited uptime.
  • Fixed a problem that prevented players from completing Unite cypher riddle.
    • We are confident that this is no longer a bug.
  • Fixed an issue that caused Stronghold's activation animation to still be read when you entered the base of operations.
  • Fixed multiple instances of audio logs not automatically reading when picked up.
  • Fixed a problem that prevented players from completing the secondary mission site community.
  • Fixed a problem preventing players from updating their craft bench after reaching a new world level.
  • Fixed a problem with NPCs sometimes not responding properly to cooked grenades
  • Fixed a problem with hunters who did not always pick up correctly if a player was fleeing a battlespace
  • Fixed a rare problem where NPCs could get stuck when they were trying to mingle a player on the cover
  • Fixed a problem with the explosive searcher mine sometimes failing path of access to his target
  • Fixed a bug that allowed players to quickly move to unprivileged checkpoints
  • Fixed a bug that made encounters with NPCs friends requesting resources too rare
  • Fixed a bug where underground enemies came to the surface during the day
  • Fixed a problem that allowed players to get equipment that scored higher than expected
    • All high-end owned items will be lowered to Gear Score 500.
    • All items owned by Superior will be lowered to Gear Score 490.
    • Clan caches do not assign more items higher than the maximum gear score of the loot.
    • Recalibration still allows the gear score to increase slightly beyond the maximum loot score.
  • Fixed a bunch of strange stairs and invisible walls.

You will find a detailed list of weapon attachments and their attributes on the forum.

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