Gaming Tom Clancy's - The Division | Division 2 announced

swooshboy

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That's good, heard that L33 is the highest NPC goes now, and now 268 gear is changing to 229?
Yep:
  • Max Gear Score will be 229, so Gear Sets have the same as the highest possible high-end
  • High-End items will be more important now, since they are at the same level as Gear Sets
 

swooshboy

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INTRODUCING WORLD TIERS
15/09/2016 05:00 PM



Hello Agents,

One of the major aspects of The Division we want to take a closer look at in Update 1.4 is the difficulty scaling of the various activities in the game. It has been one of the most talked about topics in our community and one of the most pressing balancing issues we need to face. In order to get it right, we’ve had to take a step back and do a major overhaul of the current system, instead of just tweaking it here and there. It’s been a huge undertaking, but one we believe to be the correct one and the best for the game, improving several other parts of The Division in the process. After a lot of work on our side, and after long discussions with the Elite Taskforce, we’re ready to share more details about how the new system will work.

THE CURRENT PROBLEMS
1. Time To Kill

As it stands right now, with player power in The Division, the difference between an average character and a well optimized one can increase off the charts. In our internal testing, we found that at level 30 damage fluctuation in certain situations can be as high as +/- 264% between players and damage mitigation can reach +/- 250%, a difference of five times in power. This is only talking about level 30 and 163 Gear Score items, without skill power, talents or stat optimization taken into account - this difference gets much, much bigger in the live game. The gap between the “best” and the “worst” is simply too big, and with the current exponential nature of progression, that gap becomes bigger and bigger with every increase in power level.


Comparing level 30 characters with level 12 characters, for example, show that at level 30 gear mods can increase damage output by 40%, while at level 12 it’s only 6%. In other words, mods at level 30 is 6,5 times more powerful compared to how they were at level 12! Same goes for damage mitigation, which can be up to 7 times more powerful at level 30 compared to how effective it was at level 12. Other sources also contribute to this huge exponential gap, such as skills and attributes.

If we look at enemy levels, at endgame killing a level 35 enemy tends to take two times longer than killing a level 17 would do at level 12, and that’s only considering a “normal” enemy, we’re not even talking about veterans and elites. This turns enemies into “bullet sponges”, where they simply take too long to kill and you waste magazine after magazine of bullets just to take down a few of them. The time to be killed is also incredibly short and if you’re not geared well you risk being one-shotted by these over tuned enemies – level 35 enemies kill you 1,5 - 5 times faster than a level 17 enemy would take to kill a level 12 player. Comparing the two levels is important, as many would agree that the 1-30 game is one of the most – if not the most – satisfying part of The Division right now. That’s the feeling we want to return to even at endgame.


Since the endgame is primarily balanced towards the higher echelons of gear, this creates a situation where much of the content is too difficult for many players to complete. Enemies with a greater level than the players are simply too powerful, take too long to kill and deal way too much damage. At the same time, mods and skills can be overpowered as well, creating an arms race between the player and the NPCs – leaving more casual players in the dust and creating a place where large parts of the game don’t feel fun and rewarding.

2. Difficulty Scaling

The Division simply doesn’t have a granular difficulty right now. There are big jumps between hard, challenging and heroic difficulty and every jump makes the game much, much harder than you might be used to, instead of smoothing you into the higher difficulty levels. It can be incredibly hard for a group and even worse for solo players. There’s also no real coherence to the difficulty levels – challenging Underground, for example, is much harder than a challenge mode mission.


On top of that, some activities scale to the amount of players present while others don’t, something the game is bad at communicating to the player.

3. Rewards

Currently, the gear you need to complete a harder activity drops from the activity itself, which makes it very hard for players to gear up and feel like they are actually progressing. The difficulty versus reward isn’t really where it should be either and often the pure quantity of rewards given to you after a difficult activity is simply underwhelming. With rewards often given after the activity is finished, failure can be extremely frustrating and punishing. At the same time, activities that are not very punishing or difficult tend to give out unsatisfying rewards with low Gear Score.

All in all, this leads to a situation where activities that are not really fun to experience, most of the time provide underwhelming rewards.

In summary, we have identified the following three major issues:

  • Enemies with a greater level than the player are too powerful after level 30
  • The gap between the “worst” and “best” players grows too large at level 30
  • Lack of granularity in difficulty, preventing players from acquiring appropriate rewards
There are of course other issues that impact the core experience, but most of them are consequences of those mentioned above and should be addressed by fixing these three.

So what are we doing about these problems?

THE SOLUTION
1. Gear Score

In order to add more granularity to the difficulty scaling, we need to find a way to measure the player’s power better than we can right now. In order to do that, we’ve decided to tweak the way Gear Score is calculated in order to be able to use it as a basis. We’re introducing clear Gear Score milestones –reaching a point where you’re fully decked out in 163, 182, 204 or 229 gear. 229 will be the highest available Gear Score a player can reach. Gear Sets will now match High-End Gear Score, in other words Gear Sets will now have 163, 182, 204 and 229 Gear Score.

2. Introducing World Tiers

In Update 1.4, you will gain the ability to choose between World Tiers based on your Gear Score:

  • Tier 1 = 0 to 163
  • Tier 2 = 164-182
  • Tier 3 = 183-204
  • Tier 4 = 205-229
This selection scales the level of all the enemies in your world – 163 corresponds to level 30, 182 to level 31 and so on. We’ve also rescaled the power of the enemies completely in terms of health and damage to bring a more linear power progression between levels, and removed level 34 and 35 enemies – the highest you will face after this change is level 33 at World Tier 4.


All activities scale with the World Tier you have selected: you will be able to mix missions, Open World, HVTs, Underground, Incursions and Dark Zone in order to receive rewards that improves your Gear Score. On your way to the various activities, you will run into suitably challenging enemies in the Open World that will also provide meaningful rewards. Enemies and named bosses in the Open World will now respawn on a regular basis, making roaming around Manhattan viable again! A pack of enemies won’t just be a distraction standing in your way to a HVT – it will actually be a source of possible useful loot.


Just as before, you are able to select the difficulty of your activity from normal to challenging (Heroic difficulty is saved for Incursions). This does not change the actual World Tier, which still defines the enemy level. Difficulty will only impact the roles of the enemies in the activity.

  • Normal = Mostly normal enemies
  • Hard = Normal enemies become Veteran, Veterans become Elite
  • Challenging = All enemies are Elite, and changes of fire teams and enemy archetypes
Challenging difficulty will now also scale according to group size and will therefore become beatable by solo players and smaller groups. Incursions will be the only content always scaled for 4 players groups.
 

swooshboy

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Continued:

3. Rewards and Progression

With Update 1.4 we are implementing a very important change to the way you acquire equipment: On top of your usual boss drops and activity rewards, every NPC will now have chances to drop loots as well! This means that you can obtain great items from random NPCs that you encounter in the Open World or during a mission. The only exception is Incursions, where only bosses will drop loot.

The rewards in your chosen tier matches the highest Gear Score of that tier, every reward you get brings you a little closer to reaching the highest possible power level of this tier until you unlock the next one and can try yourself against tougher enemies.

  • Tier 1 = Gear Score 163 rewards
  • Tier 2 = Gear Score 182 rewards
  • Tier 3 = Gear Score 204 rewards
  • Tier 4 = Gear Score 229 rewards
As you get more and better gear, you will slowly become overpowered for your current tier, enticing you to move upwards and onwards. As a result, the gear drops you get will prepare you for the harder content waiting for you at higher tiers.

Higher difficulties in a World Tier don’t mean that better loot will start dropping; instead it will have a direct effect on how much loot will drop. This means you will always get relevant rewards, but will always be able to push yourself to get even more of them and gear up faster.

We’re also removing gear drop weighting, the only activity that will drop guaranteed rewards (as well as more random ones) is Incursions. This will allow you to choose whatever activity you prefer and not force you to take part in content that you don’t like.

You’re never forced to pick a higher World Tier than you currently feel comfortable playing in, instead you pick your own pace and can move forward when you feel like it – or the lure of better quality rewards simply become too much. Feel like killing Cleaners with reckless abandon? Select a lower World Tier and feel overpowered for a while. The World Tier is always set to the group leader, so if you want to group up and bring your friends with you to help them get better loot, you can absolutely do so.

4. What About Power Gap Between Players?

We’ve mentioned earlier that the power scaling between optimized and non-optimized characters also contributes to balancing issues in the game. In order to address this, we will need to reduce this gap by normalizing power outliers (both underpowered and overpowered). How we will do this will be explained in another DevBlog.

As a result, no matter what activity you do, the difficulty setting and group size, you will always be rewarded with a potential gear upgrade.

CONCLUSION
The introduction of World Tiers, coupled with a more linear NPC scaling, will bring back a very important level of fun and enjoyment that has been missing in the end-game of The Division. It creates more options for the solo players, since you can play any content, get better gear rewards from any activities – including roaming around Manhattan killing enemies in the Open World – and enjoy the game at your own pace and choice of difficulty. It allows us to scale enemies to your current power level instead of trying to keep up with the best geared players, which will bring down the time to kill and the time to be killed to similar levels to the 1-30 game.

It also means that the game will be much clearer. It will still include difficult content for the players looking for a challenge, but for others it will be a much more granular experience that is easier to approach and understand.

At the highest Gear Score tier, the hunt will turn towards the best and the most optimized gear. Hardcore, group-focused players will be able to tackle the hardest content in the game, like Heroic Incursions, and be rewarded accordingly. Solo players will still be able to get the best gear in the game at their own rhythm, while groups taking on higher difficulty will see much more of it drop and will be able to gear up faster.

We’ve said that improving the core experience of The Division was the goal of Update 1.4, and we believe that adding a more granular difficulty scaling and a smoother progression system with a more enjoyable time to kill will be a good foundation for a much improved and much more fun overall experience.

We’re extremely excited to bring this new approach to you and can’t wait to hear what you think about it! If you’re a PC player make sure to join us on the upcoming PTS, give it a proper shake down and give us feedback.
- The Division Dev Team

http://tomclancy-thedivision.ubi.co....aspx?c=tcm:154-267742-16&ct=tcm:148-76770-32
 

swooshboy

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Sounds really good changes - they really do seem to be addressing the key issues players have - and certainly the issues I personally have with the game in its current state.

I have always said that I really like the core game - but that it falls apart above level 30 and turns into a hunt for better gear that is totally dependent on RNG - with the vast majority of what you find being of zero use.

These updates seem as though it will bring the fun back into the game - really looking forward to it!
 

Igor Drefljak

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Was a great game, but had so much more to offer but it just didn't deliver.

It was also frustrating that to have a good chance in this game, you really had to play with a group of friends....None of my friends played it
 

paulscholes18

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World tier is fantastic, doesn't matter what level you do, Normal - Horoic you will still get 229 gear (Teir 4)
 

swooshboy

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World tier is fantastic, doesn't matter what level you do, Normal - Horoic you will still get 229 gear (Teir 4)
Being able to replay any mission and know you will ONLY get 229 weapons and gear is huge. Especially since you will be able to share that amongst your team as well. Will hopefully make it much more rewarding, and much easier to find the pieces you are looking for.

So if you complete a challenging mission in Tier world 4, then you will get 4x229 items.

Also the fact that challenging missions etc now scale to number of players means there is more scope for solo players. That and the fact that all NPCs can drop loot - even those in the open world.
 
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paulscholes18

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Being able to replay any mission and know you will ONLY get 229 weapons and gear is huge. Especially since you will be able to share that amongst your team as well. Will hopefully make it much more rewarding, and much easier to find the pieces you are looking for.

So if you complete a challenging mission in Tier world 4, then you will get 4x229 items.

Also the fact that challenging missions etc now scale to number of players means there is more scope for solo players. That and the fact that all NPCs can drop loot - even those in the open world.
The 1 and only change I don't like is no heroic Underground, only incursion have the option for heroic & I can't remember the last time I've done an incursion
 

swooshboy

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Some big changes, Sentry Call is now 5% damage bonus for 30 sec each can get up to 3 marks, Blind and Reclaimer 4th bonus is unknown ATM, at L30 you get an XP box, each time it fills up you get a loot box, like when you level up in Underground

http://tomclancy-thedivision.ubi.co....aspx?c=tcm:154-268296-16&ct=tcm:148-76770-32
They're basically re-balancing everything.

All that they have said sounds good - they want the game ot get back to how it felt when going from levels 1-29 - and am all for that.

Really looking forward to these changes!
 

paulscholes18

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They're basically re-balancing everything.

All that they have said sounds good - they want the game ot get back to how it felt when going from levels 1-29 - and am all for that.

Really looking forward to these changes!
Also you need to keep your gear on for ammo and med kits,
For example you have 1200 ammo put on 2 loan star for 2400, then if you take off loan star your ammo goes back to 1200. Which makes the police backpack useless
 

swooshboy

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Not sure - feel like I'm losing my will to play this game.

It seems that Massive have adjusted the loot drops in the PTS for 1.4. People are complaining now that loot drops are both less frequent, and much more purple items being dropped, instead of HE items. Also, the chest at the end of an UG mission no longer guarantees a HE item - you can get purples there as well. Apparently it was "too rewarding" before...

If they improve the quantity and quality of loot, then I am happy to play. If it is going to revert to a RNG grind, then not really interested anymore.

So any items you get now will have their stats re-rolled once 1.4 drops - so even this feels like a timewaste.
 

paulscholes18

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Not sure - feel like I'm losing my will to play this game.

It seems that Massive have adjusted the loot drops in the PTS for 1.4. People are complaining now that loot drops are both less frequent, and much more purple items being dropped, instead of HE items. Also, the chest at the end of an UG mission no longer guarantees a HE item - you can get purples there as well. Apparently it was "too rewarding" before...

If they improve the quantity and quality of loot, then I am happy to play. If it is going to revert to a RNG grind, then not really interested anymore.

So any items you get now will have their stats re-rolled once 1.4 drops - so even this feels like a timewaste.
Thought they be modified as some stats won't be in the game, like scavenging so if you get a chest piece with max Stamina and Armor it will be scaled to 1.4 keeping Stamina and Armor at max also adding the 148 Firearms and Electronics.
Also Named weapons will be in all worlds so a chance of a 229 Caduceus (said it will be modified, so how great it will be is anyone guess)
 

Dargonk

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The whole 1.4 stuff sounds good. Though knowing this game, they will mess it up anyway. Either back to hardly any loot dropping, or just creating more glitches. This patch though, I feel that it is to little to late for the game now. The majority of players like myself ended up getting fed up with the end game and moving on to other things. And it is unlikely that most of these players will actually come back, particularly as we will have to purchase DLC and such if we want to start playing again
 

Brocky

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Yer twistin' my melon man!
Are there many still playing? Just picked it up again after a few months away and really enjoying the new Underground stuff.

Not done any HVT stuff. Just a few of the Intel missions. Never tried any of the Incursions, barring the first one, either.
 

Adam-Utd

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Has the 1.4 patch improved stuff? I was playing this for months but since Destiny and Battlefield has come back I haven't touched it.

I assume the shotgun 1 shotters have died down? that's what really killed the game for me.
 

swooshboy

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Has the 1.4 patch improved stuff? I was playing this for months but since Destiny and Battlefield has come back I haven't touched it.

I assume the shotgun 1 shotters have died down? that's what really killed the game for me.
It has massively improved things. The weapons have been balanced - it seems as though most are now viable, so there are no must have weapons.

The biggest changes for me have been making the enemies less like bullet-sponges - your bullets do more damage now so it is quicker / easier to kill them, and then improving the loot drops. The open world now has named enemies roaming around and the loot they drop is related to the world level you are in. If you set the world level to 4, then the enemies are level 33 and they drop 229 rated items. It used to be that, outside of the DZ, you had to do missions etc on Challenging to get level 229 items. They also featured level 34 and level 35 enemies that took an age to kill. Those two level of enemies have been removed, so 33 is the highest. Also the 268 gear set level has been removed - so 229 is the highest level of item.

So it is now much easier to get the highest rated gear, and more enjoyable to actually play as your weapons cause more damage. I haven't tried any missions etc since the update - have just been going round the city taking out the named bosses! Much more fun and much more rewarding than it has ever been.

Will be on over the weekend evenings so would be good to get a few on together. I assume we could share any loot that we get from the named bosses - so would be even easier to get the items people may need.
 

swooshboy

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Cool. Send me an invite, if you're on.

Where's do I get blueprints from now? Just checked a couple of the DZ vendors and it seems they're not selling any.
You can get blueprints from one of the vendors in the HUB - to be honest with the increased drop rate of level 229 items, you might not even need to worry about blueprints.
 

swooshboy

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The Division‘s Survival PTS will be accessible for all PC players today, and they’ll be able to play PvE and PvP Survival as well as getting a look at the changes coming with update 1.5.

The second expansion essentially transforms the game into a survival sim with players scavenging in the midst of a blizzard trying their best not to die.

The plan to run another test server before the DLC release was announced last week.

The Survival content is restricted to those with a season pass, but if you bought yours later than Thursday November 3, you’re out of luck and won’t be able to access the PTS.

You can go and take a look at Survival on the official stream right now, but if you prefer to go in fresh and just want the details, here’s a run down of everything so far courtesy of Reddit:

  • 2 game modes PvP Survival OR PvE Survival – Groups can meet on the map and help each other but not kill each other in PvE mode
  • 24 players on the LZ map
  • WHEN YOU DIE ==> GAME OVER! (you can be revived from the downed state)
  • hunger, cold mechanics
  • you are sick and need to extract yourself
  • you start with a pistol only and with no / bad gear
  • clothings have a ‘cold’ rating that protect from the blizzard
  • crafting plays an important role
  • there are ‘hideouts’ – like apartments (those are not safe house)
  • there are crafting benches in the hideouts
  • you need to build a new mask / virus filter when you want to enter the DZ / contaminated zones
  • on the borders of the map the enemies are weaker and get stronger when you move closer to the center of the map
  • No need to be L30 to play Survival – Just need access to the BoO
  • No link to World Tier – every player plays as the same difficulty level (you start with a simple green pistol) and work your way up
Apparently update 1.5 will introduce a new World Tier, named weapons, gear sets and more, but we’ll have to sit tight and wait for the patch notes.
http://www.vg247.com/2016/11/07/the-divisions-survival-and-1-5-update-goes-live-on-the-pts-today/

Stream: https://www.twitch.tv/thedivisiongame
 

Adam-Utd

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Like the sound of that. Will be getting back into it soon once I am bored of battlefield/destiny.
 

paulscholes18

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Like the sound of that. Will be getting back into it soon once I am bored of battlefield/destiny.
You on PS4 or Xbox? As PS4 users will have to wait 30 days after Xbox and PC players for Survival still get the 1.5 update at the same time
 

Igor Drefljak

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The update sounds interesting. To little too late though maybe. I've not touched this in about 4 months.
I was only thinking about this game last night.

If I'm honest, this is a game that I actually really miss. It got a lot right. The map was great, it had a bit of an eery feel to it. Levelling was spot on, trying a mission a few levels above recommendation was difficult.

Without realising, I racked up so many hours on this game. I just loved jumping in the DZ whether on my own or with @Mr Anderson. What sort of lost me was the heavy reliability to play with people in teams. I'm not really one to talk on mics to people I don't know, and my friends either didn't get this game or gave up on it early.

I'd definitely give a Division 2 a go if it was made, but it needs to offer more. Collecting all that loot was almost pointless. It needed game modes. 6vs6 TDM, or some sort of hostage rescue mission. The DZ map had a lot of potential to have some fun aspects that you could just jump into.
 

swooshboy

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The update sounds interesting. To little too late though maybe. I've not touched this in about 4 months.
I was only thinking about this game last night.

If I'm honest, this is a game that I actually really miss. It got a lot right. The map was great, it had a bit of an eery feel to it. Levelling was spot on, trying a mission a few levels above recommendation was difficult.

Without realising, I racked up so many hours on this game. I just loved jumping in the DZ whether on my own or with @Mr Anderson. What sort of lost me was the heavy reliability to play with people in teams. I'm not really one to talk on mics to people I don't know, and my friends either didn't get this game or gave up on it early.

I'd definitely give a Division 2 a go if it was made, but it needs to offer more. Collecting all that loot was almost pointless. It needed game modes. 6vs6 TDM, or some sort of hostage rescue mission. The DZ map had a lot of potential to have some fun aspects that you could just jump into.
I agree it needs some more game modes.

The open world is now actually rewarding - the fact that all loot dropped is 229 in world 4 (plus the enemies are level 33) means that it has hit the right balance. It is no longer frustrating to get decent gear. The enemies are no longer bullet sponges. They are a bit more aggressive - which is actually welcome. But it means that you actually feel powerful and able to inflict damage - which is what I want.

I am surprised they have said for the 1.5 update they are adding a new world tear, a higher gear score and level 34 enemies. If they get this wrong, then all the good they have done with 1.4 will be in vain.

But I would rather they added new game modes and things to do, rather than just adding better gear, so that you have to work towards the best sets yet again.
 

swooshboy

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Patch 1.5 confirmed for tomorrow for PS4:

THE DIVISION UPDATE 1.5: SURVIVAL - PATCH NOTES

Expansion 2: Survival
Please note that you must own the Survival DLC to gain access to this content. This is available on Nov 22 for Xbox One and PC and December 20 for PS4.

Survival mode enabled
Cold, sick, hungry, stripped of gear, and beset by a brutal snowstorm, you must survive until extracting safely in the Dark Zone. Finding supplies, warm clothes and survival equipment will be vital to your success. However the environment is not the only danger; other agents and deadly Hunters will prove the biggest challenges to your survival.

  • Survival is a game mode offering a more hardcore experience with survival mechanics and permanent death.
  • The game mode hosts 24 players and takes place in a modified version of Manhattan, reusing the whole open world.
  • The game mode is session based, with one game lasting up to 2 hours.
Update 1.5
The following content, changes, and bug fixes are available to Xbox One and PC players on November 22, and slightly later on PS4.

Game changes
  • Added World Tier 5 bracket (224+ GS)
    • Enemy NPCs are level 34.
    • Maximum Gear Score raised to 256.
    • Heroic Incursions are now available in Tier 5 only.
  • Named Gear items have been implemented in the game. One piece is available for each Gear Slot and each one comes with a unique Talent. Named Gear items can only be acquired in World Tier 5 or in Survival game mode.
    • [Mask] Ferro’s oxygen mask: Players can move and shoot while under burn status effect.
    • [Knee Pads] Shortbow championship pads: Grenades have shortened fuse timer.
    • [Holster] Colonel Bliss’ holster: Powerful improvements for sidearms.
    • [Gloves] Skulls MC gloves: Increased damage when no gear set bonuses are active.
    • [Chestpiece] Barrett’s bulletproof: Powerful bonuses when skills are on cooldown.
    • [Backpack] NinjaBike messenger bag: Less DZ loot and DZ XP lost when dying in the Dark Zone.
  • Enemy Armor Damage now functions in PVP: damage calculation in PvP ignores a percentage of the target’s armor equal to one third of the shooter’s Enemy Armor Damage.
  • Stagger now functions in PvP: high-stagger weapons (Shotguns and Marksman rifles primarily) will now cause the target’s aim to flinch.
  • Tactical Advance: This talent will now provide a maximum of 30% damage increase.
  • Stash size has been increased from 70 to 150 total items.
Loot, rewards & vendors
  • NPCs now have chances to drop crafting materials. Chances to drop higher quality increases with World Tiers.
  • Season Pass Open World Supply Drops will now scale with World Tier. Opening a supply drop in World Tier 1 will reward with Gear Score 163, 182 in World Tier 2, etc.
  • Items in the Scavenger crate in the Base of Operations will now scale with World Tier.
  • Vendors will now scale to player’s Gear Score, independently from the World Tier they’re in. This means that the Gear Score and currency value of goods they sell will adapt to the player’s Gear Score.
  • We have adjusted the Credits and Phoenix Credits rewards for Main Missions, High Value Targets and Incursions to better scale with World Tier. This results in an overall increase starting from World Tier 4 and above.
  • Modified rewards from completing weekly assignments:
    • Moved 30 Phoenix Credits from the weekly assignment reward to put them inside the weekly assignment cache (the total amount is still the same)
    • Added one extra High-End Mod inside the weekly assignment cache
Weapons
  • Talents
    • Swift: Reload Speed bonus has been increased from 15% to 25%.
    • Provident: This talent has been removed from World Tier 5 and will not roll or be available in recalibration for Gear Score 256 weapons.
    • Hurried, Focused and Disciplined are no longer exclusive to PP19, G36 and SVDs.
  • All Weapon types
    • Hip fire now has stronger recoil than aiming down sights. The strength of this effect varies between weapon types. From most impacted to least impacted: Marksman Rifles, LMGs, Assault Rifles, SMGs, Shotguns, Pistols.
  • SMG
    • Vector 45 ACP & First Wave Vector 45 ACP: base magazine size increased to 25.
    • MP7: base damage increased by 9%.
  • LMG
    • Damage to targets out of cover bonus has been slightly reduced for all LMGs of Gear Score 256.
    • M60: base damage reduced by 3%.
    • M60 & M249 now take longer to reach full accuracy when fired.
    • Hungry Hog: base damage reduced by 13%, to prevent a scaling overlap with the implementation of World Tier 5.
  • Shotguns
    • Lowered the strength of aim assist for Shotguns.
    • Lowered the effect of accuracy on Shotguns.
    • Headshot base bonus reduced from 80% to 60%.
    • Showstopper: Accuracy while in cover has been reduced.
    • M870: base damage reduced by 12%.
  • Added 12 new weapon types. These weapon types can only be dropped in World Tier 5:
    • MG5 Light Machinegun
    • Infantry MG5 Light Machinegun
    • Famas Assault Rifle
    • Model 700 Marksman Rifle
    • M700 Tactical Marksman Rifle
    • M700 Carbon Marksman Rifle
    • Converted USC Submachinegun
    • Police UMP-45 Submachinegun
    • Tactical UMP-45 Submachinegun
    • Snub nosed Rhino Pistol
    • Rhino Pistol
    • Rhino Special Pistol
  • Added 4 new High-End named weapons (available at various gear scores depending on source):
    • Golden Rhino
    • Urban MDR Assault Rifle
    • Tommy Gun
    • Thompson M1928
Gear Sets
  • Final Measure
    • 4 pieces: Grenades can now be picked up every 8 seconds instead of 15 seconds.
  • Hunter's Faith
    • 3 pieces: Headshot bonus reduced from 20% to 10%.
  • FrontLine has been added
    • 2 pieces: +15% Protection from Elites
    • 3 pieces: +30% Ballistic Shield Health
    • 4 pieces: Allows using anSMG if one is equipped when Ballistic Shield is deployed. SMG Crit Chance is reduced to 0%
Skill changes
  • Pulse
    • All Mods (except Recon Pack): Decreased lifetime by 20% from 25 seconds to 20 seconds.
    • Recon Pack:
      • Increased lifetime by 14.3% from 17.5 seconds to 20 seconds.
      • Decreased cooldown by 25% from 60 seconds to 45 seconds.
    • Tactical Scanner:
      • Increased cooldown by 10% from 60 seconds to 66 seconds.
  • First Aid
    • Defibrillator:
      • Increased Ally Heal by 10% from 1500 to 1650.
    • Overdose:
      • Decreased Self Heal by 10% from 1500 to 1350.
      • Increased cooldown by 10% from 60 seconds to 66 seconds.
  • Support Station
    • All Mods (except Immunizer): Increased Lifetime by 10% from 20 seconds to 22 seconds.
  • Sticky Bomb
    • Base Skill and Proximity Fuse: Decreased cooldown by 10% from 90 seconds to 81 seconds.
    • BFB:
      • Decreased cooldown by 4.8% from 105 seconds to 100 seconds.
  • Seeker Mine
    • Cluster:
      • Decreased Bleed effect duration by 25% from 8 seconds to 6 seconds (total bleed damage is unchanged).
  • Ballistic Shield
    • Base Skill and all mods: NPCs will deal 10% more damage to the shield.
  • Smart Cover
    • All Mods (except Trapper): Decreased Skill Power impact on Damage Resistance, Weapon Stability and Weapon Accuracy buffs by 20% from 150% to 120%.
  • Tactical Link
    • Increased duration by 8.3% from 12 seconds to 13 seconds.
  • Survivor Link
    • Increased duration by 8.3% from 12 seconds to 13 seconds.
PC Only
  • [PC Only] Added a radial menu for emotes.
  • [PC Only] Added a new UI rendering setting that will reduce game latency at the cost of framerate.
Bug Fixes
  • Fixed a bug where players could trap elite NPCs inside a spawn closet during Dragon’s Nest – Eliminate the Collective checkpoint.
  • Fixed a bug where players would not be able to carry the Fuse box object if they were facing a certain angle.
  • Fixed instances where players could obtain High-End items at too low levels.
  • Fixed a bug where the interaction radius around the Crafting Table was too small.
  • Fixed a bug where weapon talents that would buff the player would be purged after switching weapons.
  • Fixed a bug where the Medved and Warlord High-End weapons would drop at 163 Gear Score in Incursions at any World Tier.
  • Fixed a bug where swapping out the 4th piece of a gear set with one of the same type would disable the 4-piece set bonus. This affected Tactician’s Authority, Sentry’s Call and Striker gear sets.
  • Fixed a bug where Wildfire, Shrapnel and Fear Tactics would not apply their effects to nearby enemy targets.
  • Fixed a bug where players would not be able to use Recovery Link signature skill while aiming another skill.
  • Fixed a bug where the Recovery Link would not automatically trigger if the player took fatal damage while aiming down sights.
  • Fixed a bug where weapon talents would not activate if the player had fulfilled exactly the required stat value.
  • Fixed a bug where equipping a weapon directly from dropped loot would replace the players current weapon instead of an empty slot.
  • Fixed a bug where sometimes looted containers and props would still be highlighted as loot-able in the game world.
  • Fixed a bug where recalibrating Enemy Armor Damage stat would not use the correct values at 163 Gear Score.
  • Fixed a replication issue that occurred when the player was performing a two-hand vault over an obstacle in the game world.
  • Fixed instances where the Fuse box objects would not replicate correctly when players would leave the mission instance.
  • Fixed game framerate while inside any inventory that has a large number of items.
  • Fixed a bug where the Signature Skill icon would not disappear when “auto-hide HUD” option was enabled.
  • Fixed a bug where players could not scroll an item description during item compare, in certain conditions.
  • Fixed a bug where the UI would not show the new item notification when a skill mod was unlocked due to a Base of Operation upgrade.
  • Fixed a bug where the Automatch megamap screen inside Underground mode would display activities that were not available for matchmaking.
  • Fixed a bug where the player’s health bar would overlap the Gear Score value while the Stash is open.
  • Fixed a bug where some vendors in the Base of Operations were not displayed on the megamap or the minimap.
  • Fixed a weird door.
  • Fixed a bug where Nimble talent would not work until reequipped if a cover to cover move is interrupted.
  • Fixed a bug where players could become invincible for a few seconds after using Survivor Link.
  • Fixed several instances of client crash.
  • Fixed a bug where Skill Haste would not correctly affect Support Station cooldown.
  • Fixed a bug where Judy Walters part 2 to 5 echos couldn’t be picked up correctly.
PC Specific [PC Only]
  • Fixed a bug where the first keyboard tap to deploy a skill would not register immediately after the skill was equipped or came off cooldown.
  • Fixed a bug where the player would not be able to shoot for several seconds after having thrown a skill or a grenade.
  • Fixed a bug where players would get unmuted after being killed in the Dark Zone.
  • Fixed a bug where the World Bracket UI was not affected by the HUD eye focus for the Tobii Eye Tracker.
  • Fixed a bug where players could still interact with the crafting table even though they received an “inventory is full” notification.
  • Fixed a bug where window size would not actually change when switching the video settings to windowed mode.
http://tomclancy-thedivision.ubi.co...6/the-division-update-15-survival-patch-notes

For those who haven't played recently - patch 1.4 really got the game back on track - is so much more enjoyable afterwards. Looking forward to the new patch :)
 

swooshboy

Band of Brothers
Joined
Aug 3, 2004
Messages
10,765
Location
London
Am liking the update - was worried that with the higher level enemies they would be moving back to how things were in 1.3 - but thankfully they didn't. You can comfortably take down the enemies in Tier 5 with all 229 gear and weapons and they all drop 256 gear, so easy to get items. Obviously still dependent on RNG to get the items you want, but in 1.3 it was RNG to get the item you wanted, and then RNG to determine the gear score of it. Now you know that all drops are the highest level gear / mods.

Have just been going through the LZ killing the bosses. Would be good to do that with a few others so we could share loot - more chance of getting what you are after that way.

Haven't tried Lexington yet for Barrett's chestpiece - that seams like one of the better items so might give that a go this eve.
 

Levo

Band of Brothers
Joined
Jun 28, 2010
Messages
19,409
Location
Derby.
Am liking the update - was worried that with the higher level enemies they would be moving back to how things were in 1.3 - but thankfully they didn't. You can comfortably take down the enemies in Tier 5 with all 229 gear and weapons and they all drop 256 gear, so easy to get items. Obviously still dependent on RNG to get the items you want, but in 1.3 it was RNG to get the item you wanted, and then RNG to determine the gear score of it. Now you know that all drops are the highest level gear / mods.

Have just been going through the LZ killing the bosses. Would be good to do that with a few others so we could share loot - more chance of getting what you are after that way.

Haven't tried Lexington yet for Barrett's chestpiece - that seams like one of the better items so might give that a go this eve.
Been trying to get Barrett’s chestpeace but no luck so far
Probably not on tonight because of the game but I'll be on tomorrow, up for a good session.