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Found 27 results

  1. PTS - 1.8 - Patch Notes

    PTS 1.8 - Global Patch Notes (Last Updated September 28th, 2017) Patch Notes, Update 1.8 PTS phase 1 Please understand that these Patch Notes are not final and will be updated. Additionally, please note that the new features and balance changes mentioned are still being worked on and are therefore not in their final stages. Keep in mind that the Public Test Server is a testing environment, not final and that not necessarily representative of what will be introduced to the Live servers once the update is finished. Please check the Known Issues thread for more information about the current issues present on the PTS. Please report any bugs you encounter on our PTS Technical Supportforum. Features such as West Side Piers, Skirmish, Resistance and Rogue 2.0 will be available to all players. To test the Underground, you must own the DLC or the Season Pass at the time of the PTS starting. New feature: West Side Pier West Side Pier is a completely new area accessible for all agents where two new game modes take place: ‘Resistance’ and ‘Skirmish’. In the zones, the enemy factions are teaming up to take the fight to the Division agents. The West Side Pier map stretches over two named zones: Intrepid and Dewitt. A new safe house will be available named Camp Clinton. Camp Clinton will act as a new social hub, similar to the Terminal, for Update 1.8. West Side Pier feature a new dynamic spawning system for enemies, a new kind of special assignments and daily assignments. New feature: Skirmish In Skirmish, two teams of four players compete against each other to get the highest number of kills before the time expires. Teams earn points each time a downed enemy player is eliminated. Agents can start a Skirmish session from the Last Stand matchmaking gate in the Base of Operations. Last Stand rank cap has been increased from 40 to 99. Last Stand and Skirmish both contribute to this progression. New feature: Rogue 2.0 The Rogue system in the Dark Zone has been overhauled for Update 1.8. To go Rogue, the player needs to toggle their Rogue status before being able to do any damage to friendly players. Any member of their group can choose the also go Rogue or leave the group. Manhunt levels and objectives have been added. Players reaching Manhunt status will now have an objective to interact with, which will reward Manhunt Caches. Non-Rogue players will see the general area of the Manhunt objective and will be rewarded for stopping the Manhunt agents. New feature: Optimization Station Gear Optimization provides an all new way for agents to invest in their favorite gear and achieve the perfect min-maxed build for their playstyle. Agents can take any of their gear to the new Gear Optimization station and spend Division Tech to improve the quality of the item’s stats towards their cap. New feature: Resistance (currently not available on the PTS) The update introduces a new PvE game mode called ‘Resistance’ where factions are teaming up for the first time to fight against Division agents. Enemy NPCs continuously spawn in waves as the agents try to survive for as long as they can. This new PvE game mode takes place in three arenas in West Side Pier. Agents can start an event from the map or by walking to the arena locations located in West Side Pier and initializing the event from there. New feature: Underground changes (currently not available on the PTS) The Underground will now have checkpoints. Hunters have been added to the Underground as a random spawn. When they show up, there will always be one more Hunter than there are players present. The Rave Room from the End is NY mission has been added to the room rotation. The old Directives have been removed and replaced by new ones that bring new gameplay options. The Underground has been given weekly assignments, which will reward Exotic Caches. Rewards have been increased overall in the Underground. New Underground Commendations have been added. New Classified Gear: New Classified Gear, which will be added to the Live game in future Global Events, are available on the PTS in caches bought the Special Equipment Vendor in the Terminal. The Classified Gear Sets available on the PTS are AlphaBridge, Banshee’s Shadow, D3-FNC, FireCrest, Hunter’s Faith, and Path of the Nomad, Predator’s Mark and Tactician. AlphaBridge Set Bonus (5 pieces): +25% Health Regen +10% Weapon Damage Set Bonus (6 pieces): To be updated. Banshee’s Shadow Set Bonus (5 pieces): +20% Looted Dark Zone Funds. +5% damage to target out of cover. Set Bonus (6 pieces): Talent: Improved Banshee: While Rogue, the time to clear Manhunt status is decreased by 5% for every group member within 10 meters. All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved. While not Rogue, damage to Manhunt status players is increased by 5% for each Manhunt level the player has. Rewards for killing a Manhunt player are improved. D3-FNC Set bonus (5 pieces): +15% Protection from Elites +10% Ballistic Shield damage resilience Set Bonus (6 pieces): Talent: Improved FrontLine When Ballistic Shield is deployed, melee damage is increased by 2000% and all overhealing the player receives is applied to the Ballistic Shield as healing instead. After taking 500 000 damage, the Ballistic Shield grants a buff to the player and all group members within 30 meters for 5 seconds. The duraction of the buff is increased by 1 second for every 2000 Stamina the player has. Physical Damage Buff: Armor is increased by 20%. Exotic Damage Buff: Weapon Damage is increased by 20%. FireCrest Set Bonus (5 pieces): +1 Incendiary Grenade Capacity +15% Flame Turret Range +10% Flame Turret Damage Set Bonus (6 pieces): Talent: Improved FireCrest Bullets have a 5% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed by bullets once every 10 seconds. NPCs set on fire by your flame turret will burn 25% longer for every 2000 Electronics. Hunter’s Faith Set Bonus (5 pieces): +20% Optimal Range +10% Headshot Damage Set Bonus (6 pieces): Talent: Hunter’s Precision Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage. Path of the Nomad Set Bonus (5 pieces): +10% Health on Kill Talent: Improved Nomad’s Resolve Increases the amount of healing from Nomad’s Resolve. Nomad’s Resolve will now overheal. Set Bonus (6 pieces): Talent: Nomad’s Luck 50% chance to have no cooldown for Path of the Nomad. Take 75% less damage for 10 seconds after Path of the Nomad is triggered. Predator’s Mark Set Bonus (5 pieces): +10% Reload Speed +8% Assault Rifle Damage +8% SMG Damage Set Bonus (6 pieces): Talent: Improved Predator’s Mark The damage over time to the target is increased by 150% for every 9000 Stamina and can critically hit. Tactician’s Authority Set Bonus (5 pieces): +5% Skill Haste +5% Skill Power Set Bonus (6 pieces): Talent: To be updated. New Exotic Weapons: Four new Exotic weapons have been added to the game. On the PTS, they are available to buy from the Special Equipment Vendor in the Terminal. The House (Submachine Gun) Special Talent: Card Counter One half of the magazine does 25% increased damage. The half which deals increased damage flips after 10 seconds or when the magazine is empty. Big Alejandro (Light Machine Gun) Special Talent: Cover Shooter Every bullet fired when in cover increased weapon damage by 0.5% up to 50%. The bonus lasts for 10 seconds. Getting a kill with this weapon while in cover resets the duration. The bonus damage is cancelled by reloading, swapping weapons, or exiting combat. Devil (Marksman Rifle) Special Talent: Fire Headshots increase stability by 30% for 15 seconds. Bodyshots increase headshot damage by 30% for 15 seconds. Set Bonus talent used together with Heel: The Devil’s Heel Both weapons gain the Fire and Fury talents and the buff durations are increased by 15 seconds. Bonuses from Fire and Fury are no longer lost when swapping between Fire and Fury. Weapon swap speed is increased by 50%. Heel (Marksman Rifle) Special Talent: Fury Hitting weakpoints increase weapon damage by 15% for 15 seconds. Hitting skill proxies increase ciritical hit damage by 30% for 15 seconds. Set Bonus Talent used together with Devil: The Devil’s Heel. See above. New additions to the Premium Vendor: A new type of Encrypted Cache, with brand new items and Collections, has been added to the Premium Vendor in the Terminal. Game changes: Critical Hit Chance is reduced by 50% compared to aiming down sights. Fixed an issue where a grenade could become invisible if thrown exactly when going into a downed state. Players can now use the /join command to join a group of players in an Open Group. Weapon balance Exotic weapons Warlord, Caduceus, Historian, Tenebrae, Damascus, Golden Rhino, Midas, Hungry Hog, Showstopper, Thompson M1928 and the Tommy Gun have had their damage slightly increased. Pakhan has had its damage slightly reduced and its spread decreased. The Medved has at its range increased and its spread slightly decreased. Weapons The damage of high RPM weapons have been decreased. The M4, M5 and MP7 have had their damage decreased. Talents Adept will now give a single stack of its buff which is refreshed if another skill is used while it’s active. It will no longer stack multiple times. Fixed instances where Rapid would stop working. Fixed an issue where Battle Buddy would apply twice to an agent after they’ve been revived by a Support Station. Hip Fire Global Events Masks are now rewarded from Global Event Commendations instead of Global Event leaderboards. Skills Support Station Fixed a bug where the Support Station skill would still remain on the ground and the skill become unavailable when the agent using the skill move more than 100 meters away from it. Fixed an issue where the Support Station buffs would stay even if the station was disrupted. Commendations / Patches You Hunt Me I Hunt You Commendation for killing five Hunters in Underground, Survival and Resistance has been added. The Pacifist commendation will no longer be rewarded after a completed PvE Survival session. Fixed an issue where the Outbreak shirt and the Cave Dweller patch wouldn’t get along if the player has the Banshee or Baseball jacket equipped. Fixed an issue where Commendations with conditions and a patch reward displayed incorrectly. The Commendations Highest Value Target and Targeted Agent will no longer reward the same patch as Face Time. Last Stand Revival will now reward the correct Patch. Classified Gear Fixed an issue with Classified Gear where comparing Loadouts wouldn’t show a difference in stats. Fixed an issue where the DeadEye 6-piece talent wouldn’t activate after killing a player or a NPC using the Historian exotic weapon. Fixed a bug where the Pakhan magazine stack is lost when the Meticulous talent procs. Fixed an issue where set bonuses for unreleased Classified Gear Sets could be seen at the Recalibration Station. Missions / HVTs Fixed a bug where enemies wouldn’t spawn during a HVT contract after joining another player’s session. Fixed an issue where completing Napalm Production Site on Legendary difficulty would not count towards Global Event missions. Incursions Fixed an instance where the agents could abuse a certain room to gain an unfair advantage during the final fight of Stolen Signal. Play fair, think of the poor NPCs. Survival Fixed a bug where the Store menu would be available in Survival. Fixed an issue where completing a daily Survival assignment would not give a notification. Underground Fixed a bug where an Underground session would lead to a dead end. Fixed an issue where the final boss in the Underground could be farmed repeatedly. Fixed a bug where the final objective would not update after killing the final boss. Players will no longer be trapped in the Underground if the team leader leaves the group directly after opening the last door. Fixed an issue where frame rates would drop significantly in a certain room. Removed an invisible wall. Fixed a weird break in the floor which would prevent the player from progressing. Fixed weird props. Fixed a weird cage. Fixed a weird train. Fixed weird doors. Last Stand Fixed an issue where an agent would be given a 30 second death penalty in Last Stand after previously dying as a Rogue in the Dark Zone. Loadouts Switching between Loadouts using key bindings will now give a warning message if the current Loadout isn’t saved. Premium Store Fixed a bug where an item in the Premium Store would not have a tool tip. Fixed a bug where the glimmer effect on rare vanity items wouldn’t disappear in the vanity items menu. Fixed a bug where an Encrypted Cache would automatically be opened when the player buys a Cypher Key. Fixed an issue where the Premium Vendor would suddenly get a creepy twin after the player bought an Encrypted Cache. Fixed an issue where the agent would be stuck on the cache opening screen if kicked from the group while opening an Encrypted Cache. Other Fixed a fashion mishap where the Green Cadet Cap and the White Cadet Cap looked exactly the same. Fixed an issue where the DirectX 12 renderer wouldn’t work on certain graphics cards. Fixed an issue where a player would not receive a cache after completing an assignment if their inventory was full. Fixed an issue where players could not pick up an Echo in Chelsea. Fixed a UI bug where a .0 would be added to Firearms and DPS stats on weapons. Fixed a UI issue where text would overlap in certain languages. Fixed an issue where friendly Smart Cover would overlap with the map screen.
  2. LIVE FROM 1.8!

    Tempted to post loads of pictures from the PTS but ... they'd be spoilers even though I'm pulling at the lead to show you one item in particular!!!! If you beg I'll do it....
  3. 1.8 PTS - 22nd September!!

    Officially announced just a few hours ago, the 1.8 PTS ... ...GOES LIVE TOMORROW (September 22nd) for PC ONLY It is a phased PTS with Phase 1 containing the following items ready for testing: 1) Rogue 2.0 2) Skirmish 3) Camp Hudson 4) Dockyards and new LZ area 5) Dynamic Ai spawn 6) New recalibration using Div Tech (all players will have full Div Tech PLUS free classified caches available for testing purposes) ...I also believe the four new Classified weapons (including MPX SMG, two paired DMR's & an LMG) will be in circulation also.
  4. 1.8 PTS 26 Sept

    PTS starts on Sept 26. Concole access - those with 1.7 access, will automatically have 1.8 access. (and only an update download s/b required) - futher codes will be sent out - should be more codes than last times - numbers still being finalized. - criteria still be finalized. - uplay accounts will need to have the "email" option select to receive the email codes. Other news: GE Assualt, Oct 3
  5. PTS - Patch Notes - 1.7 - Week 3

    PTS 3 patch notes: Last updated: 12:23 UTC, July 18th - Revision 2Global Events Loot changes: As a first attempt to tweak acquisition rate of Classified Gear, our approach was to refocus the caches to make sure they provide something relevant. To keep things balanced, we modified the rhythm by which caches can be obtained, now that we’re sure they will provide something of use. Increased the price of Superior Caches to 1500 (from 650) Increased the price of Regular Caches to 900 (from 350) Increased the token drop rates of Normal and Hard missions to compensate the caches price increase. Superior Caches will now drop only one item. This item will be of either Gear Set, Exotic or Classified quality. The chances of this item to be Exotic or Classified have been increased. Vanity rewards are now awarded in Leaderboard Caches only. Outbreak Added a new stat for number of group headshots completed after you tagged the enemy. Fixed a bug where a player dying from contamination would be shown as having killed himself. Fixed a bug where Global Events would not be sorted alphabetically in the help menu. Commendations Fixed a bug where a Reward section would be shown in the UI of Commendations that do not yield any Reward. Recalibration Gear recalibration has been reactivated and made temporarily free on the PTS for testing purposes Gear Sets Striker’s Battlegear: Overall we were happy with the healing potential of the set in PTS 2 but we felt that players were getting too much base heal per stack while still being able to push their build towards high DPS. The new will actually allow slightly better max healing but require you to go all in on Stamina to get the bulk of the heal. 6 Pieces: Every hit adds a self-healing bonus for 0.01% of max health (instead of 0.1%) of max health per second. This bonus is further increased by 0.03% (instead of 0.01%) for every 2000 Stamina. Stacks up to 100 hits. Bonus is reduced by 0.01% (instead of 0.1%) every second. The 4 Pieces and 6 Pieces talents will now be paused by an EMP effect, instead of being completely reset. Example 1: 4000 Stamina and 100 stack: PTS2: 12% health/second (10% + 2%) PTS3: 7% health/second(1% + 6%) Example 2: 6000 Stamina and 100 stack: PTS2: 13% health/second (10% + 3%) PTS3: 10% health/second (1% + 9%) Example 3: 10000 Stamina and 100 stack: PTS2: 15% health/second (10% + 5%) PTS3: 16% health/second (1% + 15%) Lone Star: In the previous iteration the relatively low percentage change of gaining the buff mixed with the inability to chain bugs together greatly reduced the impact of the set. In this update, the chance of gaining the Berserk buff has been increased and players can now chain multiple Berserk buffs together. 5 Pieces: LMG/Shotgun damage bonus increased to 12% (instead of 8%). 6 Pieces: When a weapon has 50% (instead of 25%) of its magazine remaining, there is a 75% chance (instead of 50%) to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage is increased by 20% (instead of 15%), fire rate is increased by 20% (instead of 25%), and stability and accuracy are decreased to 0 (instead of decreased by 15%). The bonus is cancelled by reloading or exiting combat. 6 Pieces: The bonus can now trigger of itself with diminishing chances. This means that each time the bonus triggers, the chance for it to trigger again is reduced until the players exits combat or reloads. Improvements were made to the visual feedback of the 6 Piece bonus. Fixed a bug where the 6 pieces bonus could be activated when shooting while out of combat. Final Measure: Our goal was for all the buffs to temporarily be very impactful to your play style in different ways. The way Armor was being calculated was unintentional and has been fixed to be an additive increase to your armor mitigation. 6 Pieces: All bonuses received from defusing grenades are increased to 20% (instead of 15%). This bonus is now a flat armor bonus instead of a multiplication of the existing armor value. This means that if your Armor Damage mitigation is at 35%, receiving the Final Measure buff will increase it to 55%. Fixed the description to correctly refer to Fragmentation Grenades instead of HE Grenades. Reclaimer: We wanted the Classified Reclaimer to be the ultimate support healer build. This led us to the new iteration which allows players building purposefully to guarantee that their cooldown resets when their station is destroyed by an enemy. 6 Pieces: Support station gains a 50% chance (instead of 25%) to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 10% (instead of 2%) for every 2000 Electronics (instead of 1000). Path of the Nomad Fixed a display bug where the talent cooldown icon would not display after the talent effect was triggered. DeadEYE 4 Pieces: Fixed a bug where headshot damage would do less damage than bodyshot damage when scoped in PvP. 6 Pieces: Fixed a bug where the bonus would trigger with any weapon type instead of only Marksman Rifles. Fixed a bug where deconstructing a Classified Gear piece would not yield any material. Fixed a bug with Classified Striker where only one bonus could be recalibrated instead of 2. Skills EMP Sticky Bomb no longer staggers the enemy. Fixed a bug with First Aid Defibrillator where a player equipped with a Vigorous chest rolling into the area would only receive the instant heal and not the heal over time. Weapons Added a hard cap on RPM for all weapons. It will no longer be possible to overcome the RPM limitation of a weapon, no matter what shooting method is used. Fixed a bug where Pakhan’s talent could be staked if the reload animation was interrupted. UI Fixed a bug where a dead group member would still appear as unconscious in the group UI. Fixed a bug in the Group Management menu where the Agent Details could overlap with the server warning “Poor connection to host server”. Fixed several instances of debug_text appearing in the UI. Survival Fixed a bug where Mods could not be equipped on items in Survival. Other Fixed a bug where equipping the Pork Pie hat would make it appear on the character’s feet instead of their head. Fixed a bug where players receiving a burn status effect right after throwing a grenade or throwable skill would disable the grenade or skill.
  6. 1.7 PTS begins!

    On SotG it was announced that PC PTS will begin at 10a CEST/4a EST on Friday June 30th. While there is still going to be a console PTS, as promised, the exact release date hasn't been provided (should be sometime next week). For those on a console looking to get to play the PTS, there will be a limit of 10k players for each console. Players will be chosen based on whether or not they're playing end game content (lvl 30 stuff) and how much play time they have logged in the last month. Those that are chosen will receive an email at the email account they have associated with their Uplay account and will then have few steps to follow to redeem their PTS code. For someone that has been looking for a console PTS since the first PC PTS, I'm rather unimpressed that they're limiting access so much. I've been playing the game since the closed beta (no alpha cuz I'm on PS4) and will most likely not get a code since I can only play about 8-10 hrs a week because of adulting. I know there's mostly PC players left on here, but I was wondering what everyone's thoughts are on gating access behind play time?
  7. PTS - Patch Notes - 1.7 - Week 2

    PTS2 Patch Notes Global Events The first Global Event – Outbreak – is now available on the PTS. The factions are infected by the virus and are extremely contagious. Your best course of action is to aim for the head to deal maximum damage. The Global Event features a modifier that can be applied to existing content. Two extra modifiers can be enabled to increase the challenge and the rewards. Earn Global Event Tokens by playing the content and exchange them for Global Event Caches at the vendor. Rewards include Three Classified Gear Sets. Three different Weapon Skins. One vanity set. Global Event specific Commendations are available to challenge you even further. Commendations & Patches Fixed an issue where the Too Old for Toys Commendation would not work properly. Fixed a bug where the Patches would apply as a weapon skin when equipped. Encrypted Cache The Premium Vendor now has a tutorial mission for the Encrypted Caches. New items have been added to the Encrypted Caches. Fixed a bug where parts of the agent became invisible after equipping vanity items from the Encrypted Cache. Collections Fixed an issue where the JTF Collection and the Astronaut Collection listed the same reward. Fixed an issue where the vanity menu in the Collections tab would always go straight to the second item in the category. Classified Gear Sets The bonus healing from Striker's Persistance now takes 2000 Stamina per 0,01% (increased from 1000). Known issues with Classified Gear Sets Fixed an issue where stats on Classified Gear Sets would roll lower than intended. Fixed an issue where you could not recalibrate two stats on Classified Gear Sets. Fixed an issue where the LoneStar 6-piece bonus stopped working if the player swapped weapons just as they ran out of ammo. Game changes After a Medkit cleanses a Status Effect, it will grant a temporary, three-second invulnerability to the cleansed Effect. Talents Triage Fixed a bug where Triage would be applied multiple times. Skills Pulse Fixed an issue where the Pulse icon would overlap other UI elements. Missions Fixed a location where the player could throw a Seeker Mine through a wall and kill all the enemies on the other side. Fixed a location in General Assembly where a glass panel could get in the way in the fight against Raptor. Underground Fixed an issue where enemies were unable to detect the player after going through a weird fire door. Known issues with Survival Using deconstruct in a Survival session will get user stuck in the overview UI interface. The user is unable to equip gear mods in Survival. Last Stand You can now see recent/nearby players from the opposing team as well as from your own team. Base of Operation Fixed a bug where the Base of Operation would become unusable after visiting the Premium Vendor. Dark Zone Fixed a bug where enemies would stop engaging the player if they hid behind certain objects in the Q Building Landmark. Fixed an issue where the player can teleport outside of the map in Dark Zone 2. UI The talent description on the NinjaBike bag now correctly reflects its functionality. Players now get a warning if their wallet of is full of a given currency and they open a Cache containing that currency. Removed the unusable “Equip” button from the Commendation menus. Fixed an issue where the “Unmark as junk” button wouldn’t show after marking an item as junk in the Stash. Cypher Keys are shown in the loot preview. You can now inspect received clothing items straight in the Encrypted Caches window. It uses the same inspect camera as the regular appearance menu. Fixed an issue where the player couldn’t use the D-pad to navigate the Encrypted Cache screen. Fixed an UI issue where there a white box would be displayed instead of the number of Cypher Keys the player has. Known issues with UI Many icons in game are appearing as boxes instead of icons. PC Specific Fixed an issue where the player’s FPS would still be capped despite turning off the Frame Rate limiter. Other Fixed an issue where the Global Event headshot sound would play outside of the Global Events. Fixed an issue where you could clip through the camera when in a party and multiple agents are standing around the Premium Vendor. Agents still blinked after death on the PTS. No zombies allowed, so we made sure it is not happening anymore
  8. PTS - Patch Notes - 1.7 - Week 1

    Global PTS Patch Notes (Update 1.7) Last updated: 13:38 UTC, June 30th - Revision 3 Please understand that these Patch Notes are not final and will be updated with PTS modifications. Additionally, please note that the new features mentioned are still being worked on and are therefore not in their final stages. All of these new features will be available to all players. New feature: Global Events (not initially available on the PTS) Global Events (previously known as Seasons) are time-limited events that add special modifiers to the PvE parts of The Division. Taking part in a Global Event will award you Tokens that you can use to purchase Classified Gear caches (detailed below) and unique vanity items (that are currently not included on the PTS). New feature: Commendations & Patches Commendations introduce a series of 500+ challenges across several categories for agents to accomplish. Commendations cover all aspects and areas of the game, both for PvE and PvP. Unlocking achievements reward the player with Commendation Score. Your tallied score is displayed to other agents. Some special Commendations award a Patch, a brand new vanity item. These Patches are displayed on the agent’s arm, replacing the default Phoenix patch. Not all patches are available on the PTS, with more being added once Update 1.7 goes live. The requirements for certain Commendations have been altered on the PTS for testing purposes. New feature: Face customization The Base of Operations now include a room with an interactive mirror that you can use to change your agent’s appearance. You can find the room by turning right straight after you have entered the Terminal from the Base of Operation stairs. New feature: Encrypted Cache An Encrypted Cache is a loot container obtained from the Premium Vendor in the terminal. It requires a key to open. Encrypted Caches contain unique appearance items, emotes and skins. Cipher Keys are needed to open Encrypted Caches. These keys are created by collecting key fragments, which are available from normal gameplay. 10 key fragments are needed to create one Cipher Key. Keys can also be purchased from the Premium Vendor. Unique appearance items from the Encrypted Caches are organized in Collections that can be found in the Vanity tab. Once a Collection has been completed, the agent will receive a reward. Please note that the contents of the Encrypted Caches on the PTS are not 100% representative of what will be in the final product. There is currently an issue with the Premium Vendor and the Encrypted Caches, which makes them impossible to use. This will be fixed and testable on the PTS in a future update. New feature: Classified Gear Sets (available from the Advanced Weapons vendor on the PTS) Classified Gear Set pieces are unique gear set pieces for pre-existing gear sets and will feature 5 and 6-piece bonuses. Classified Gear Set pieces can initially only be received from participating in Global Events. After a Global Event has concluded, the Classified Gear pieces can be found during normal gameplay, but with lower drop rates than during Global Events. Six Classified Gear Sets will be included on the PTS for testing purposes, but once Update 1.7 goes live, three Classified Gear sets will be introduced for every Global Event. The Classified Caches are available on the Advanced Weapons vendor on the PTS for testing purposes, but will be tied to Global Events once Update 1.7 goes live. Primary Stat Ranges: Classified Gear Set Primary Stat Range 1274-1401 Final Measure 5 Piece: +15% Exotic Damage Resilience +15% Protection from Elites 6 Piece: Talent: Improved Final Measure When a grenade is defused the player and all group members within 30 meters gain a buff based on the grenade type that was defused. -EMP/Shock: Skill power increased by 15% for 8 seconds. -HE/Incendiary: Weapon damage increased by 15% for 8 seconds -Flashbang/Tear Gas: Armor increased by 15% for 8 seconds Sentry 5 Piece: +15% Accuracy +15% Headshot Damage 6 Piece: Talent: Improved Sentry’s Call NPC targets can now receive up to six marks. After three marks, every headshot on the target has a 25% chance to spread a single mark to additional targets within 10 meters. At six marks, your headshot damage on the target is increased by 100%. Striker 5 Piece: +10% Stability +5% Enemy Armor Damage 6 Piece: Talent: Striker’s Persistence Every hit adds a self-healing bonus for .1% of max health per second. This bonus is further increased by .01% for every 1000 stamina. Stacks up to 100 hits. Bonus is reduced by .1% every second. Bonus can be removed by EMP. Reclaimer 5 Piece: +15% Support Station range +25% Support Station duration 6 Piece: +50% Support Station revive time +100% Support Station healing speed +100% Support Station health Talent: Improved Reclaimer Support station gains a 25% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 2% for every 1000 Electronics. Exotics NinjaBike messenger bag Talent: NinjaBike messenger bag Slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. Cannot unlock Classified Gear Set bonuses. Known Issues with the Classified Gear sets on PTS1: Classified Sentry 6 Piece Talent Sentry 6 piece is not spreading marks to nearby enemies. This will be testable on the 1.7 PTS in a future update. Deadeye There are known issues with the WIP Deadeye Classified set that keep the 4 and 6 piece bonuses from working properly. Please refrain from using Deadeye in PTS 1. Deadeye reworked 4 piece and Classified sets will be fixed and testable on the 1.7 PTS in a future update. Classified Lonestar: There are known issues with the Lonestar 6-piece bonus. Please refrain from using Lonestar on PTS1. The set will be fixed and testable on the 1.7 PTS in a future update. Classified Recalibration: 2 Stat recalibration is not yet activated for Classified sets. Recalibrating the Primary stat on a classified gear piece is not working properly. We are working on 2 stat recalibration and extended primary stat range recalibration to be testable on the 1.7 PTS in a future update. There is currently an issue where Classified Gear can roll with lower stats than intended. This will be fixed on the 1.7 PTS in a future update. Game changes Weapon Balance SVD SVD recoil and spread have been retuned to be in line with the M1A. Seeker Mine explosion damage has been reduced from 900 to 600. Airbust Mod damage has been reduced from 300 to 120. Gameplay Fixed a bug where players could get the On Fire status effect even though they had 100% burn resistance. Note that players can still take damage from certain fire attacks, such as Cleaner flamethrowers. Fixed a bug where players could run faster than they should by spamming the sprint button. Talents The Coolheaded & Determined talents will now have an effect on cooldowns for all skills, including Signature Skills. Loadouts Minor color tweaks has been made to make the Loadout UI more consistent. Fixed an issue where switching mods on a Loadout while having a full inventory could override the backpack capacity. Fixed an issue where a player cannot switch between two identical Loadouts using different mods while having a full backpack. Fixed a bug where certain audio clips would loop . Skills Seeker Mine: Fixed a bug where the Seeker Mine with Cluster mod would sometimes be unable to detonate on a target if the target was on top of a cover. Support Station: Fixed a bug where if an agent revived by another skill while in a Support Station’s area of effect would cause the Support Station to despawn. Fixed a bug where an agent could not be revived by First Aid if they were being revived by a Support Station that was destroyed before the revive finished. Fixed a bug where the Support Station would remain in the agent’s hand after deploying it. Fixed a bug where an agent would sometimes not get revived if a group member used First Aid with the Defibrillator mod. Fixed a bug where an agent would get revived if the agent was in the process of self-reviving from a friendly Support Station but tried to cancel the action. First Aid: Fixed a bug where the First Aid Defibrillator revive would not be prioritized over other slower revives while they were in progress. Fixed a bug where the First Aid’s effect would be delayed while the projectile slowly descended to the ground. Mobile Cover: Fixed a bug where the Mobile Cover could be knocked down by other agents and enemy NPCs even though they were under immobilizing status effects. Fixed a bug with Mobile Cover where an agent could be lifted above ground. Fixed the description of the Mobile Cover Countermeasures mod so that it now clearly states that shooting a target while being in cover on it will pulse the target for 5 seconds. Fixed an issue with the Mobile Cover Countermeasures mod where group members would not get the concealment when taking cover behind it. Ballistic Shield: Fixed a bug where the Ballistic Shield would not take damage from your own grenade or Sticky Bomb. Fixed an issue with Ballistic Shield Riot Shield buff, where the agent could get multiple buffs by performing certain actions. Other: Fixed a bug where group member’s skill cooldowns would not be decreased when taking cover in an area affected by Smart Cover with the Recharger mod. Fixed a bug where attempting to use a skill immediately after entering the Dark Zone would result in the skill going into cooldown. Recovery Link can no longer be used while firing your weapon, similar to Survivor and Tactical Link. Fixed an issue with the Turret’s target prioritization. Missions Fixed a bug in Napalm Production Site where an agent could defeat Joe Ferro inside his room before defeating his guards. Fixed a bug in Grand Central Station where the turrets were reactivated after player death. Fixed an issue where Hudson Refugee Camp became impossible to complete if the bosses are killed too quickly on Challenge Mode. Fixed an issue in WarrenGate Power Plant where a door would refuse to open if the player dies before completing a certain objective. Fixed several instances in different missions, including Russian Consulate and Napalm Production Site, where the player could get stuck or shoot through walls and floors. Fixed a weird door in the General Assembly parking lot. Underground Fixed a bug where Underground Directives would not continue across Underground phases. Fixed an issue with the Mad Skills Directive where the second skill would go on cooldown when the player aimed his first one. Fixed a bug where the agent could fast travel to the Underground while carrying contaminated items. Fixed some big weird doors in the Underground. Survival The rewards you get from Survival have been increased. Reaching Tier 1 will rewards you with a Survival Cache instead of a Gear Cache. Reaching Tier 2 will rewards you with one Survival Cache and one Weapons Cache. Fixed a bug where the Punisher accolade on the end screen would always have a checkbox next to it even if it wasn’t completed. Fixed several issues in the environment, where players could get stuck. Fixed instances of the game freezing when leaving Survival. Last Stand Fixed instances of the game freezing when leaving a Last Stand match. Fixed an issue with the positioning of a prop which could cause players to get stuck in tactical point A1. Base of Operations Stopped an evil Christmas tree by the Premium Vendor from trapping players. World Fixed a number of issues throughout the world such as: Being unable to vault over certain objects. Being shot by NPC’s through a wall by the entrance of the The Ward safe house. Being blocked by invisible objects. Getting stuck between objects. Objects clipping through other objects. Being able to glitch through various walls. Floating flags and misplaces textures. Fixed an issue where agents were able to jump off a roof in Turtle Bay. We’ve stopped NPCs from following you into an elevator in Turtle Bay. Fixed several places where hiding behind certain objects would stop enemies from engaging the agent. Dark Zone Fixed several issues in the DarkZone such as: Agents sometimes receiving the Outside Playable Area message when in the The Armory landmark. A lootable object in DZ7 being in an unreachable place. Being able to glitch through a wall in the The Mall landmark. Being unable to drop down from certain objects once the agent has climbed them. Minor graphical issues in The Armory. Moved several trashbags around so players wouldn’t get stuck behind them anymore. Moved a rogue lamp. NPCs being able to shoot through certain walls. Fixed an issue where a Named NPC was missing from the The Basement landmark in DZ09. Stopped NPCs from sneaking through a gap between a pair of doors and a rooftop in DZ09. Fixed an issue where cleared Landmarks would not give out rewards. The Named NPC “Beans” now belong to the correct faction. UI Blueprints are now shared across all characters on an account. Consumables Caches are now available at the Dark Zone vendors. Moved the position of the Loadout icon on items you have marked as a favorite to make it easier to identify them. Added backpack capacity to the loot preview. Fixed a bug where after dying and placing the cursor over a respawn location the highlighting of the option would appear on the bottom of the screen. Fixed a bug where pressing back while having the option to disable sharing for an item would cause the item to be unshareable. Fixed a bug where buying back items quickly could result in exceeding the inventory limit. Fixed a bug where the “Sell” button at a vendor would be active even though there was nothing to sell. Fixed a bug where you would get the wrong message when buying an item from any vendor. When buying every item from the Appearance Vendor, you will now be able to see all your available currencies. Fixed a bug where the Ubisoft Club Action Completed pop-up would show up every time the game was started. PC Specific Fixed an issue where an agent would right-click on an item and the text describing the options presented would flicker rapidly. Fixed UI overlap which could occur when an agent was comparing items and then dragging an item over to share or dismantle. Fixed an issue where agents could still use the scroll wheel while the Not Enough Space prompt was present. Fixed a bug where the mouse cursor would sometimes not be present on the loading screen. Fixed an issue where the Group Management menu would begin flickering when an agent hovered the cursor over a friend’s name. Other Fixed an issue where the NPC beating a dead body scene had no sound effects. Fixed an issue with Tattoo saturation not changing between 0 – 30% during Character Creation. Fixed a visual bug where an agent would continuously bleed if revived by a group member’s Recovery Link while another revive was in progress. Added sound effects to the JTF officer knocking on bars in the Brooklyn Precinct. Maybe someone will actually hear him and help him out now. The Blueprints Vendor in the Terminal should now speak again. Agents no longer blink and move their eyes once killed. Say no to zombies.
  9. Note, time is measured since launch not the last 30 days. You just needed to uave logged in during the last 30 days
  10. Just thought I'd share. Just screen shots so others can see. Overview Premium Vendor - Purchasing Items Collections
  11. Patch 1.6.1 PTS 2

    Some mini patch notes for week 3 pts. Details below ---------------------- http://forums.ubi.com/showthread.php/1656085-PTS-3-May-5th-2017-Forums Game changesWe’ve been receiving a lot of feedback on the Loadouts feature, but one aspect stood out above any other ones: the lack of inventory space due to Loadouts require items to be in your inventory. To address this, we looked at ways to increase inventory space, and used this opportunity to answer a quality of life change that had been suggested in the past: removing the RNG roll in backpack capacity. Backpack capacity will no longer be randomly generated for all High-End, Exotic and Gear Sets backpacks. Instead, they will all have a capacity of 110 (120 with all Base of Operations perks unlocked). This change is retroactive. The NinjaBike backpack is considered by most as a very underwhelming item, and we agree. While we don’t have the bandwith to revamp it for Update 1.6.1, we have however decided to remove it from all loot tables in order to make sure to avoid the frustration to receive a Ninja Backpack instead of any other more interesting Exotic. NinjaBike Backpack has been removed from all loot tables until it can be correctly revamped. That means that it will no longer drop from NPCs or in Exotic Caches. Bug fixes Fixed a bug in DZ02 where players could suffer invisible collision in the stairs newly added at the “Coward’s Corner”. Fixed a bug where players could still be revived with Nimble when dying during a Cover to Cover move. Fixed a bug in DZ09 Landmark Greenhouse where enemies would not spawn if players were standing too close to the spawn location. Fixed several instances of Support Station buff remaining active on the player after they left its range. Fixed a bug with First Aid Booster Shot where applying the skill another time while the buff was still active would not refresh its duration. Fixed a bug with Ballistic Shield when using 4 piece D3-FNC where the mod bonuses would still apply despite what the Gear Set talent states. [PC] Fixed a bug where fps could drop significantly when the frame rate limiter option was activated.
  12. Patch 1.6.1 PTS 2

    http://forums.ubi.com/showthread.php/1646206-PTS-2-April-27th Gameplay changesHip-fire has been and still is a very important and consistent discussion since the release of Last Stand. While we want to look at hip-fire as a whole for future updates, for the time being we want to address the most pressing matter that has been reported by the community: hip-fire aim assist when using a controller. Aim assist will no longer be activated when players hip-fire with a controller. A new weapon was found on the PTS, the LMG M249 SAW. This weapon is still a work in progress and scheduled to be released in a future update. Removed the M249 SAW from the pre-made character on the PTS. The changes to Nimble with this PTS have generated a lot of feedback and discussions and we find ourselves agreeing with players mentioning that the combination of the heal over time and the restriction forcing players to stay in cover has proven too strong. We have decided to remove the “stay in cover” condition and let the heal over time run its course whether the player stays in cover or not. Nimble: the requirement to stay in cover to receive the heal has been removed. Nimble will now heal 2% per meter over the course of 4 seconds, whether the player stays in cover or not. Finally, while we announced our intention to change the damage of Airburst seeker mine and move some of it from burst to fire, we actually didn’t implement this change in the first iteration of the PTS contrary to what was mistakenly written in the Patch Notes. We had however indeed removed the stagger and also modified the fire effect to become a real fire status effect that can be cleansed by the player. Looking at the feedback and our own experience on the PTS, we believe that these changes might actually be enough to bring airburst in check without penalizing players who invest in Skill Power too much. We will keep monitoring the situation but right now we are not considering changing Airburst any further. Airburst Seeker Mine damage was NOT changed in PTS 1 and will remain unchanged for Update 1.6.1. Stagger effect was however indeed removed. Fire effect has been reworked into a real status effect that can be cleansed using MedKits. (this change was already implemented in PTS 1) Bug fixes Fixed a bug where Grenade types would change position randomly on the Grenade Wheel. Fixed a bug where items couldn’t be marked as Junk in the Stash menu. Fixed a bug where the Pakhan talent would only work on NPCs and not on players. Fixed a bug that could create a delay when trying to deconstruct an item that is part of a Loadout from the stash. Fixed a bug where the Appearance Vendor menu couldn’t be closed when it was empty. Fixed a bug when acquiring new vanity items where the amount of new items would also show on the pouch tab. Fixed a bug when comparing items from a Vendor menu where the stats displayed for the equipped item could be incorrect. Fixed several instances of missing sounds in the Loadout interface. Fixed several instances of various buttons working inconsistently in the Loadout interface. Fixed several instances of Mobile Cover becoming invisible to the player. Fixed a bug where players would not be healed by First Aid if they are damaged while in the radius of the skill. Fixed a bug where the slowing effect of bleed would apply multiple times on a character using a ballistic shield. Fixed a bug in Survival where a group of two would be disbanded if one member would be disconnected and reconnect immediately. Fixed a bug where players joining a session in progress would not see any player information on the matchmaking screen. Fixed a bug where NPCs at the landmark The Boiler would not respawn after the contamination event ends. Fixed a bug where the reward pop up would not always appear when clearing a landmark. [PC] Fixed a bug where players would not receive a Loadout warning when dismantling an item using the drag and drop method. [PC] Fixed a bug where players would not receive any feedback when trying to switch to a Loadout that has insufficient backpack capacity when using keybindings.
  13. After launching update 16 and the final paid expansion known as Last Stand back in February, Massive Entertainment provided a sign of relief to the community when they announced to continue support for The Division well into 2017. In the latest State of the Game live stream, the team at Massive revealed some upcoming changes to the game in the next server/client patch.
  14. Ubisoft has put out a survey for the Last Stand for those who have been PTSing. http://forums.ubi.com/showthread.php/1564840
  15. Last Stand NormalizationWith PTS4, normalization will roll the max stat for all gear bonuses, gear mods, performance mods and weapons mods – in addition to the previous max rolls for major stats, weapon damage and weapon attributes – which means that your entire character will be scaled to a fully min-maxed 256 build. Your goal when putting together a build for Last Stand should now be completely focused around creating a build that suits your playstyle, instead of only trying to find a build where the stats are rolled fully to your advantage. Normalization now rolls the max Gear Score 256 stat for Your Gear major/minor bonuses Gear Mods Performance Mods Weapon Mods Major stats Weapon damage Weapon attributes Fortifications We have always wanted fortifications to help a solo player defend a tactical location, especially if the attacking team was not approaching tactically. With the previous tuning players were able to tank and heal against the turrets but the actual Time to Kill for the turret was fairly long. We are making the turrets more lethal if attackers are not playing smart, which should also help solo defenders hold down their home tactical location. The Pulse fortifications have not been changed. The damage of the turret fortifications has increased by 40%. The health of the turret fortifications has decreased by 25%. Join on the Fly The issues we had with joining a Last Stand match already in progress during PTS2 have been resolved, and you are once again able to join on the fly. Also, players who joined as a group should no longer randomly be split up at the end of a match. You can now join a Last Stand match already in progress again. Mercy Rule We continue to tweak the Mercy Rule and we will continue to adjust it as we gather more data. For now, we want to try to keep it more aggressive and see what players think. We would love to hear your feedback on this aspect. Mercy Rule now activates at 10 minutes instead of eight. Personal Score Up until now, the scores used to calculate rewards at the end of the match were placeholders until we had more data on what kind of scores we could expect during a match. With PTS4, the score thresholds for Last Stand rewards have been increased. If your team wins the match, you will always get a win cache, no matter your personal score. The Last Stand score thresholds are now 3000 for 1 cache, 6000 for 2 caches and 15 000 for three caches. Game changes Combat Time to Kill was too fast during PTS3 and didn’t give enough time to work skills into encounters, so we’re lowering the PvP damage multiplier in PTS4. This change is subtle and should not dramatically affect the current pace of PvP. Additionally, with the updated normalization discussed above, players are going to be more lethal in general, which means we need to pull back the Time to Kill slightly. The PvP damage multiplier has been lowered from 0.46 to 0.42. This change applies to both Last Stand and the Dark Zone. WeaponsHistorianThe Historian has been given back its base damage, which means that headshots and critical hit chance will once again have an effect on its performance. As noted during PTS3, the idea is to have a weapon that scales very well with Firearms, so we have given its explosive damage a further boost. The explosive damage will now equal 700% of the user’s Firearms. SMGsDuring the testing of normalization in Last Stand, we had the opportunity to observe legacy SMGs that still had Critical Hit Chance on them in action. While we had initially planned to remove those weapons from the game, we realized that they were in a good place and that people really liked playing with them. Because of this, we decided to give back Critical Hit Chance to all SMGs instead. SMGs have been given back their Critical Hit Chance, with a maximum roll of around 22%. Bug fixes Fixed a bug in Last Stand where the player’s Last Stand rank was not displayed correctly. Fixed a bug in Last Stand where the player would not receive credit for reviving teammates using Support Station. Fixed bugs in Last Stand where the scoreboard would not display correctly. Fixed a bug where players would be stuck at a vendor if the group leader canceled matchmaking for Last Stand. Fixed a bug in Last Stand where kill notifications while the Points for Kills perk was active did not display correctly for the opposing team. Fixed a bug in Last Stand where the player would spawn in the Dark Zone next time they log in after using Alt-F4 to quit the game. Players can no longer open caches when in a Last Stand match. Fixed a bug with Mobile Cover where talents Adept, Competent and Capable would stay active until either the cover was destroyed or the player changed cover. Fixed a bug where sometimes the player would lose input functionality after closing the stash. Fixed a bug where backpack skins did not display properly on the NinjaBike messenger bag on female characters. Fixed a bug where your Turret and Seeker Mines would attack your own Support Station when Rogue. Fixed an issue with the Distracted talent where it would always be active when shooting at an enemy’s body even if no status effects were active. Fixed a bug where Banshee’s Shadow 4-piece bonus would stop working after changing phases. Fixed a vendor bug where the player was unable to use the mouse to select the item they wanted to buy. Fixed a bug where the LMB pants awarded from Legendary missions looked different on female character models. Fixed a bug where the Defibrillator’s heal over time would not be renewed on multiple uses of the skill. Fixed a bug where Seeker Mines with the Airburst mod would stay active even after being hit by an EMP effect. Fixed a bug where a Favorited item could be accidentally marked as junk. Fixed a bug where the Premium vendor would lose functionality if all items were bought. Fixed a bug where the Signature skill cooldown would not update on the party’s UI if used outside of party range. Fixed a bug where Dark Zone leaderboards would not display. Fixed a bug with the Chromatic aberration graphical setting.
  16. [I'll tidy up the formatting when i get home but fair few changes abd redos] Last StandMany players mentioned that TTK a player in Downed State was too long and enforced players to engage at short range in order to be able to finish off their opponent in Melee. We want to try a shorter TTK against players in Downed State and see the impact it will have on long-range engagements. Reduced Downed State health by 50% in Last Stand. This means downed players will be killed twice faster than in PTS 2. Another issue in Last Stand is the scarcity of Medkits as a whole. As a first step, we will now grant maximum Medkits to players when they respawn. Players will now always be set to 5 Medkits when respawning after death. We also lowered the health of Skill proxies in Last Stand, to make them easier to destroy by other players. Skill proxies have their health reduced by 50% in Last Stand only. Affected skills are Support Station, Turret and Seeker Mine. NormalizationOne of the major complaints that appeared with Normalization was the sudden prevalence of Armor damage mitigation and its impact on PvP fights; this is addressed in PTS 3. Reducing the set Damage Mitigation will not only allow for a more consistent Time to Kill, it should also shift the Skill Power Meta that appeared during PTS 2, as weapon damage will become much more valuable. In addition, we have decided to try something different with Major and Minor bonuses on Gear, as we realized that their impact on PvP was minimal and players started avoiding the scaled major bonuses in favor of those that were not scaled. The result should be an experience that evens out the playing field, just enough for players to feel confident when jumping into Last Stand while not completely negating the importance of character building. Reduced set Armor Damage Mitigation by 50% from 70% to 35%. Armor will now respect Talents and Skill buffs. Major and Minor bonuses are no longer normalized and apply as in normal gameplay. All Weapons stats will now roll at maximum. (such as headshot damage bonus on Marksman Rifles) Personal ScorePlayers were receiving much higher than anticipated scores on PTS2 from certain activities. These changes are a first attempt at making it so PvE and PvP focused players can achieve comparable scores. Reduced the amount of score earned from additive kill marks. (Headshot, low health, explosive, etc.) Reduced the amount of score earned from Last Stand assist marks. (Being near a friendly as they capture an objective, turn on a fortification, activate a tactical boost) Reduced the amount of score earned from healing a teammate by 50%. Mercy Rule Tuned the mercy rule to begin activating when there are 8 minutes left in a match and there is more than a 7500 points spread. The mercy rule will also now defer triggering if the losing team is currently scoring at a rate equal to or greater than the winning team. Spawning To help deter the spawn camp strategy we have added additional spawn points and updated spawn logic so that points outside of a player’s designated home spawn area can be used if there is too much enemy threat. Game changesTo avoid having to add extra health specific for Last Stand and maintain a 35% armor cap we decided to tune the PVP damage modifier to achieve the desired Time to Kill. This change is going to help the survivability of players in Last Stand and DZ. It will also make playing with your character in and out of Last Stand feel more consistent no matter of if you’re playing normalized or not. Reduced PvP damage modifier by 21% from 0.58 to 0.46. This applies to both Dark Zone and Last Stand game mode. We decided to revert the change to Medkit cooldowns as the impact on PvE was deemed too great for the little change it brought to PvP. Medkits cooldown was reduced back to its initial value of 12 seconds, instead of 15 seconds. Another very unpopular and inconclusive change was the removal of ability to reload while sprinting. While we believe that this change could be beneficial on paper, the implementation in PTS 2 was not satisfying and the impact on PvE too great for us to keep it in the build. Players will now be able to Reload while Sprinting. Finally, an important aspect that has been greatly discussed during PTS 2 is the ability for players to stack Damage Resilience from many sources, to the point where they would become almost invulnerable. We have now taken several steps to limit this, starting with a new cap on All Damage Resilience. All Damage Resilience has now been capped at 60%. Weapons Provident: The last bullet of a magazine deals 10% more damage. (Instead of 60%) CaduceusWe’ve made a few adjustments to make sure the Caduceus becomes the Skill Power weapon that we want it to be, but also make sure it doesn’t become too strong, especially when multiple copies are used in a group. Implemented a 0.2 seconds cooldown between each Caduceus Heal proc. In other words, healing effects from multiple Caduceus in a group will no longer stack. A player can only be healed by one Caduceus at a time. Changed the Unique Talent so that it now heals for 1% of the user’s Skill Power, instead of 1% of the receiver’s health. MedvedWe corrected an issue with the Medved generating too much Stagger on enemy players. Reduced Stagger from this weapon’s damage. TenebraeWe added a cooldown to Tenebrae, to avoid situations where its Talent effect would apply too often. Its talent now has a 10 seconds cooldown. HistorianAs seen during PTS 2, Historian quickly became a great weapon for many players due to the current importance of Skill Power. With that said, we also realized that since its damage scaled with Skill Power, we could end up in situations where Skill Power users could have a very high weapon damage, on top of their high skill damage. Instead, we decided to go the opposite route and now scale the Historian damage with Firearms. The explosive damage will now equal 500% of the user’s firearms. Gear SetsS.E.E.K.R.Despite the change done to this set in PTS 2, we are still not happy with the current version. We have decided to remove it from this PTS and the 1.6 Update until we can rework it for a later one.Removed S.E.E.K.R. set from the game.ReclaimerIn combination to the Support Station range increase described in the Skill section below, we have reduced the Station range bonus of this set in order to improve the base skill while not making it imbalanced when used with this set. Set bonus (3): +30% Support Station range. (instead of +50%) Note that combining this change to the change to Support Station range listed below, you can now reach a total range of 9.75 meters versus 9 meters in PTS 2. Skills balanceBased on your feedback, we noticed that while the idea to reduce Skill Power impact on cooldown was welcome, it wasn’t yet push far enough in order to really promote Skill Haste and help players with low Skill Power. Skill Power: We further reduced the impact of Skill Power on skill cooldowns. This means that compared to PTS 2, players with lower Skill Power will have slightly shorter cooldowns and player with high skill power will have slightly longer ones. Our goals is to make Skill Haste the go-to stat for cooldown reduction. We have also decided to take a few steps to address cooldown reduction that could lead to skill spamming. These steps consist of a reduction of Skill Haste, as well as an increase of base cooldown for some specific skills listed below. Skill Haste cap has been reduced from 60% to 50%. PulseWe noticed that Pulse could become very powerful with high Skill Power, especially with Crit Chance and Damage bonus applied to the whole group. Reduced impact of Skill Power on Critical Hit Chance and Critical Hit Damage. Tactical Scanner: Critical Hit Chance increased by +20%. Critical Hit Damage reduced by -11%. First AidIn order to make sure this skill remains usable for players with low Skill Power, we decided to buff it up a bit. We also looked at the Damage Mitigation bonus of Booster Shot, in a global effort to reduce the impact of Damage Resilience in the game. Self and Ally Heal increased by 15% on all mods. Reduced impact of Skill Power on Self and Ally Heal by 20% on all mods. Booster Shot: Damage Mitigation bonus decreased by 50% from 15% to 7.5%. Mobile Cover All mods: Base cooldown increased by 33%. Seeker mineOne of the obvious issues with PTS 2, Seeker mine quickly became the new Meta due to the efficiency of Cluster. While this is partly due to a wrong balancing of damage mitigation (bullets do less damage so skills feel much more powerful), it was also pointed that the stagger effect was just too much of an extra for this skill. Cluster: The stagger effect has been removed. Reduced the explosion damage from each mine, however increased the bleed damage instead. The total damage is now lower when each mine hits different target and significantly lower when all mines hit the same target. All mods: Base cooldown increased by 17%. Smart coverA clear must-have skill in order to stack Damage Resilience. We do like that it brought players back to the cover based gameplay that we want to see, but the bonus is simply too strong and needs to be reduced in order to bring Damage Resilience in line with the new balancing of the game. Damage Resilience decreased by 33%. Reduced impact of Skill Power on Damage Resilience. All mods: Base cooldown increased by 9%. Sticky BombOne of the regular suggestion that came up to counter the Seeker Mine domination in PvP was to make Sticky Bomb Disruptor instant. This has now been done. Disruptor: It will now detonate with no delay. Support StationA very unpopular change with PTS 2 was the reduction of Support Station range. We know that this skill has become a player favorite with this update, which is great, but we also do not want it to become too much of a must have. To address this situation, we decided to increase the range again, but reduce the impact of Reclaimer. We also implemented a limitation to make sure that stacking Support Stations on top of each other would not lead to crazy amounts of heals. Range increased by 25% from 6 meters to 7.5 meters. Implemented a 1 second cooldown to Support Station heal procs. In other words, stacking several Support Stations on each other will only heal the player once, and not once per Support Station. TurretBoth the long range and the very high amount of health made the Turret a too potent proxy-tank, making it possible to clear difficult content using a very passive playstyle. A shorter range and a more reasonable health pool will make the Turret a more balanced tool, where positioning matters more. Base skill and Active Sensor: Range decreased from 35 meters to 25 meters. All mods except Shock: Base health reduced by 25%. All mods: Skill Power impact on health reduced. LegendaryWhile the overall difficulty of Legendary seems to be just about right, there is one aspect that generated quite a bit of frustration: lack of checkpoints. We agree that dying at the end boss and having to restart from the start can feel very punishing, and we decided to do something about this. We also had a look at consumable drops, especially Medkits. Added one checkpoint to each Legendary Mission. (About halfway through the mission) Added more guaranteed consumable drops on specific LMB3 NPCs. Contamination EventsOften overlooked in this PTS, we have decided to give a little boost to our contamination events in the Dark Zone in order to make them more interesting and less punishing. Added additional veteran flamers and rushers in all contamination event encounters. Dropped the contamination drain on player’s health by 2/3. Loot & VendorsAs a quality of life change, and an answer to a request from the community, we have decided to increase the Phoenix Credit cap. Phoenix Credits cap has been increased from 2.000 to 5.000. Bug fixing Fixed a bug where the “Action Completed” pop up would trigger with each NPC kill. Fixed a bug in Last Stand where gameplay VO was being deferred and playing long after gameplay actions had been completed. Fixed a bug in Last Stand where players would sometimes remain invulnerable to damage with their weapons holstered throughout the match. Several improvements were made to NPC AI. Fixed a bug with Tactician’s Authority where the buff would be consume when another group member uses a skill. About Delta errors in Last StandThe Delta issues caused by server crashes that plagued the PTS 2 build have been largely eliminated as of the last server update. Many of these crashes were caused by a side effect of Last Stand’s join on the fly functionality. A fix has been completed and is being dev tested but due to the complexity of the fix, it will not be implemented in PTS 3. For PTS3 all join on the fly functionality is temporarily deactivated. To help us to get the most valuable data out of the Last Stand PTS we ask all players to stay in their match until it concludes and leave during the between match summary/matchmaking screen.
  17. PATCH NOTES Here is the list of changes deployed during the PTS update of January 27. Note that all comparative values here are related to what was available in PTS 1, and not the live version. We have also updated the Global Patch Notes for better comparison with the live version of the game. Last Stand Last Stand is now activated and available to all Season Pass owners. Last Stand Gear normalization is activated: When entering a match of Last Stand, character stats will be modified in order to bring a more stable balance to player versus player combat. Gear pieces: Automatically increase to Gear Score 256. Main attributes (Firearms, Stamina, Electronics) will be increased to the maximum roll of the existing stat on each equipped piece. The following bonuses will be uniformly scaled: Weapon type damage Skill Power Health All other bonuses remain unchanged. Weapons: Automatically increase to Gear Score 256. Base damage is set to the maximum possible for this weapon. Talents unlock based on the normalized main attributes. Mods act as normal. Other stats (RPM, Reload speed, etc) are unchanged. All players will be set to the same armor mitigation value. Players talents, Gear Sets bonuses and Weapon Sets bonuses function as normal. Game changes It will no longer be possible to reload while sprinting. Increased Hip-fire penalties: Weapon spread is now wider while stability and recoil are also more impacted. Dark Zone: Koreatown is no longer classified as a Landmark. Gear Sets S.E.E.K.R. After the first round of PTS testing and community feedback, it became clear that the initial direction with this set was wrong. The proposed mechanic was promoting Hip Firing when we were trying to encourage more interesting gameplay. The overall bonuses provided with the 2 and 3-piece bonus was also too strong. The proposed changes should rebalance the 2 and 3-piece bonus, and turn this set into more of a skill based long range combat set, particularly interesting for Marksman Rifle users. Set Bonus (2): +10% All Resistance (instead of +10% Body shot Damage) Set Bonus (3): +5% Body shot Damage (instead of +30% Critical Hit Damage) Set Bonus (4): After 2 consecutive shots to the body, the next headshot will have +200% Headshot Damage bonus. (instead of “the next shot is a guaranteed critical hit”) Banshee’s Shadow Many of you have been asking for a change to Banshee following the change to DZ rules where non-Rogue players no longer lose DZ XP and funds when dying. With the proposed change, we want to push the fantasy of the “Rogue Hunter” a bit further by providing a “revenge” type of bonus. Set Bonus (4): While Rogue, all ammo is completely refilled every 30 seconds. Damage takent from non-rogue players reduced by 10%. (no change) While not Rogue, Damage to Rogue players is increased by 10%. This bonus is increased to 20% for 10 minutes after being killed by a rogue. (instead of no DZ experience and funds lost on death) Tactician’s Authority To be more in line with the new Skill Haste values, we have increased the Skill Haste bonus of Tactician. Set Bonus (2): 15% Skill Haste. Weapons Hildr & Eir Obviously, the set bonus provided by these weapons didn’t work correctly as the Hildr could benefit from its own critical damage bonus. This has now been fixed. Valkyria: Each hit with Hildr increases critical hit damage by 1% to a max of 30. The bonus decreases by 1 every second. This bonus only applies to Eir. Urban MDR Requested by many, the Urban MDR is finally receiving a damage boost to bring it more on par with other Exotic weapons. The damage boost might seem huge, but we wanted to bring it more on par with Marksman Rifles since it handles similarly. Base damage increased by 65%. Distracted: Damage bonus increased to 18%. (instead of 10%) FAMAS To make it more unique, we have changed the name of this weapon. We also increase its damage slightly. FAMAS is now called Bullfrog Base damage increased by 11.7%. Midas We received a lot of feedback on the healing debuff of the Midas and decided to preserve the debuff idea, but with a different angle. Midas: Each bullet you hit with reduces your damage by 1% and your target's damage by 1% to a max of 20%. The effect is reduced by 5% per second. Showstopper Requested by many, the showstopper is finally receiving some love with this new PTS build. Base damage increased by 11%. Hungry Hog It became obvious during the PTS that the current instalment of the Glutton talent could lead to ridiculous amount of damage. We have decided to limit the amount of bonus damage that can be received from its talent. Glutton now provides 10% extra damage per kill and can stack up to 5 times. Historian It was reported on the PTS that the explosion sound of the Historian was a bit too loud, and could disturb gameplay significantly. Explosion sound of the Historian has been lowered. L86 Base damage increased by 4%. Damage falloff at range reduced by 40%. Gear stats With the last PTS, we removed Armor as a gear bonus and replaced it with Health. While we consider this to be a step in the right direction, we also noticed that the Health bonus was still too strong and that Health remained a Best in Slot choice in many cases. In order to address that and make other choices just as interesting, we have decided to lower Health bonuses but also implement a new concept: Base Health which is determined by the World Tier you are currently in. The end result means that players who don’t invest in Health will have more Health than in the last PTS, while players who invest heavily will remain at similar levels. This should make for a more consistent Time to Be Killed. On top of the already known changes to Toughness and Skill Power, we also had a pass on all Gear bonuses: getting rid of those that were deemed uninteresting, replacing them with more interesting choices as well as making sure that each piece had options available for damage, tanking or support. (the changes listed below do not include Armor being turned into Health and Health turned into All Resistance) -bonus is removed +bonus is added =bonus remains Chest -Damage to Elite -Damage from Elite +Skill Haste +Enemy Armor Damage =Health =Health on Kill =Exotic Damage Resilience =All Resistance Backpack -Skill Haste -Signature Skill Resource Gain +Weapon Stability =Health =Critical Hit Damage =Skill Power Mask -Damage to Elite +Enemy Armor Damage =Critical Hit Chance =Health on Kill =Exotic Damage Resilience =Skill Power =All Resistance Gloves -Damage to Elite +Enemy Armor Damage +Skill Haste =Critical Hit Chance =Critical Hit Damage =Health on Kill =Assault rifle Damage =LMG Damage =Marksman rifle Damage =Shotgun Damage =SMG Damage =Pistol Damage Kneepads -Damage to Elite -Damage from Elite +Enemy Armor Damage +Skill Power =Health =Critical Hit Damage =Exotic Damage Resilience =All Resistance Holster -Damage from Elite -Pistol Damage +Critical Hit Chance +Reload Speed =Health =Skill Haste Other changes to stats: Enemy Armor Damage is now a Major bonus and no longer a Minor. Damage to Elites is now a Minor bonus and no longer a Major. Damage from Elite values has been halved. Pistol Damage is doubled on gloves. Recalibration With all these changes to Gear stats, here are the details of how existing gear should convert with this update. It is important to note that “new bonuses” will not all be available on existing gear when recalibrating. Some will be automatically changed, others will be available when recalibrating, and others won't be available at all. A more detailed list will be published later. If you had a native Armor bonus (not recalibrated), it will be turned into health. If you had a recalibrated Armor bonus, the recalibration will reset and you will be back to the initial bonus when the item was acquired. If you had a native Health bonus (not recalibrated), it will be turned into All Resistance. If you had a recalibrated Health bonus in Kneepads, the Health roll will remain. If you had a recalibrated Health bonus in Chestpiece and no native armor roll on this piece, the Health roll will remain. If you had a recalibrated Health bonus in Chestpiece and a native armor roll on this piece, the recalibration will reset as you would otherwise end up with 2 Health bonuses. If you had a recalibrated Health bonus in any other Gear Piece, the recalibration will reset. If you had a recalibrated Skill Haste bonus on your backpack, the recalibration will reset If you had a recalibrated Pistol Damage bonus on your holster, and the holster was acquired after update 1.5, the recalibration will reset If you had a recalibrated Enemy Armor Damage or Damage to Elite and the item was acquired after update 1.5, the recalibration will reset All recalibration on Exotic weapons will reset Unique talents on Exotic weapons cannot be recalibrated Free talents on Exotic weapons that don’t have a Unique talent (Liberator, Centurion, Eir and Hildr) can be recalibrated Note that when a recalibration resets, the money spent will be reimbursed, based on the recalibration costs of Update 1.6. Since recalibration now has a cost cap, if the initial recalibration costed more, you will only be reimbursed according to this cap. Note that recalibrations will not be reimbursed on the PTS as recalibrations cost 0. Skills After this first PTS, we noticed that Skill Power builds have had a second life and have started to shine. This is a good thing, but it shouldn’t become a new extreme that makes any other kind of build worthless. We will keep monitoring the situation for future PTS updates. We are also aware that First Aid is considered too weak in its new version, which hurts solo players. We will address the issue if it persists, however, we want to give some more time to the community to adapt to the new meta before doing any changes on the skill. For the time being, we decided to modify Skill Power’s impact on cooldowns to help players who have low Skill Power, and make more room for Skill Haste as a valuable stat. We also rebalanced a few skills that appeared to be slightly too strong in PTS 1. Updated the impact of Skill Power on all skills’ cooldowns. The result is that Skill Power will have less of an impact on cooldowns, leading to slightly faster cooldowns for players with low Skill Power and slightly slower ones for players with high Skill Power compared to their cooldowns in PTS 1. Sticky Bomb Disruptor: Explosion radius increased to 9 meters. With this very large radius, Dirsuptor becomes a strong counter to skill proxies such as Turrets, Support Stations or Seeker Mines. Support Station All mods: Radius decreased from 8 meters to 6 meters. All mods: Healing rate decreased by 16.7%. Life Support: Revive time increased from 3 seconds to 5 seconds. The base stats of the Support Station were a bit too strong, especially in combination with the Reclaimer gear set. Vendors We had a quick pass at Vendors costs to take into account the addition of Exotic items. Exotic items sold at Vendors have had their prices slightly increased. Gear Set items have been lowered to be equivalent to High End prices. Legendary Difficulty Our goal with Legendary Difficulty is to add an activity specially tailored for very optimized players. Thus, we purposely designed it to not be achievable by everyone. With that said, we also want to make sure the experience is fair, and that failing feels deserved or at least understandable. Slightly decreased accuracy, aiming and weapon spread of NPCs. Several updates to NPC behavior in Legendary Mode. Slightly increase NPC damage to compensate for accuracy and aiming changes. Bug fixes Fixed a bug where NPCs would often get perfect aim. Fixed a bug where Hildr was still named Valkyria. Fixed a bug where Incursions weekly rewards would not correctly contain an Exotic Cache. Fixed a bug where Exotic weapons would end up with incoherent talent requirements if they had been recalibrated before the update. Fixed a bug where Skill Haste value was not correctly doubled on Gear Mods. Fixed a bug where the collision in The Armory landmark did not match the geometry. Modified some roamer paths in the DZ to reduce amount of AI that can be pulled into engagements. Player can now fast travel to all DZ gates, including the ones along Central Park Wall. Fixed a bug where Uncomplicated could be recalibrated. Fixed a bug where Tactician’s Authority 4-piece buff would be lost after 10 seconds if not consumed by using a skill. Fixed a bug where the Quickdraw talent on Damascus had attributes requirements. Fixed a bug where the Glutton talent on Hungry Hog would provide more bonus damage than intended. Fixed a bug where mods could be unequipped randomly when relogging into the game. Fixed a bug where Dark Zone leaderboards would not work properly. Fixed a bug where High End weapons only had 3 talents available when recalibrating instead of 6.
  18. For those who are interested, I'll post up Yannick's Last Stand preamble for the PTS week 2 release. Figured 8t might be a better read separate from the patch notes. ... Before beginning these patch notes, we want to take a moment to talk about the reasons behind the main changes coming with this new PTS build. With the opening of Last Stand, we want to try something that has never been done with PvP in The Division: Normalization. The idea is to reduce the importance of gear building in PvP to leave more room for skilled gameplay. While a player with good and optimized gear will always have an edge, a less geared one should still have a fighting chance to ensure a fairer experience. Note that the Normalization formula listed below is a first version that we want to test on the PTS, and will probably evolve greatly before (if at all) implementation in Update 1.6. The same goes for changes such as Body shot damage or reload while sprinting. We know that these can be controversial and have been heavily debated already, but we want to test these changes on the PTS and see how they impact your gameplay. This does not mean that they will be implemented in Update 1.6. It will all depend on the results of PTS testing, and your feedback on the resulting experience. An important thing to note about Health and Armor changes, is that our intention is to move away from a meta where players could stack damage mitigation and face-tank enemies without having to worry about their positioning or using covers. We do want health and survivability to be a thing, but it should not mean that you can run straight to the enemy in the open and not be punished for it. Above all, good survivability should come in conjunction with the ability of positioning and using the environment. Finally, you will notice that we went as far as having a complete pass on Gear bonuses in this PTS. The purpose is to try to offer more valuable choices for you to pick from when min-maxing your build, and removing the bonuses that were always disregarded as useless. The end goal with these bonuses changes together with the Health and Skill Power changes is to make specializing into different builds more valuable, and make sure that you always have interesting options to push gear optimization one step further no matter if you’re going for DPS, tank, support, or any other kind of gameplay style you are looking for.
  19. Those who were PTSing, ubisoft has a skills survey to garner feedback. If you're interested, details are below. " Agents,With the Update 1.4 PTS wrapping up a few hours ago, we want to gather some feedback regarding Skills on the PTS.Click the link below to access the survey.https://www.surveymonkey.com/r/tdptsskills Do not hesitate to leave a comment in this thread, if you’d like to discuss the matter further with the rest of the community!Thanks, " http://forums.ubi.com/showthread.php/1508700-PTS-Skills-Forums
  20. PTS 1.4 Week 3 Patch Notes

    For those who are interested in the PTS 1.4 changes. http://forums.ubi.com/showthread.php/1502900-PTS-Week-3-Patch-Notes?s=1bd7af933c618e5cae7ea89bac3047e7&p=11980102#post11980102 Elites - time to kill. They scaled back the damage and armor of elites. So, Week 1 - real easy, week 2 - people felt it was too hard. Week 3 they are hoping for Goldilocks. Search and Destroy. Less elites will be encountered. Back to veterans. Skills will have different threat levels. e.g. Ballistic Shield - high threat, Smart Cover low threat. Vendor purchases are scalable to your agent gs#. Blue prints not scalable. Check the vendors for Named Weapons, and open world. More scalable depending on the context. There is meant to be more exploration in knowing where to them. Diminishing returns on electronics and skills has been decreased. No purple drops killing mid-level bosses. Though fixed with underground caches. MG5 was a mistake. Goneski. Division Tech removed as a crafting requirement. It will be irrelevant in 1.4, though at a later date they shall find a use for it once again. Banshee (formally know as Blind). Speed bonus is removed, was causing issues with low spec machines. I can't see it in the patch notes, however they were talking about a gear talent to preserve your DZ credits on death. Mod lv 33, will make a return. Though with limitations. Bear in mind these were originally an impact on the gap between min-maxes and casual players. Incursion Weighting. Sets are rng'ed. Gear pieces are weighted. Falcon Lost: Masks and gloves Clear Sky: Vests and Holsters Dragon's Nest: Backpacks and Knee pads EDIT: This week is a reset. You shall be porting your 1.3 toons over again.
  21. PTS 1.4 Week 4 Notes

    Here's the Week 4 notes for the PTS from Ubi's site: PTS Week 4 Patch Notes | Forums Thread: PTS Week 4 Patch Notes | Forums Tags: Ubi-gabelikes said:Yesterday 01:48 PM PTS Week 4 Patch Notes Greetings, Agents! As we perform the final tweaks for Update 1.4, the focus for this final week of PTS is on addressing a very heavily debated topic in the last few days; difficulty. Thank you so much for all your feedback and taking part in this great discussion. Beyond the pure balancing feedback, your ability to discuss such an important topic in a healthy and respectful manner is astounding! Thank you. Overall, the discussion highlighted one important thing: the definition of “fun”, “difficulty” and “rewarding” are very subjective and everybody has their own view on them. We’ve seen that there is a clear split between players wanting the game to remain just as fun and rewarding as it is currently on the PTS, and those who believe that it has now become too easy and should be made harder. Our goal is to find a solution that should satisfy everyone, with the right middle ground between these two opinions. One aspect that has been brought by the community and that we believe contributes heavily to the perception of the game being too easy is the inconsistent difficulty between Underground Challenge Mode and Main Mission Challenge Modes. Our own data analysis confirmed this inconsistency, and even showed that it could be faster to farm Underground Challenge Mode as a solo player rather than playing it with a group. This issue is due to the fact that Underground Challenge Mode does not scale to group size the same way that main missions do. In order to address this problem and add more consistency between activity types, we have decided to apply the following changes to Underground: Underground Challenge Mode will now scale to group size in terms of enemy health and damage, but no longer in enemy quantity. This means that when playing solo or in a smaller group, you will face more enemies in Underground Challenge Mode than in the past. To go with this change, chances to drop items from random enemies in Underground have been slightly lowered to ensure that an increase of enemies does not lead to even more loot. We are making two changes to elite enemy’s health and damage. Thanks to the discussion on Time to Kill and Be Killed that appeared recently, we have identified a bug that reduced NPC incoming damage by an extra 15% on top of the 15% we had initially announced for PTS 3. This led to a total 30% damage decrease between PTS 2 and PTS 3 instead of the intended 15%. We have now fixed this bug. Fixed a bug where NPC damage was reduced by an extra 15% leading to a total 30% reduction in PTS 3 instead of the 15% announced. Their damage is now correctly reduced by 15% compared to PTS 2, and thus increased by 21% compared to PTS 3. Also, after looking at the results of the change to Elite Armor that we did in Week 3, we realized that it proved unnecessary. We have therefore decided to remove it and come back to the same Armor values that we had in PTS 2. Reverted change done in PTS 3 to Elite and Named NPC Armor, to bring it back to its level of PTS 2. This equals an increase of 20% armor compared to PTS 3. Part of your feedback in PTS 3 also showed that Health on Kill had become rather overpowered, to the point where it could even replace the need for healing skills or medkits. To answer this feedback, we have now reduced the amount of Health on Kill received from items: Path of the Nomad 2 pieces: Reduced Health on Kill bonus from 20% to 14% Reduced Health on Kill rolls on items by about half Finally, we reduced the Armor bonus received by the Robust talent on chest pieces, as it was inconsistent with other talents that provide lower bonuses with more constraining requirements: Robust Chest piece bonus reduced from 30% armor to 10% The combination of these changes should bring back slightly more lethality to enemies, but mostly ensure that Challenge Mode difficulty remains consistent between all activities, and better approached as a group. It should be soloable, but only with optimized equipment and the right amount of min-maxing. Bug fixing Fixed a bug where Armor Damage Mitigation was capped at 60% in World Tiers 2 and above. It will now correctly cap at 70% in all World Tiers. Fixed a bug where players were unable to equip sharable mods. Fixed a bug where named bosses respawn time in the Open World was not correctly set to 4 hours. Fixed a bug where characters could be stuck on ladders when jumping on it after sprinting. Fixed a bug where some weapon skins would not be correctly converted to vanity items, and thus be lost. Fixed a bug where Underground Operations may not start correctly when interaction with the train. Fixed a bug where using AlphaBridge Gear Set could result in UI issues. Skills Fixed several instances of Ballistic Shield becoming unusable for the player. Fixed a bug where First Aid could not be self-cast when the player was about to receive fatal damage. Fixed a bug where Smart Cover would be destroyed by friendly or enemy explosions. Smart Cover can now only be destroyed by enemy Sticky Bomb (Flashbang) and EMP grenades. Fixed a bug where the Support Station Ammo Cache bonus could be lost if another Support Station with the same mod was destroyed in the vicinity. Fixed a bug where Mobile Cover Blast Shield damage was not calculated correctly and resulted in ridiculous amount of damage.
  22. If you read the internets concerning The Division then there is a good chance that over the last week or so you have come across at least a reference to a video SkillUp has made saying that the game on the PTS (Public Test Server) in Week 3 is far too easy. I wanted to start a thread to get others opinions rather than just bogging down the PTS Week 3 thread. I will link in the YouTube vids later today when home so you can all watch for yourself. Anyway, the story, as I know it, so far... SkillUp posted a video with him doing the Underground solo and explaining in his opinion that is was far too easy and too much loot was being dropped. To test this he (check out his full video for details); Created a new character Opened the new character loot caches you get given in Wk3 PTS Sorted out his gear and did some calibrating Ran the Underground with each phase taking 10 minutes and him barely going below 1.5 health bars He could kill the end level boss with just 22 bullets IIRC he had 4 piece Predators Mark and 2 piece LoneStar. I did a test with a new character on the PTS and found challenging content to be not so hard in the Underground but pretty difficult in other missions although it was possible (with a number of deaths) for me. I was using 4 piece Strikers, two random other pieces and built for average across the 3 stats. I didn't use a Marksman rifle which could have helped significantly. Yesterday MarcoStyle released a video explaining why he thought SkillUp may have found it too easy. His conclusions were; Skillups 4 piece was arguably the strongest in the game. Lonestar 2 piece is also very strong. The tuning and re-calibration was from many hours game play and data analysis SkillUp has done. SkillUp has a lot of experience in the game, more than most casual players would have. Moving on to this morning, SkillUp has responded to MarcoStyles video with another video not using any matched gearsets, running Underground quite easily and doing WarrenGate solo on challenging. Things to note that I got from that video were; Skillup heavily put stats on to health (over 300k toughness) inc 50% damage mitigation. He also put some other constraints on himself including no cover, no headshots and a number of others I don't recall at this moment. Skillup admitted he dies in Warrengate a number of times and it was difficult until he learned how to avoid those difficulties. He also admitted he had to use headshots for the heavies as he could not realistically take them down otherwise. On the boss fight he sent down to half the last health bar a number of times. He still felt that is was too easy because of the restrictions cancelling out the fact he was dying. Personally I felt that video was pretty flimsy as a justification for his position. It should be made clear that I personally enjoy watching both these guys videos and agree with the vast majority most the time. They have both been talking to each other and this is not about one upmanship between them but more of an adult dialogue and it is great to see. One solution that seems to be going around in the community is for everything to remain the same and then put Heroic back in as a team only difficulty with the same quality but greater number of loot drops. I will update more / clarify details when home tonight. What are peoples thoughts. Videos; Too much loot, too easy (SkillUp) Marcostyles video has been taken down which is pretty disappointing. Update: He has removed it and now said he agrees. Reply to MarcoStyle (SkillUp) I think I will record a vid and post it up and
  23. PTS Week 2 1.4 Updates

    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.
  24. PTS Anyone one doing this?

    Anyone doing the PTS? It's open for those who applied for Sweden. Love to here about the experience.
  25. Patch 1.4 Gear Set Talk

    Striker (2 piece) + 20% stability (changed) (3) + 10% armor damage (changed) (4) Consecutive hits +1%, -2% misses... no change) Predators Mask (2) + 5% rate of fire (3) +800 AR damage, +700 pistol (no change) (4) 10 shots same target, bleed affect. (no change) Final Measure (2) + 50% Exotic damage protection (no change) (3) + 15% elite protection (no change) (4) Hostile grenades are defused and added to your inventory(every 4 secs) (changed, makes it easier, less tricky to achieve) Hunters Faith (2) + 20% optimal range (changed) (3) + 20% head shot damage (changed) (4) Hitting an enemy grants temporary protect for you and your group. Each member loses protection once hit. (changed, to apply to whole group) DeadEye (2) + 40% initial bullet stability (changed, actually I thought all the stability was being consolidated to just stability) (3) + 20% marksmen crit damage (changed) (4) when zoomed. loses head shot bonus for 100% crit chance (changed, i.e reverse of what it was) Firecrest (2 piece) +3 incendiary bullets (no change) (3) fire turret + 50% range + 30% damage) (changed) (4) + 15 damage for on-fire targets (changed) Alpha Bridge (2) + 100% health regen for support packs (switched, was for 3 piece) (3) + 5% weapon damage (changed) (4) primary and second weapon are the same category, all unique talents are unlocked on both weapons (no change) Path of the Nomad (2) + 20 % health on kill (changed) (3) receive a constant small heal (change) (4) death will revive with full health (procs every 4 minutes) (no change) Tacticains Authority (2) + 4000 skill power (no change) (3) + 20% skill haste (no changed) (4) every bullet hit by group + 0.2% skill power, up to 30% of max, duration 10 seconds (changed) Sentries Call (2) + 30% accuracy (changed) (3) + 10% damage to elites (no change) (4) head shots mark the enemy or group. +5% damage for 30 seconds, max three marks for a target. (changed) Lone Star Could remain mostly the same apart from number changes. Relciamer Blind Still in the dev workshop. .
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