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Patch notes 1.6

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Oh. daesu

agent provocateur
http://www.division-agents.com/viewtopic.php?t=1115&p=5901&utm_source=dlvr.it&utm_medium=twitter#p5901

Please understand that these Patch Notes are not final.

These Patch Notes correspond to changes between the current version available on the PTS, and the 1.5 version available on the live servers.

Expansion 3: Last Stand

Please note that you must own the Last Stand DLC to gain access to this content.

Last Stand game mode

Note that Last Stand will not be activated when the PTS opens. It will be activated at a later date during PTS testing.

SHD tech data relays that are loaded with operational information where left behind in the DZ with the JTF was forced to withdrawal. Rogues have targeted these data relays and are attempting to access what’s inside. Engage in 8 versus 8 PvP combat and secure the data before the Rogues can.
Fight to control three key tactical locations on one of 4 Dark Zone maps.
In order to capture a tactical location, the team will need to control three objectives inside the location. Once the tactical location is secured, the team will begin scoring points.
First team to reach the max score, wins.
To help propel their team to victory, players can activate powerful fortifications and SHD tech tactical boosts.

New Incursion – Lost Signal

Lost Signal takes place in a civilian TV Broadcast center taken over by the infamous Rikers gang.
Players will venture into three different wings and face unique combat scenarios. Each encounter is meant to push players to play tactically and make the best use of their builds.
All wings bring their own challenges and rewards; completing all of them will unlock the final boss fight and the strongest opposition yet.

Update 1.6

The following content, changes, and bug fixes are available free for everyone.

Please understand that the changes listed here are not final and may or may not be fully implemented on the PTS. When testing on the PTS and providing feedback, please keep in mind that some changes might be missing and that balancing is still a work in progress.

Game Changes
Dark Zone map expansion


Explore three new areas to the North of the Dark Zone. Engage powerful enemies and discover the dangers hiding around every corner.

Dark Zone Leaderboards

Earn rewards in the Dark Zone by participating in weekly and monthly activities that are tracked via the new Dark Zone leaderboards.
See how you stack up against all the players in the Dark Zone on leaderboard activities that reset and change every week and month. All the tracked weekly and monthly activities count towards your total score. The higher your score, the better rewards you will earn when the leaderboards reset!

Dark Zone Contamination Events

The pockets of virus contamination in the subways below the Dark Zone are festering and becoming even more deadly. Cleaners have been attracted to the rising contamination. Players must manage their health as the virus eats away at their filter while battling against powerful Cleaners. Clear each Dark Zone subway of Cleaners to earn extra rewards.

Legendary difficulty

Pit yourself against an elite LMB force equipped with superior gear and advanced tactics
Legendary difficulty strips missions of all narrative, all checkpoints and focuses purely on combat scenarios
Legendary difficulty is only available in World Tier 5
Available missions: Napalm Production Site, WarrenGate Power Plant, Times Square Power Relay.

More options for character customization

Explore all new ways of customizing your agent, with weapon skins, backpack skins, new clothing sets and emotes!
Visit the Premium Vendor in The Terminal to unlock premium vanity content; stocks update weekly so check back regularly!

Combat

  • Increased the time to revive a downed teammate from 3s to 5s.
  • Bleed no longer blocks sprint. Instead it reduces movement speed by 20%. Additional applications refresh the timer.
  • Medkits can now be used at full health and cleanse the character of all applied status effects.
  • Medkits cooldown has been increased from 12 seconds to 15 seconds.
  • Players will no longer be able to reload their weapon and sprint in the same time. When sprinting, pressing Reload will drop you out of Sprint. When Reloading, pressing Sprint will interrupt the Reload.
  • Hipfire stability has been significantly reduced when moving.
  • Player camera will now be impacted by hipfire, reducing his field of view the longer he keeps firing.
  • There is now a short cooldown between each combat roll.
  • Body shot damage has been slightly increased in PvP (this change does not apply to PvE, headshot damage is unchanged).
  • Implemented visual feedback when an enemy player uses a Medkit.


Dark Zone

  • Players can now fast travel between Dark Zone checkpoints.
  • Players will no longer loose Dark Zone experience and funds when killed in the Dark Zone if they are not Rogue.
  • Supply drops will now reward Dark Zone experience as well.


Armor & Resistances

  • Armor has been removed as a Major bonus from items and is replaced with Health.
  • Added a new bonus called “Resist All” which adds resistance to all types of status effects.
  • Older items (pre 1.6) with Health bonus will see this bonus replaced with a Resist All one.
  • Resistances to status effects will now reduce the effect instead of having a chance to resist it. This means that a 10% bleed resist will lower the bleed damage and duration by 10% instead of having a 10% chance to ignore it.
  • When applied repeatedly in a short time, the player will naturally build up resistance to this status effect. In other words, status effects will now have diminishing returns when applied repeatedly to a player.
  • If the player manages to build up to 100% resistance to a status effect, he will then resist it entirely.
Gear Talents

Rejuvenated now gives 40% resistance to all status effects for 10 seconds, when using a Medkit.

Character talents

  • On the move reduced to 15%.
  • Battle Buddy reduced to 30%.
  • Critical Save reduced to 20%.
  • Adrenaline will no longer apply Overheal. Instead it replaces the instant heal of Medkits with a heal over time that can also apply while taking damage.
Skills

Changes to skillpower:

  • The skillpower curve has been modified, resulting in less efficient skills at low skillpower, and more efficient skills at high skillpower.
  • Skills will now scale to the World Tier you are currently in as an “expected skillpower” has now been implemented.
  • Diminishing return on Skillpower will not kick in before 450.000 skillpower.
  • All skills have been adapted to this new scaling.
Sticky Bomb

  • Changed Flashbang mod to only have a flashbang effect.
  • Changed Proximity mod to be an EMP effect instead.
  • Added warning and delay to Sticky Bomb. This means that all Sticky Bombs will no longer detonate immediately, but after some time.
First Aid

Defibrillator will now heal in 2 steps, one instant burst of healing following by a heal over time.

Turret

Shock Turret will no longer deal any damage and only shock the enemy.

Signature Skills:

  • The exhaust that applies after a player received a Signature Skill effect is extended to 60 seconds (from 30 seconds).
  • Players will no longer be able to trigger a Signature Skill if they are under the exhaust effect from a previous application.
  • Signature Skills cooldown will now be affected by Skill Haste.
Tactical Link

- Damage bonus is decreased to 10% in Last Stand. (this change doesn’t apply outside of Last Stand, where the bonus remains at 30%).
- Weapon Stability will be more hindered by the rate of fire bonus.
- Skill Haste gear bonuses have been increased by 100%.

Gear Sets

D3-FNC

4 pieces: When used, your Ballistic Shield has no skill mod active. It will no longer remove Critical Chance from your weapon.
Characters will now automatically switch to their sidearm if the SMG runs out of ammo.

Reclaimer

2 pieces: Increased Support Station range.
4 pieces: All Support Station mods are active at the same time.

AlphaBridge

4 pieces: Now only provides the 3rd (free) talent of the unused weapon instead of all three. All talents ignore unlock requirements.

Tactician’s Authority

4 pieces: Now consumes the skill power buff on skill use instead of after 10 seconds.

New gear set: SEEKR (This Gear Set is still Work in Progress)

2 pieces: 10% Body shot damage.
3 pieces: 30% Critical Hit damage.
4 pieces: After 2 consecutive shots to the body, the next shot is a guaranteed Critical Hit.

Loot

High-End Named items become Exotic (name might change):
- This quality comes with a new item color.
- Exotic weapons have been removed from the Advanced Weaponry Vendor.
- Updates sources for Exotics: Some sources have been moved around. We also added more sources with change to drop any Exotic.
Exotics Caches have been added to the game. These guarantee an Exotic item when opened.
The scavenger box in the Base of Operations will now properly scale with world tier.
Weekly Assignment Caches will now guarantee an Exotic item.

Crafting

Recalibrations are now unlimited. This means that once a stat is picked for recalibration, it can be recalibrated as many times at the player has currency to pay for it. The cost will increase at first but eventually cap and no longer increase.

Weapons

  • Base damage on all weapons has been reduced to balance correctly with the reduced damage mitigation from the change to Armor (note that NPC health and damage has also been adapted to preserve the Time to Kill and Time to be Killed values pre 1.6).
  • Coolheaded will now have a small cooldown to not trigger repeatedly with automatic weapons.
  • All Named Weapons are now of Exotic Quality.
  • Exotic weapons now each have a unique talent in the 3rd free slot. The other 2 talents are rolled randomly from the list of talents available to this weapon type.
  • Exotic weapon talents are not transferred to the other weapon when using AlphaBridge.
  • Exotic talents cannot be recalibrated.
  • Exotic weapons each received a unique descriptive lore text in their UI.
  • Some Exotic Weapons now function as Gear Sets: The unique talent unlocks when two specific Exotic weapons are equipped.
FAMAS is now an Exotic weapon and Uncomplicated its unique talent.

Medved
Center Mass: Shoots heavy slugs instead of buckshot.

Hungry Hog
Glutton: Killing a target increases your damage dealt by 20% until you stop firing. Multiple kills stack this bonus.

Tenebrae
Lights out: Destroying an enemy weak point resets skill cooldowns for you and your nearby groupmembers.

Pakhan
Pakhan: Each kill makes the next reload have 20% extra bullets compared to its base.

Liberator & Centurion (Weapon Gear Set)
Free Republic: Each shot with the Liberator grabts +5% to you next headshot damage with the Centurion. Max is 200%. Kills with the Centurion grant +10% RPM to all weapons for 10 seconds.

Valkyrie becomes Hildr & Eir (Weapon Gear Set)
Valkyria: Each hit with Hildr increases critical hit damage by 1% to a max of 100/ The bonus decreases by 1 every second.
Hildr cannot crit.

Cassidy
Boomstick: Double trigger fires off both barrels in short succession.

Urban MDR
Distracted: Your damage is increased by 10% against targets with status effects.

Warlord
Play rough: Damage taken is reduced by 20% while firing. The taken damage is applied when you stop firing.

Damascus
Quickdraw: When drawn weapon damage is increased by 20% for 2 seconds. After that weapon damage is decreased by 20%.

Golden Rhino
Golden Rhino: Increase stagger by 200%.

Historian
History repeats: Each bullet embers itself in the target and detonates 2 seconds later for 20% Skillpower.

Caduceus
Caduceus: Each Critical Hit heals you and your group for 1%.

Open World

Civilians will now always drop Target Intel when helped.
Collectibles will now reward players with more XP when picked up at level 30.

Survival

  • Crafting High End pistols will no longer cost Division Tech
  • Updated Survival Cache content: it no longer has a specific drop that weights towards weapons introduced in Survival and has a more generic drop instead. Exotic items can now drop as a bonus with a small chance.
  • Reviving players from downed state will now cost a Medkit.
  • When matchmaking in Solo PvP Survival, players will end up in a guaranteed Solo instance where grouping is not possible.
  • Players can no longer “loot and kill” other downed players in PvE Survival.
  • Supplies available around the different spawn hideouts have been rebalanced.
Underground

Killing NPCs will now grant Underground XP instead of normal XP. This means that players will no longer earn normal XP when playing underground.
Underground Caches now guarantee two items instead of one. Exotic items can now drop as a bonus with a small chance.

Incursions

Increased the Weekly Rewards on all Challenging and Heroic Incursions.

Gameplay
[PC Only] Several improvements and bug fixes made to gamepad support on PC.

Bug fixes
Fixed a bug where sometimes consumables would not be actually consumed when used in Survival mode or normal gameplay.
Fixed a bug where the game would return an incorrect out of playable map area error in DZ06.
Fixed a bug where the UI would incorrectly reflect the protection bonus from Hunter’s Faith gear set talent when two or more players had the 4-piece bonus active while in close proximity.
Fixed a bug where players could accidentally use consumables while browsing the emote wheel.
Fixed a bug where the Pulse Master skill would not always trigger the early warning for hostile characters.
Fixed several instances of Ballistic Shield becoming unusable.
Fixed a bug where Recovery Link would not trigger correctly.
Fixed a bug where players would be unable to do anything for a few seconds after using a skill.
Fixed a bug where the UI QuickNav function would not work properly.
Fixed a bug where crafting material quality would not scale properly with world tier.
Fixed a bug on PlayStation 4 where players would be stuck in infinite loading.
Fixed a bug where weapon talents would not activate if the character attribute values were equal, but not higher than the requirements.
Fixed several instances of delay when using First Aid.
Fixed a bug where Vigorous talent would not work properly.
Fixed a bug where players would be able to use consumables infinitely.
Fixed a bug where the Competent weapon talent would not work for certain skills.
Fixed a bug where the Coolheaded weapon talent would reduce consumable duration.
Fixed a bug where the NPC audio would not work after ending a Survival game mode session.

 
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DeadSockPuppet

Stream Machine
I think one of the things I'm most excited about is the Reclaimer changes.  I tend to forget to use the consumables, so the trade off with extended range on the healing station and getting all mods will be fantastic for a combat medic.  I'm so glad that when I built my 3rd toon using Reclaimer that I didn't get caught up in the "Reclaimer is nerfed" hype and ignore the set.  

I'm also a fan of the unlimited recals with the cap on the increase in the cost. 

 
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quinch1199

Dwarven Lord Under The Mountain
  • Reviving players from downed state will now cost a Medkit.
  • When matchmaking in Solo PvP Survival, players will end up in a guaranteed Solo instance where grouping is not possible.
  • Players can no longer “loot and kill” other downed players in PvE Survival.
So, more "every man for himself" ... I'll absolutely not be reviving anyone now...but I can't kill and loot so now I have to hang around for 4mins and pick up what's left?

 

Oh. daesu

agent provocateur
So, more "every man for himself" ... I'll absolutely not be reviving anyone now...but I can't kill and loot so now I have to hang around for 4mins and pick up what's left?
Yeah, I noted that. I'm mean it is rare to revive, but costing a medkit, has to be one of your teamies.... one of your regulars... I mean if it is some random, then "sorry dude".

Then, they say not coup de grace. *scratches head* Maybe these changes come from two dev teams. lol

 

quinch1199

Dwarven Lord Under The Mountain
Yeah, I noted that. I'm mean it is rare to revive, but costing a medkit, has to be one of your teamies.... one of your regulars... I mean if it is some random, then "sorry dude".

Then, they say not coup de grace. *scratches head* Maybe these changes come from two dev teams. lol
Yeah, revival will now really ONLY be in groups. Now you can enter single player and can't group up as well really means single player matches will be a matter of waiting until Agents "expire" to collect their gear .... though I've heard people really moaning "its unfair I can be killed by another player when I'm down".... as if it mattered!?!

You're down, you're dying...tough...now the dev's have listened to you but made it IMPOSSIBLE for you to be revived anyway...just click "Leave Survival" immediately. 

 

Oh. daesu

agent provocateur
. Now you can enter single player and can't group up as well really means single player matches will be a matter of waiting until Agents "expire" to collect their gear ....


Oh, could find it there but remember reading it. It meant pvp groups and not being able to join others. So, maybe not a blanket restriction. 

. though I've heard people really moaning "its unfair I can be killed by another player when I'm down".... as if it mattered!?!

You're down, you're dying...tough...now the dev's have listened to you but made it IMPOSSIBLE for you to be revived anyway...just click "Leave Survival" immediately. 


Well, yeah.

I have been running around with a nice weapon but starting to freeze to death. I could here someone following me. lol, vultures :)

 

quinch1199

Dwarven Lord Under The Mountain
When matchmaking in Solo PvP Survival, players will end up in a guaranteed Solo instance where grouping is not possible.
 - If you enter as a solo, you will enter an instance where every other player is solo AND GROUPING IS NOT POSSIBLE. 

...nothing to still stop you unofficially grouping up of course, you just can't group up in-game. 

 

RimBlock

Underground, overground, wombling free
So have returned from the land repeatedly banging my head on the table trying to compile the MySQL C++ connector for the Dominion back-end storage and given this a go on the PTS tonight.

Just did the supply drop so far and the new incursion.  Supply drop was fine.  The new incursion was... challenging to say the least.

The Terminal vendor sells a few of the named weapons now and the upgrade vendor (skins and season pass extras) has been moved.

My Pakhan is still up at 17k damage and the new talent is nice.  I am tempted to try the Historian now though.  Exploding ammo seems fun.

The new incursion gives you three rooms to clear against multiple waves of enemies with a heavy per wave.  One has a floor that can be electrocuted, one have very little cover (I found mobile cover is very handy there) and one has a bomb you have to stop the Rikers setting off.  The first two and the final stage fail if the hostages get killed.

The last stage is defending the hostages against a minigun, fighting 3 named bosses plus heavies plus normal gold enemies.  A Ballistic shield is essential to shield the hostage on the gallows as the minigun will decimate him in 1-2 secs.  There is a yellow X on the gallows floor so you can align to it to know where to stand with the shield.  A healing station is also highly recommended.  My 93r also did a pretty good job with the blind talent to my surprise.  These missions are challenging and we ran through them (all randoms in the team) with a bit of challenge but not too bad for a couple but the one with almost no cover was a pig to get through and the last boss is ridiculous.  My 17k Pakhan was doing 400 damage at very close range and he regenerates including armour.   Took us around 4 tries to get it done.  We had a delta error on the first try as well.

I will have a look around on the normal servers for other named weapons I can buy for now expecting the buff for 1.6

The removal of armour from gear is interesting.  Balance still seamed the same though on the PTS so that is good.

 

Oh. daesu

agent provocateur
The incursion was manic. Though, no one new what the sequence was. And the bosses up on the platforms with no access... kind-of funny as a new player  running around looking for stairs or boxes to climb, before you realise.

It is interesting that they have different doors with different scenarios. Like multiple incursion. Fail at the electric surge room, then go through a different door and try the prop set defending the bomb. nice options

 

quinch1199

Dwarven Lord Under The Mountain
The incursion was manic. Though, no one new what the sequence was. And the bosses up on the platforms with no access... kind-of funny as a new player  running around looking for stairs or boxes to climb, before you realise.

It is interesting that they have different doors with different scenarios. Like multiple incursion. Fail at the electric surge room, then go through a different door and try the prop set defending the bomb. nice options
Toughest by far is the News studio as there's just nothing to hide behind!

 

RimBlock

Underground, overground, wombling free
Toughest by far is the News studio as there's just nothing to hide behind!
I used mobile cover and it helped alot with revive station next to the hostage.  I don't use it usually but it took a lot of damage.  I would gues two people, one left and the other right of the hostage would do pretty well also.

Remeber the Pakhan, Cassidy and The Centurian are available from the special weapons vendor in 1.5 for cash.  In 1.6 they can only be bought from the Terminal vendor for PXC (or found in loot I would guess).  Get them now if you don't want to hunt for them and the current stats are ok for you.

 

quinch1199

Dwarven Lord Under The Mountain
Remeber the Pakhan, Cassidy and The Centurian are available from the special weapons vendor in 1.5 for cash.
I'm just buying mainly to say I have them...although I found this issue of the Pakhan was better than the one I had already! Which was nice...so bought it again.

What's a guy to do with almost 30m credits otherwise! 

 

quinch1199

Dwarven Lord Under The Mountain
AlphaBridge

4 pieces: Now only provides the 3rd (free) talent of the unused weapon instead of all three. All talents ignore unlock requirements.
Woah....just noticed that last bit! "All talents ignore unlock requirement" .... so if I have a weapon with (for example) Brutal with a high Firearms requirement...its still unlocked??

 

RimBlock

Underground, overground, wombling free
I'm just buying mainly to say I have them...although I found this issue of the Pakhan was better than the one I had already! Which was nice...so bought it again.

What's a guy to do with almost 30m credits otherwise! 
Cash them in for Caches which also give PXC to then buy Gear / Weapon caches...

As I heard it, Alpha will only unlock the 3 on the primary and the special on the secondary weapon.  Requirements do not have to be met on the 2 primary weapon talents.  I will test when the UBISoft servers are up again (they are currently reported as being down).

The Valkyrie is available from the Terminal vendor in 1.5 but not in 1.6 so may also be worth getting one or two of those to see what they convert ot.  Maybe you will get them converted to both  Hildr & Eir  if you have two.

I picked up an Urban MDR from Challenging Lexington.  It seemed a bit harder and face to face trading bullets with a gold Riker ended up with me going down (1.5 the Riker would loose by a little bit).  Guess that is the armour difference now.

Legendary Napalm Production Site was pretty hard but doable with randoms.  Lots of bad guys with new symbols above their heads.  A few fighting like the Hunters (one or two per wave).  The section where you have to defend the napalm tank while the bomb is counting down gave us just on-going waves, even after the tank blew.  Maybe a bug, maybe not.  I would guess at least 10 waves.   The final battle also had 3+ named bad guys who were very aggressive.  I would pop up and get multiple hits taking me down to under 1 bar of health and only being able to get a few shots off.   Recovery station was literally a life saver multiple times.  There is also fire limiting movement and at least one named boss was using fire ammo.  We did it but it took some time.  I got a Midas out of that one.  Ok for PvP but not so good for anything else.

Underground was dead.  I only saw one other player down there and no one teaming up.  I ran two sets.  The first destroy the caches I died hard...  The second surgical strike I did pretty easily.  No special good loot from just that run.  Underground caches now have the small chance of special items.

Lastly I went for a run to unlock the upper DZ.  Firstly you can only go in and out via the DZ6 and below gates.  DZ 7,8 and 9 do have exit doors but they do not go outside the DZ and just give access to vendors.   I joined a group with someone I already knew in there and we rolled up to DZ 9.  Up ropes, down sewers.  We got a drop (another team were all down and crawling around).  We left them without going rogue.  We killed a few ai groups with multiple waves.  Tried a few of the new extraction points (mainly pits in the ground).  We also found a contamination zone but ti was right at the end of the contamination event and within a few seconds my health was seriously draining.  I suspect going in at the beginning would be far less punishing.  I also picked up a Hungry Hog from a boss but had to give it away as I needed to finish for the night and couldn't get to an extraction zone easily for it.  I finished at 3am  :51_scream: .

 

RimBlock

Underground, overground, wombling free
Update from today.

The Historian is quite fun with the secondary explosion.  Lots of people using it.

Napalm production site seems to have a bug.  We had someone go offline and they finally got replaced by the matchmaking.  We failed at the last battle and had to restart right from the beginning.  We played though again and hit a bug where the fuel truck tank did not explode and no more waves of enemies came.

 

quinch1199

Dwarven Lord Under The Mountain
Lost Signal is so ANNOYING!! I just can't clear that last room....at the closing stages the shocks go off so rapidly and for so long plus getting bombed means the Immuniser station gets killed. 

Can't help thinking I need another tactic.

 
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