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NPC buff?

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Storminj51

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Is it just me or are the NPCs doing more damage and in a lot greater numbers? I have high 400k toughness and having to heal a ton from them in the last 2 days. A couple of times with my pulse I had over 30 targets pinged.....never had that ever!

 
I've had missions and dz nights in which the npcs are real ball breakers. They're inanely tough, have a copious amount of seeker mines, and don't even think about throwing down a turret b/c they'll hack it 9 out of ten times.

 
Lol.

I hate it when a game calls you a hero but you literally just a bitch to the enemies.

Like in Borderlands 2 and TPS. They call you "Ultimate Vault Hunters". You wear paper armor and die in one shot, while an enemy can take 1000 bullets before dying and instead of bleeding over wound, they are recovering with each bullets planted in their body. 

 
I went from 350K toughness to 500K toughness with the result being that I can take a single grenade / sniper shot / close range shotgunner blast and not die.  This is in the Underground / Falcon Lost on Heroic.  A single fire / flash grenade from a NPC can wreck me pretty quick unless someone is running an immu station.

On this weeks State of the Game they have acknowledged the issue with strength of the NPCs and say they are looking at solutions but whatever they come out with will most likely not be just buffing weapons and toughness for players.  That is good to hear as going down that route does not see sustainable in the long run.

 
Pfft... Previously they also said they acknowledge this.

I mean, cmon..

Enemies come in hordes. If they want bullet sponge health, take down their damage.

If they want a threatening damage, take down their health.

If they want both bullet sponge health and threatening damage, then decrease their walking speed and accuracy.

Isn't this simple logic which has been implemented in many different games..

 
I would rather they work on a long term fix rather than drop in a knee-jerk patch to quieten down the community.  Saying that, I also have not so much confidence that they will get it right which ever way they choose to go.

At the moment I can burn down a shotgunner running at me with a single mag from my LVOA-C (229 / 175DPS) having a rate-of-fire & capacity mod (around 56 rounds).  It is touch and go whether I will kill him first or he will kill me first.  More than one I cannot handle on my own.  Flashbang sticky helps.  Other NPCs tend to be 1.5 --> 2 mags to kill.  This is without my sentries mark but pistol tagging and then switching to the AR to kill is quite time consuming.

I have written in detail why I think they should cut their losses and re-baseline so wont repeat here but putting the NPCs in to the PvP environment, while fun,  is causing a big issue with balance.  The jump between hard and challenging modes is also pretty large.  Between Challenging and Heroic, not so much.  Hard scaled well with lvl 30 - low GS players and teams but not having the same scaling on Challenging or other modes seems to have knocked everything out of wack.

Maybe the scaling should be against inventory GS of the player / team and calculated after the mission starts with no chance for the player to go and change gear after the calculation is done or it adjusts on each wave.  Thinking more on incursions and missions here.

 
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