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PTS Week 2 1.4 Updates

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DeadSockPuppet

Stream Machine
This is from Reddit and was tweeted by @TC_Report:

Patch Notes from Week 2

Greetings, Agents!

Here is the list of changes deployed during the PTS update of September 29. Note that all comparative values here are related to what was available in the PTS Week 1, and not the live version. We have also update the Global Patch Note for better comparison with the live version of the game.

Game changes

Gameplay

Player grenade damage now scales with the current World Tier to ensure consistent efficiency against NPCs across World Tiers.

Shotgunner NPCs: their damage falloff and accuracy have been slightly reduced. This should limit their range and lower their lethality in long to mid-range combat.

World Tier & Dark Zone bracket: If the player has enough Gear Score to unlock a new World Tier but is still below the matching Dark Zone bracket requirement, he will still be able to join the higher Dark Zone bracket by selecting the higher World Tier. For example, a player with Gear Score 158 can go to World Tier 2, but would be forced into Dark Zone bracket 1 due to his GS being bellow 163, which can be very confusing. Now, if he selects World Tier 2, he will be put in Dark Zone bracket 2. If he selected World Tier 1, he will be put in Dark Zone bracket 1 until his Gear Score reaches the next Dark Zone bracket minimum requirement. This only applies when the Gear Score is right in the middle of two World Tiers (158 to 163, 177 to 182, 199 to 204)

Underground checkpoints have been removed from the game until a better implementation can be developed (post 1.4).

Several improvements to NPC AI.

Player health will now progressively regenerate to full when out of combat. 

Gear Stats

Armor Damage Mitigation cap increased from 60% to 70%

Toughness now takes All Damage Resiliency into account

Reduced Health on Kill bonuses on Gear by 50%. This change also applies to existing gear. Nomad 2-piece bonus is not impacted by this change.

Skill Haste bonus will now directly affect Skill cooldowns by the same amount. For example, 10% Skill Haste will reduce Skill cooldown by 10%. 

Gear Sets

Tactician’s Authority:

2 Pieces: +10% Skill Haste

3 Pieces: +10% Skill Power

Lone Star:

3 Pieces:

+8% LMG Damage

+8% Shotgun Damage 

Predator’s Mark:

2 Pieces: +10% Reload Speed

3 Pieces:

+8% Assault Rifle Damage

+8% SMG Damage

4 Pieces: Hit 10 shots without switching target to make the target take damage over time for 50% of the total amount of damage already done by those bullets

Final Measure:

2 Pieces: +25% Exotic Damage Resilience

4 Pieces: When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 15 seconds

Reclaimer:

2 Pieces: +50% Consumable duration

3 Pieces: +50% Support Station duration

4 Pieces: Consumables and special ammo used now apply to the whole group and are not consumed on use. Triggers consumable cooldowns and cannot start consumables that are on cooldown. 

B.L.I.N.D. becomes Banshee:

2 Pieces: +20% Dark Zone Currency gained

3 Pieces: +10% Damage to targets out of cover

4 Pieces:

While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.

While not Rogue, movement speed is increased by 20%. Damage to Rogue players is increased by 10%

Note 1: Due to streaming issues, the movement speed will have to be removed in a future update of the PTS and will be replaced with another bonus. Suggestions are welcome!

Note 2: All existing pieces of B.L.I.N.D. will be replaced with equivalent Banshee pieces.

Weapons

DPS calculation has been changed to be closer to the old formula, without accuracy and considering a 100% headshot rate. Note that this formula is still Work in Progress.

Weapon recalibration: When recalibrating a weapon, the player will now be able to pick from 6 Talents additionally to the initial one (instead of 3+1). This should lower the impact of RNG and increase the chances to actually get the talent you want before you run out of tries.

LMG

Reduced all LMGs Damage bonus on targets out of cover from about 28% maximum to 19% maximum

M249: Damage reduced by 6%

M60: Damage reduced by 8.2%

RPK: Damage reduced by 9%

L86: Damage reduced by 14.3%

Marksman Rifle

SCAR: Damage reduced by 0.9%

SVD: Damage increased by 1.3%

SMG

Reduced all SMG Critical Hit Damage bonus from about 47% maximum to 38% maximum

AUG: Damage increased by 12%

MP5: Damage increased by 4.6%

MP7: Damage increased by 3.5%

PP19: Damage increased by 7.8%

SMG9: Damage increased by 13.5%

Vector: Damage increased by 7.8% 

Weapon Talents

Ferocious: Bonus Damage reduced from 15% to 10%

Responsive: Bonus Damage Reduced from 15% to 10%

Gear Talents

Reckless: Bonus Damage Reduced from 15% to 8%, damage taken unchanged

Savage: Bonus Critical Hit Chance reduced from 10% to 7%

Character Talents

Chain Reaction: Decreased Damage bonus by 50% from 40% to 20%

Skills

First Aid

Defibrillator no longer revives players from death as it was deemed too powerful. Defibrillator will only revive players from downed state, as it was the case pre 1.4. 

Ballistic Shield

Base health of the Shield has been increased by 67%

Now takes 50% less damage from NPCs

Seeker Mine

Cluster now applies bleed effect on top of its usual damage

Smart Cover

Trapper now applies a Stability and Accuracy debuff to enemies in cover, equivalent to the normal buff provided by Smart Cover

Base skill and all mods no longer have range cap

Base skill and all mods Weapon Stability bonus changes from +5% to +7.5%

Base skill and all mods Weapon Accuracy bonus changes from +5% to +7.5%

Support Station

When playing solo, if the player is downed while his Station is active, he will be able to revive himself

Signature Skills

Implemented a shared cooldown mechanic: in a group, players who receive a buff from any Signature Skill will be immune to the same signature skill for 30 seconds after the first one runs out.

All signature skills have their duration increased by 20% from 10 seconds to 12 seconds.

High Value Targets

Prices of High Value Target contracts have been adjusted and normalized to avoid overlaps. This results in an overall slight decrease of cost for many contracts.

Daily High Value Targets now all scale with group size.

Weekly High Value Targets will always be scaled for 4 players groups.

The difficulty of some of the hardest HVT contracts have been slightly lowered. 

Loot

Gear Set items have been removed from drop pools in World Tier 1. This means that in World Tier 1, NPCs, bosses and activity rewards will only provide High End items and no Gear Set at Gear Score 163. Gear Set still have a low chance to be dropped with Gear Score 182 in World Tier 1. This should help easing progression between tiers and bring new players more gradually to the concept of end-game gearing up.

Dark Zone named NPCs drop rates modified:

1x High End or Gear Set

1x High End Gear Mod or Weapon Mod (instead of 1x Gear Set)

Drop rates have been modified for all named NPCs encountered during missions and incursions outside of the actual boss. They will no longer guarantee High-End drops.

Underground: The loot chest at the end of an Underground phase will no longer guarantee a High-End item.

Vendors will now sell Sealed Cache for all currencies. Pricings are still Work in Progress in this build.

Vendors will now scale with World Tier and no longer sell items that are of a high Gear Score than what can be acquired in the Tier.

Marksman Rifles, ARs and Shotgun prices have been lowered.

Gear Set items now cost as much as a high end gear piece, resulting in a large price reduction.

Item prices in DZ Funds have been adjusted. Gear score 182 item prices went slightly up, as gear score 204 items got a small price decrease. These changes were made for a more normalized, fairer price increase of items with gear score.

Items priced in Phoenix Credit gear score 182 went down in price slightly, whereas items gear score 229 went slightly up. These changes were made for a more normalized, price increase of items with gear score.

General Assembly mission: The Helicopter boss will still drop 4 items. On normal difficulty, these 4 items will be of Superior or High-End quality. On Hard, it will drop High-End items only. These items can be of any type instead of only equipment items.

Reduced chances for some drops to be a weapon and increased chance for it to be gear.

UI Improvements

Performance Mod Slots will now appear separately from the normal Mod Slots on the right of a gear icon. Note that there is currently a known issue with this change where pre 1.4 items may have their Mod Slots icons duplicated on the right side of the Gear icon, this is only a display issue and does not mean that the amount of mod slots has increased.

Recalibration bench now opens instantly instead of waiting for watch tapping animation.

Bug fixing

Fixed a bug where the 4-piece talent of Final Measure would not defuse the APC Mortar shells in Falcon Lost.

Fixed a bug where the game could freeze when holding the skill deployment button of a second skill when the character was using a Mobile Cover.

Fixed a bug where two deprecated blueprints (Iron Sight 2 and 3) could be acquired.

Gameplay

Fixed a bug where NPC turrets would count towards Daily and Weekly Assignments for this NPC type.

Fixed a bug where named bosses could respawn in the Open World when going to a safe house.

Skills

Fixed a bug where activating a skill during a cover to cover move and then ending the move could lead to all skills being stuck on cooldown.

Fixed a bug where First Aid Booster Shot would not provide the expected Damage bonus.

Fixed a bug where First Aid would revive players no matter which Skill Mod was selected.

Fixed a bug where Recovery Link heal would not apply if the targeted player is currently aiming with a skill.

Fixed a bug where Smart Cover would be destroyed by enemy grenades (EMP grenades can still destroy Smart Cover, as intended).

Fixed a bug where Support Station would not revive a player if the Station caster is also in downed state.

Fixed a bug where Recovery Link would not trigger correctly when the player dies.

Fixed a bug where Mobile Cover Countermeasures would not correctly hide the agent from Pulse.

UI

Fixed various text errors and misspells.

Fixed a bug where the third bonus from High End weapon mods would not show when the mod is attached to a weapon.

Fixed a bug where some settings would reset to default when the game is restarted.

Fixed a bug where the World Level Tier tutorial would show up every time the player would enter the Terminal.

Fixed a bug where the Valkyria blueprint would not appear at the blueprint vendor.

Fixed a bug where blueprints sold at the underground vendor could be acquired from the Blueprint vendor. 

 

DeadSockPuppet

Stream Machine
Here's my thoughts on these:

Player health will now progressively regenerate to full when out of combat. 
This is interesting, makes the game more like Halo, from what I remember. 

Armor Damage Mitigation cap increased from 60% to 70%
So, let's just go back to 75% like it was before 1.4, one less thing to bitch about.  

Tactician’s Authority:

2 Pieces: +10% Skill Haste

3 Pieces: +10% Skill Power
Um, this is crap.  I want my 4K skill power back for the 2 piece bonus. I just got 3 quality pieces for my alt so I'm kinda pissed if this ends up in the final patch. 

Final Measure:

2 Pieces: +25% Exotic Damage Resilience
And this sucks too, unless they nerf all exotic damage by 25% to make up for the reduction on the FM set.  

B.L.I.N.D. becomes Banshee:

2 Pieces: +20% Dark Zone Currency gained

3 Pieces: +10% Damage to targets out of cover

4 Pieces:

While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.

While not Rogue, movement speed is increased by 20%. Damage to Rogue players is increased by 10%
So, here's the new meta, thank you Massive, I'm glad that I didn't have to play 1.4 to figure that out. EVERYONE in the DZ will be running 4x Banshee to either be an asshat rogue or to fight rogues.  Outside of the DZ, this set is useless.  Again, thank you Massive for reducing the number of viable gear sets for people outside of the DZ.  

DPS calculation has been changed to be closer to the old formula, without accuracy and considering a 100% headshot rate. Note that this formula is still Work in Progress.
Good to know, DPS is still a crap indicator of weapon power, a little less crappy, but still crappy nonetheless.  

Weapon recalibration: When recalibrating a weapon, the player will now be able to pick from 6 Talents additionally to the initial one (instead of 3+1). This should lower the impact of RNG and increase the chances to actually get the talent you want before you run out of tries.
I like this a lot.  Nothing sucks more than having a crap talent on a weapon and pissing away a bunch of credits because you keep getting talents that aren't useful.  Of course, this could mean you just get trolled harder and end up with 6 crap choices instead of 3.  

The first PTS setup buffed LMGs to get people to use them and then they decide they're too powerful, so they undo about 25% of the initial buffs.  And then they go back to their favorites and give about 25% in buffs back to SMGs.

Defibrillator no longer revives players from death as it was deemed too powerful. Defibrillator will only revive players from downed state, as it was the case pre 1.4. 
Yeah... didn't think that was gonna last.  

Implemented a shared cooldown mechanic: in a group, players who receive a buff from any Signature Skill will be immune to the same signature skill for 30 seconds after the first one runs out.
So, that is kinda crap.  If you're rolling a tough opponent and you're firing off signatures, now you have to worry about starting your signature too early and basically wasting it.  If they last 12 seconds and you fire it off between 1-18 seconds after your buddy uses the same one, you just wasted your sig.  

The changes to HVT look ok.  I like the that the weeklies are set to 4 player, it makes sense they should be tougher.  And the general lowing of the cost of HVTs is nice, since you max out at 99 Intel.  

Drop rates have been modified for all named NPCs encountered during missions and incursions outside of the actual boss. They will no longer guarantee High-End drops.

Underground: The loot chest at the end of an Underground phase will no longer guarantee a High-End item.
And didn't expect these to last either...

General Assembly mission: The Helicopter boss will still drop 4 items. On normal difficulty, these 4 items will be of Superior or High-End quality. On Hard, it will drop High-End items only. These items can be of any type instead of only equipment items.
This is good stuff.  Nothing like burning thru this mission and getting a bunch of lower blues and purples.  

Recalibration bench now opens instantly instead of waiting for watch tapping animation.
Thank you.

Fixed a bug where the third bonus from High End weapon mods would not show when the mod is attached to a weapon.
Is this still a concern since mods are only going to have 2 minor bonuses and nothing else?

Yeah, not as impressed with this set of changes a I was with the initial 1.4 set.  Looks like they still don't have a clue as to how to fix things in their game.  They appear to be like poorly trained sound engineers that are just randomly flipping sliders up and down.  

 
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supercat

Fashion Recon
B.L.I.N.D. becomes Banshee:

2 Pieces: +20% Dark Zone Currency gained

3 Pieces: +10% Damage to targets out of cover

4 Pieces:

While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.

While not Rogue, movement speed is increased by 20%. Damage to Rogue players is increased by 10%

Note 1: Due to streaming issues, the movement speed will have to be removed in a future update of the PTS and will be replaced with another bonus. Suggestions are welcome!

Note 2: All existing pieces of B.L.I.N.D. will be replaced with equivalent Banshee pieces.
It shouldn't be 'Banshee'. It should be called: 'Gankgear'.

And with this, I conclude that they still haven't accept the fact that Dark Zone doesn't work well as a game stage (although it surely does seem to work well in their masochistic minds).

Just remove all the gears, the enemies, and make Dark Zone strictly DM, TDM place.

Don't feed the people who wants to progress the game to be food of excitement to those who are already stronger than them. Nonreciprocal gameplay shouldn't have been an idea in the first place.

 

Oh. daesu

agent provocateur
It shouldn't be 'Banshee'. It should be called: 'Gankgear'.

And with this, I conclude that they still haven't accept the fact that Dark Zone doesn't work well as a game stage (although it surely does seem to work well in their masochistic minds).

.


Yeah, I'm wondering whether they have left the dz unchange because they plan to overhaul it's zones in a later patch. There has been a lot of feedback that.

Just remove all the gears, the enemies, and make Dark Zone strictly DM, TDM place.

Don't feed the people who wants to progress the game to be food of excitement to those who are already stronger than them. Nonreciprocal gameplay shouldn't have been an idea in the first place.
This they have mostly addressed with 1.4. People should be able easily play without needing the dz. Apart from the Weeklies, or if they allow the dz vendors to sell must-haves not available elsewhere .

It will be interesting to see what the dz is like in a week after the patch with players not needing to be there for loot. Wolves sans the sheep.

 
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DeadSockPuppet

Stream Machine
Yeah, I'm wondering whether they have left the dz unchange because they plan to overhaul it's zones in a later patch. There has been a lot of feedback that.
I think they've left the DZ alone because they don't plan to change it.  The DZ is like a new US government program that has no oversight and no evaluation.  People keep screaming at them that it doesn't work and needs to be changed but they're convinced they just haven't gotten everything ear right and once they do it will work out just fine.  It's their baby and what makes the game unique so they don't want to give up on it.  

However, having Banshee designed solely for DZ would mean they could bring the FrontLine set into the game and flag all the benefits just for PvE.  

Set bonus (2): +300% Ballistic Shield health

Set bonus (3): +100% Ballistic Shield damage resilience

Set bonus (4): Talent: FrontLine - Allows use of an SMG while Ballistic Shiel
If all of the above is set for PvE only then they don't have to worry about breaking a lot of shit to balance it with PvP, which was why they refused to release it originally.  

Having a DZ set and a PvE set would mean players could carry both sets and swap pieces depending upon whether or not they were in DZ or PvE.  Yes, it takes a little more time to get the right pieces and get them min-maxed the way you want, but if the small amount of DZ fanatics get a gear set, the PvE players should get one too. 

interesting to see what the dz is like in a week after the patch with players not needing to be there for loot. Wolves sans the sheep.
And as much as I would like to think things will change in the DZ, I'm not very hopeful.  For the griefers, if there's nobody to gankfest, the DZ is still a viable option for playing the game and gearing up.  They can still work on their characters and have access to all of the available gear.  

Because of this, I don't think the asshat quotient in the DZ will drop, there just won't be as many people to grief.  So, when a regular Joe or Jane and their friends make the mistake of trying to run the DZ, they'll get trolled so much harder because targets for twatwaffles will be so much more rare, IMO.  

 

quinch1199

Dwarven Lord Under The Mountain
I'm reading these new notes with my mouth open in disbelief. 

So much of it is almost reversing most of the changes from the initial ideas they put out there and the whole thing just shouts at me that they have little to no idea what exactly they're doing with the game or have any real direction or ideas about how to fix things.

Its blatantly obvoius they don't actually play the game and have thrown loads of changes in based on raw player ... I want to say "feedback" but I know its those who shouted the loudest on the official forums. 

These are clear that they're not clear on what's wrong or what can fix it. One day we have a huge buff to LMG's because they're not getting used, now they get used and they nerf them again, they nerf SMG's because they are being used and suddenly they buff them back as they don't get used??

This is honestly a bit of a joke and it makes me sad.

 

Oh. daesu

agent provocateur
There was someone who use to howl the moon saying "do the devs even play this game?!". They have shown a bit of a disconnect.

Having said that,at least all these buff me/ buff me not changes are happening in the pts. The gs36 lacked foresight. It looked like they buffed it so people would try ARs after they nerfed the SMGs. Then taketh the buff back. Which pissed peeps off.

 

RimBlock

Underground, overground, wombling free
@DeadSockPuppet

10% Skill power is better than 4k in the current 1.4 PTS build.  Base skill power with nothing added to tech @ GS 229 is around 86k so 10% will give a minimum of 8.6k.

MarcoStyle did a piece on skill power recently.  Seems the curve goes to crap not long after the 90 --> 100K skill power.  Putting nothing on tech and using Tact Auth 3 piece will give the best skill power bang for buck.  I also more or less have 100% turret uptime with around 95K skill power (don't use Tact AUth but have some skill power on my items and mods to get me there without Tech points).

The armour mitigation piece is taking out the cap.  To get to the 70% now you have to fully spec in to armour every chance you get, unlike with 1.3.  This means to get 70% you have to give up a lot of potential of using those major gear bonuses for other stuff.

 
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DeadSockPuppet

Stream Machine
10% Skill power is better than 4k in the current 1.4 PTS build.  Base skill power with nothing added to tech @ GS 229 is around 86k so 10% will give a minimum of 8.6k.
Simple math says you have to start with at least 40k skill power for a +10% bonus to be to or greater than 4k.  My alt has 24.5k skill power with the buff.  Under 1.4 she'll end up with 22.55k (20.5k * .10 = 2.05k + 20.5k = 22.55k).  So, I ultimately lose 1.95k skill power.  I know that in 1.4, electronics points give more skill points, but they would have to double my current skill points (taking into consideration my mods) for me to get the same benefit.  

I'm reading these new notes with my mouth open in disbelief.
Calm down @quinch1199, I was pretty pissed too.  However, these are just the most recent tweaks in the PTS and not the final patch.  Also, I found these notes on Reddit and haven't had the time to confirm that these updates are legit.  

There was someone who use to howl the moon saying "do the devs even play this game?!". They have shown a bit of a disconnect.
However, I think when the dust settles and the patch comes out, @Oh. daesu will be correct in his assessment that the devs are somewhat clueless.  

The armour mitigation piece is taking out the cap.  To get to the 70% now you have to fully spec in to armour every chance you get, unlike with 1.3.  This means to get 70% you have to give up a lot of potential of using those major gear bonuses for other stuff.
Oh, and I didn't really think about that, so this just sucks. 

 

RimBlock

Underground, overground, wombling free
Have a quick look at MarcoStyles vid on skill power here.  

Electronics points give a significant increase in 1.4 and with all pieces of gear at GS 229 (top GS for now) having bonuses on all 3 stats of 148 minimum and up to 1,000 for the main stat on that gear item.   on the holster you get 3 main stats (I have a holster with 3x 1,000 stats currently although I re-calibrated the 3rd one).  At level 30 you also have a base of 535.  So that gives 535 + 5x148 = 1275 + up to 1,000 from the holster = 2,275 without any gear mods or equipment skill power bonuses and nothing specifically added to Tech skill.

The base 535 Electronics give 16,050 Skill Power.  So in 1.4 currently 1 Electronics give 30 Skill Power.

Therefore, with the base 2,275 for a character at lvl 30 with all GS229 gear and 1k on their holster for Electronics it gives 68,250.  The 86k previously stated was based on Marcos vid where he also added int he mask and backpack skill power major attributes which are around 10k possible each now.

10% of 68k is better than 4k  :12_slight_smile: .

 

DeadSockPuppet

Stream Machine
I forgot about the buff to skill points from 1.4.  I saw a pic on another thread where the toon had 100k+ skill power.  My toon has 1500 electronics, which in the new system is 45k skill points, not counting gear, so this will be a good move.

Now I'm trying to figure out what I want to replace her LS with.  Since shottys won't be as viable and we're already getting +100% ammo at lvl 30, there's no need to keep the LS after 1.4.  I might go 3x PM.  The +20% optimal range isn't bad and the +800 DMG AR/pistols would be useful and after 1.4 the +10% reload speed and +8% DMG AR/pistol would work.  I'd probably keep the LS to swap in for UG, as most of the maps are CQB or have lots of cover. 

 

RimBlock

Underground, overground, wombling free
I have taken the leap and moved away from 4 piece Sentries  :51_scream: .  I am now trying 2 Sentries & 3 Alpha Bridge, savage gloves.  This is with a LMG and Marksman rifle.

The reason is that 15% extra damage from 3 tags is easy to make up with other pieces without having to tag.  Sure it benefits only you and not the whole team but worth a try.  Two piece Alpha now gives 5% extra damage and the rest is made from better attributes on the Alpha Bridge gear (115 enemy armour damage, LMG +1000 dmg etc).  

Not sure I will keep the Alpha Bridge items at this point.  The +5% damage is good but the +100% regen only seems to work with support stations and with natural regen but only up to the max of that health segment for the latter.  I replaced a backpack with XX% health back from skill damage and was using a turret which was a pretty good combo as the turret has almost 100% uptime if not specifically targetted by heavies.

I also found a M60 giving me 180DPS which seems ok and beats my RPK-74e which does 160DPS base.  The DPS figures are still calculated pretty bad and are just a rough guide but the M60 is ok for now.  206 rounds @ approx 550 RPM vs the 97 rounds @ 650 rpm for the RPK.  The RPK is much more accurate though.

A new MK20 Marksman rifle has also come my way which is pretty good.  DPS figures I am getting with it is around 450k  :8_laughing: .  Oh those DPS calculations.  But, good dmg per shot.  Decent fire rate @ 275 RMP iirc and 20 shots (40 with an extended mag).

There is also a new feature I kinda like.  Makes gearing up a bit too easy still but you can buy caches at vendors for around 200k each (varies by around 2k depending on vendor).  They give one item and some PXC (5->15) per cache.  When you factor in that gear set items at 229 can sell for 80k+ and you can get a fair amount of loot from the missions now, then you can sell what you don't want and buy a cache and roll your luck.  You will always get the PXC and with luck a decent item too.  If not then sell it and put the credits towards another cache.  The Divisions version of scratch cards  :10_wink: .  I am aiming for the two lvl 33 gear mods for Firearms and Electronics selling int he Underground BP vendor which are 600 PXC each so caches are a good way of building the credits up after doing your dailies.

 

supercat

Fashion Recon
These are clear that they're not clear on what's wrong or what can fix it. One day we have a huge buff to LMG's because they're not getting used, now they get used and they nerf them again, they nerf SMG's because they are being used and suddenly they buff them back as they don't get used??
Remember few months ago I used to say "they'll nerf everything that's popular"? lol

I think I said it in this forum, if I'm not wrong.

 

DeadSockPuppet

Stream Machine
Added to dictionary. Thanks.

lol
Just in case you needed it:

Definition of twatwaffle

twatwaffle

noun:

an idiot.

general insult:

He's such a twatwaffle.

CJ is a twatwaffle. 

The only thing more useless than an asshat. At least an asshat is a hat.

from onlineslangdictionary.com

 

Big Grumper

Community Veteran
I'm reading these new notes with my mouth open in disbelief. 

So much of it is almost reversing most of the changes from the initial ideas they put out there and the whole thing just shouts at me that they have little to no idea what exactly they're doing with the game or have any real direction or ideas about how to fix things.

Its blatantly obvoius they don't actually play the game and have thrown loads of changes in based on raw player ... I want to say "feedback" but I know its those who shouted the loudest on the official forums. 

These are clear that they're not clear on what's wrong or what can fix it. One day we have a huge buff to LMG's because they're not getting used, now they get used and they nerf them again, they nerf SMG's because they are being used and suddenly they buff them back as they don't get used??

This is honestly a bit of a joke and it makes me sad.
I jumped on this morning and just wasn't feeling it. These patch notes aren't filling me with confidence. ?

 

DeadSockPuppet

Stream Machine
I jumped on this morning and just wasn't feeling it. These patch notes aren't filling me with confidence. ?
We played a little bit this weekend and basically helped some lower GS players or players LFG to run UG.  I'll be interested to do some rebuilding with my toons after everything is rerolled, but we'll be lucky to get new content on PS4 before the end of the year.  The thinking is that 1.4 will drop late October, so think late November for Survival on XB1/PC and probably after Xmas/New Year's for PS4. 

 

quinch1199

Dwarven Lord Under The Mountain
I think with this extra delay Massive are building a huge expectation for Survivor DLC to be even larger in scope than Underground. Remembering that there's still ANOTHER patch DLC due out before the season passes expire. Its a tight schedule!! 

I worry that its an unfair expectation but they've made the choice to invest in patch 1.4 in its present form...good luck to them and the knock on effect for the DLC's.

 
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