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Oh. daesu

Classified Gear - Patch 1.7

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Oh. daesu    1,153

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UPDATE 1.7: CLASSIFIED GEAR

06.23.2017 12:00PM

Agents, we have a brand new intel briefing on Update 1.7 coming your way and this time we’re focusing on Classified Gear!

We’ve covered the upcoming Global Events and the upcoming Commendations System, now on to the hardware your agent will be hunting in Update 1.7, Classified Gear!

The Objective

The team has set out with a distinct goal for introducing new gear into The Division:

  • Create More Variety
  • Expand on Already Growing Build Diversity
  • Create More Rare Options in the Loot Pool
  • Give Players Something to Hunt

The answer? Classified Gear.

Classified Gear was designed from the ground up to be something players could hunt for in the end game, while at max gear score without a negative impact on their existing gear. All Classified Gear drops at gear score 256, regardless of World Tier. More on that later.

We wanted to hit the check boxes mentioned above, while also preserving the value of your existing loadout while you hunt, and Classified Gear offers an opportunity to extend the stats of your build in a seamless flow. Gear score at 256 is hard capped at the main stat level, but not 256 Classified Gear.

Stat Ranges

Classified Gear will ALWAYS roll a higher value than the standard gear equivalent. Currently, gear in the max level drops with a main stat range of 1114-1272. Classified Gear, however, drops with main stat rolls within a higher range, 1273-1328. Meaning that even at the lower end of that range, a piece of Classified Gear is a guaranteed buff to your build. This increased range is an actual 35% buff to the available main stat ranges in game. While in any Normalized modes like Last Stand, Classified Gear acts like a standard 256 gear set piece, so that the expanded stat range does not create an imbalance when facing off against 256 standard gear. The Classified Gear 5 and 6 piece bonuses, if unlocked, DO take effect even in Normalized play, creating a still unique element to the set.

Classified Bonuses

With these new gear options in 1.7, we will introduce an expanded range of bonuses as well. First off, keep in mind that Classified and Standard gear can be mixed to obtain the standard 2-4 piece bonuses for that gear set. This is a great method to make incremental increases to your loadout’s power by adding these Classified pieces in, with their higher main stat rolls. Once you gather up a full 4 piece of Classified Gear, the higher main stat rolls are essentially creating a stronger, more powerful version of your loadout.

Once a player hits the 5 and 6 pieces of Classified Gear in a single loadout, things really start to accelerate. The 5 pieces of Classified Gear of the same set bring a buff to the 2 and 3 piece bonuses, with some particular consideration to the individual bonuses. 2 and 3 piece bonuses from our existing gear cannot all be buffed exactly the same as that may cause some inconsistencies in the gear and balancing, but stay tuned for more details on those specific aspects.

The 6 Piece

Classified Gear brings something that many in the community have been asking for, a full matched set 6 piece bonus! This set bonus was designed to motivate players to fully invest in the gear set of their liking, with a gear set specific bonus that is in line with the identity of that set. So, for example if you run Striker, the Striker 6 piece can be expected to be a natural evolution of the existing identity of the Striker set.

Classy Recalibration

The team wanted to ensure that Classified Gear would be a major find for all builds, players, and kits. In order to add an extra layer of value and versatility to every Classified item found, we’ve decided to make two stats of each piece of Classified Gear able to be rolled at the Recalibration Station! What this means is that not only will the Classified Gear have higher ranges for their main stats, players will also be able to roll one main stat AND one major/minor stat on each Classified piece in order to min/max their build like never before.

How to Get Classified

Classified Gear is introduced as part of a Global Event, with the selected Classified Gear not only being the reward to kick off the event, but the debut of said Classified Gear. Throughout a Global Event, players can use their earned Tokens to purchase Global Event caches. These caches vary in Token price, but the chances for Classified Gear grows with each higher price cache. If a player chooses to participate in the Global Event at a lower than max (World Tier 5) tier, they will earn Tokens at a slightly slower rate. This is due to the fact that all Classified Gear is at the 256 level. Slower earned Token rate, slower rate of caches purchased means a slower rate at earning Classified Gear in lower World Tiers for the sake of balancing out and preserving the 256 only aspect of the pieces. With this structure, players can gamble on more lower price caches at the chance of Classified loot, or they can stockpile their Tokens and buy the highest price caches possible to maximize their chances. How you grind is up to you.

If the Global Event ends and you haven’t stocked up on the full Classified Gear Set you were hunting, have no fear. Classified sets from events get added to the common loot pool after the conclusion of the event, with a drop chance similar to Exotics in just about anything you do in game, including Field Proficiency caches and the like. This also allows the team a new route to incentivize different activities further down the line of The Division, by introducing options to earn Classifieds in new and interesting ways.

The Classified Firsts

To start with on the PTS at launch, we’ll be introducing six Classified Gear sets for testing purposes:

  • Classified Lonestar
  • Classified Final Measure
  • Classified Deadeye
  • Classified Sentry’s Call
  • Classified Striker
  • Classified Reclaimer

The team is still hard at work finalizing the specifics of these Classified sets and we plan to update you all on their attributes in the first round of the PTS patch notes. For now, we wanted to give a glimpse of the options that will be available for testing inside of the PTS. The introductory six sets are being implemented for testing purposes, with Classified Gear sets being introduced three at a time in the live environment, post Update 1.7.

Classified Gear presents a unique opportunity for Agents of The Division to hunt for an all new and exciting type of gear, while preserving their hard earned builds. As always, all of this is still somewhat subject to change pending a successful run of our Public Test Server. The team is looking forward to your results of that PTS as well. Please be sure to hit up the Official PTS Forums, once the server is live and be heard!

Thank you, Agents, for your support and dedication.

/The Division Dev Team

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Oh. daesu    1,153

Yeah, still wrapping my mind around the idea of no gs increase but they're adding a higher stat range gear. 

Edit:

Also means Exo and Skulls MC builds with be at a stat disadvantage. (apart from Stand Alone)

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DeadSockPuppet    1,266
3 hours ago, Oh. daesu said:

Yeah, still wrapping my mind around the idea of no gs increase but they're adding a higher stat range gear. 

I think the "virtual" GS increase that classified sets will bring will be good for casual players and hopefully hardcore players too.  This is better then just a straight GS increase, IMO, because you're gear doesn't go from great to useless with the drop of the update.

3 hours ago, Oh. daesu said:

Also means Exo and Skulls MC builds with be at a stat disadvantage. (A part from Stand Alone)

There's a lot of stuff I want to test with this when the console PTS comes out. Many things like how does a hexo build fare against a classified build, as you mentioned.  

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quinch1199    1,758

I'm also wondering how this will ultimately devalue "named" gear. I've always been annoyed that 256 gear will drop with very low rolls...and I'd actually argue the fact that the rolls dropping are far LOWER than they quote above!! 

"main stat range of 1114-1272" I can't tell you how many times 256 gear has dropped with values VASTLY below these ranges! *anger*

I generally like the idea of these gear sets, I like the concept and the deployment methods. I just wish they'd get the normal gear to drop with a REAL uniform stat line range. They clearly think it does but ... it REALLY doesn't. 

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Oh. daesu    1,153

Yeah, the bad old days of below par higher gear.

I can see the benefit of virtual higher gear as @DeadSockPuppet has said. The idea of peeps with effectively higher stat gear gunning down regular 256 might cause grief, reminiscent to 1.3 days. Depends on when 1.8 hits. Can be good transgression to 1.8 or drifting to the bad old days.

 

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DeadSockPuppet    1,266
11 hours ago, quinch1199 said:

I'm also wondering how this will ultimately devalue "named" gear. I've always been annoyed that 256 gear will drop with very low rolls...and I'd actually argue the fact that the rolls dropping are far LOWER than they quote above!! 

"main stat range of 1114-1272" I can't tell you how many times 256 gear has dropped with values VASTLY below these ranges! *anger*

I generally like the idea of these gear sets, I like the concept and the deployment methods. I just wish they'd get the normal gear to drop with a REAL uniform stat line range. They clearly think it does but ... it REALLY doesn't. 

There's probably RNG code buried in the game that they're not aware of that's causing that or possibly buried code that will cause more damage if they remove it. 

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quinch1199    1,758
On 27/06/2017 at 1:57 AM, DeadSockPuppet said:

There's probably RNG code buried in the game that they're not aware of that's causing that or possibly buried code that will cause more damage if they remove it. 

*cries at all the money spend re-calibrating to get CLOSE to 1272 when even the Dev team still seem oblivious to 256 gear dropping with skill scores of sub-900*

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genedjr    248

The whole concept is interesting.  If Classified Gear was in the plan from the beginning the balance should already be there.  If not - it will be interesting to see how that impacts the PvE realm.  

While I do venture in to the DZ once and a while - from my point of view - Massive has done a very poor job of constructing the environment - and with 2 of my long time gaming friends being banned - not for me.  So if it makes PvE more fun - yippy!

We'll see.

...gene

Edited by genedjr
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genedjr    248

OK, for me, the resident N00B - I tried all the 6 piece sets and well, frankly they overpower PvE completely.  I was able to take out Laura on challenging the first go, Striker's is wild.  Anyone else see the drastic up-tick in power?  

I downed all the PvE roamer bosses in less than 30 minutes (using that map that shows me where to fast travel). It usually takes me an hour or a little longer.

I don't PvP, but DZ MOBs melted extremely quickly.

To me this unbalances the game.  It's almost like taking your world tier 5 guy to world tier 1 and wiping everyone out.

They will have to up the difficulty on, well everything.  But then balance will be broken for those just achieving WT5.

As noted in a earlier post - I was hoping this was always within the plan, but PTS experience tells me it was not and Massive will have to figure it out on the fly.  So sad.

But hey, still way fun.

...gene

 

Edited by genedjr
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DeadSockPuppet    1,266

Something to remember, 1.7 is the groundwork for 1.8.  They're trying to get things set so that when 1.8 drops with what is supposed to be a content update, things will be bridged (from 1.6 to 1.8) so the update works.  

That being said, they could be adding more WTs or more difficulty levels with 1.8 and they want to make sure that players won't be overpowered by the content.  If that's the case, it could mean that for a while things are pretty easy to play (PvE).  With the new sets Legendaries could become just as easy as farming Challenging missions now.  

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