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  1. Title Update 6.1 – Patch Notes Patch size is approximately 3GB (varies slightly from platform to platform) Situation: Snowball The holiday season is upon us and with that, we have presents and activities! We'll share more information on Tuesday. The agent login screen has been made festive! Holiday Supplies that deliver 3 Standard Apparel Keys, 3 Pieces of Equipment and a Holiday hat. Ambusher Hoarders wear a Santa Hat and drop the Sleigher. Apparel Event #5 – Silent Night Our latest Apparel Event will be starting with Title Update 6.1 and comes with four new outfits, 5 emotes, 9 weapon skins and a new mask! Hardcore Mode Beta TU6.1 is introducing a new mode to The Division 2! With only one life to live, will you be able to face the challenges in Washington D.C.? We'll share more about Hardcore Mode in a dedicated article coming this Tuesday. There’s a lot going on in Washington D.C. so if you’d like a detailed overview, we have that prepared here. Gameplay changes Cassie Mendoza As pointed out in our forum post, Cassie’s stock is changing with TU6.1. Cassie will now always have two named items and the Shield Splinterer available in her stock. The two named items will change every rotation, while the Shield Splinterer will always be available. To see the Shield Splinterer players must have unlocked the Ivory Key lockbox in the Base of Operations by defeating all Hunters. We’ve added UI elements to make it clearer when Cassie is available and when she’s restocking. Item changes Shield Splinterer will now always be a High-End item and at least level 30. Emeline’s Guard and Designated Hitter named weapons are now guaranteed to be of High-End quality. Added unlock descriptions for Field Research Blueprints. Talent changes Negotiator’s Dilemma Blowback (Adjustment) Updated the behavior of the launched grenade: The grenade no longer explodes immediately on contact with its target. The grenade now has a fuse timer of 2 seconds from launch before it explodes. The UI warning players of an approaching grenade now appears immediately on launch of the grenade. If the fuse timer has not expired on landing, the grenade will not explode until the fuse timer runs out. Bug fixes Audio We made further audio improvements which should mean that instances where audio cutting out or stopping completely should be much rarer now. We will detail the improvements in an upcoming forum post. Fixed an issue that caused the selection sound to be played twice when selecting “Collections” from the Spotlight menu in the store. Fixed a missing audio feedback when selecting the first outfit from a collection in the store. General Fixed an issue causing Xbox player to be unable to install the game from disc. Added clarification that the Manning National Zoo can only be accessed in WT5 when working on the Technician Special Field Research. Fixed an issue that caused Apparel items to stop dropping in the world before players had collected all 72 items. Fixed an issue that caused the game to crash when selecting the main agent under certain circumstances. Fixed an issue that could cause progression in the Manning National Zoo during the step “Locate Emeline” to be blocked. Fixed an issue that allowed players to glitch through a wall in DZ East. Fixed an issue that allowed players to enter a Dark Zone with more Signature Weapon ammunition than intended. Fixed an issue that could cause loot to not be reachable in the Potomac Event Center. Fixed an issue that caused players to be unable to send text messages in any chat channel under certain circumstances. Fixed an issue that prevented buying a Signature Weapon Skin from being purchased by double-clicking it. Fixed an issue that caused Neutral Control Points to stay Neutral for longer than intended. Fixed an issue that could cause the “Mounted Gunnery” objective in the Gunner Special Field Research to not progress under certain circumstances. Fixed an issue that allowed players to purchase a Signature Weapon skin while not having the Specialization unlocked. Fixed an issue that caused the Negotiator’s Dilemma buff icon to not appear after dealing explosive damage. Fixed an issue that caused Signature Weapon ammunition to not drop when killing a target that grants more progress for the Signature ammunition bar than needed. Fixed an issue that caused the Perpetuation Talent to award an incorrect amount of Turret ammunition in the Dark Zone. Fixed an issue that could cause the UI and function of the Perpetuation talent to not work correctly. Turned off the alarm sound in the Base of Operations… again… Fixed an issue that could cause the Daily and VIP Mission timers to display a remaining time of 114 weeks. We really want you to finish those projects, agent. Fixed an issue that could cause the Invaded mission timers to display an incorrect amount of time remaining. Fixed an issue that caused the Naked talent to unintendedly reactivate when switching weapons. Fixed an issue that could cause the Aces & Eights blueprints to disappear from the Crafting Bench under certain circumstances. Fixed an issue that caused some players to be unable to access the Kenly College chapel after finishing all required Investigation Areas. Improved the UI when returning to Kenly College to better tell players which Investigation Areas have not been finished during this period. Fixed an issue that caused off-site Missions (e.g. Camp White Oak, Pentagon) to disappear from the megamap when leaving a group while being in a DZ Safe House. Fixed the bio reactor’s humming being too loud in the Clan Wing of the Base of Operations. Sad, quiet humming noises. Fixed an issue that caused some Classified Assignments to not be tracked in the progression menu. Fixed missing localization for “Personal Best Time” in the Kenly College Mastery system. Fixed an issue that allowed players to fast travel to the Investigation ECHOs in Kenly College. Fixed a missing UI element for the “Share” button when using a Dualshock 4 controller. Fixed an issue causing a pylon in Kenly College to not have collision. Now you can canon rush again! Fixed an issue where NPCs could get stuck while spawning in Kenly College. Fixed an issue that could cause the objective “Destroy the Manifold” in Kenly College to not update after the agent died or the time ran out. Improved loot UI to hide dropped item details while in combat, so they don’t block the agent’s view. Fixed an issue causing players to be unable to swap from a loadout that had the Gunner or Technician Specialization equipped to a loadout that had been created prior to Title Update 6. Fixed an issue preventing players to loot items from loot piles while examining them. Fixed an issue causing party members to receive a long loading screen instead of the cinematic when finishing DARPA Research Labs in a group. Fixed missing localization for “Targeted Loot” when players inspected loot piles that contained Skill Attachments. Fixed an issue causing cooked grenades to always travel to their end destination and explode there, instead of exploding at the intended timing. Fixed an issue that allowed named items to be crafted at an earlier than intended Crafting Bench level. Fixed an issue where “Make Project” would be available for unowned Blueprints in the Crafting Bench. Fixed a missing variable in the Crafting Bench upgrade UI. Fixed missing localization for Control Point resource donations. Fixed an issue that allowed Perfectly Insulated and Perfectly Rooted to be active while also having their non-perfect counterparts equipped. Fixed an issue that could cause Hard Wired Tech to continue to drop while the player was already capped on the material. Fixed an issue that caused the Inspect UI to block players from respawning when killed by another player in the Dark Zone. Fixed missing collision for a weird wall in the Dark Zone. Fixed an issue that caused some elements of the developer debug UI to be visible in certain areas. Fixed an issue that caused the Blueprint for the Tightly Packed Marksman Mag to not be visible in the Crafting Bench. Fixed an issue that caused the information that Torrez is available for transpo to Kenly College was repeated too often. Did you know that Dark Zone Perks are available at the Base of Operations though? Fixed an issue that caused multiple application of the Opportunistic talent to stack instead of refreshing the duration. Fixed an issue that caused Unwavering to immediately go on cooldown when swapping to an item with the talent while it’s off cooldown. Fixed an issue that caused the Reformation talent to apply incorrect amounts of healing (now is +150% and 175% for Perfect Reformation). Fixed an issue that prevented players using the Technician Specialization to sometimes be unable to restock EMP grenades from enemy NPCs and crates
  2. Week of November 18:Scheduled server maintenance: Tuesday, November 19th – 9:30 AM CET to 10:30 AM CET. Please keep an eye on @TheDivisionGame for any updates on the maintenance.Patch Notes: As announced on the forums we're rotating the apparel contained in the standard cache. Kenly College will close on Tuesday, 7 AM UTC and will remain closed for two weeks, to return on December 3rd. This is part of the normal Expedition rotation where Kenly College is available for one week followed by two weeks of downtime.High priority issues currently being investigated: NPCs not spawning or being unable to locate NPCs to progress during a mission. Invisible walls in several areas. Specializations resetting under certain circumstances. Developer interface sometimes appearing when fast travelling to missions. Players being able to enter the Dark Zone with large quantities of Specialization ammunition. /The Division 2 community Team
  3. Maintenance - October 31st, 2019 Greetings Agents, The servers will shut down for maintenance on Thursday, October 31st at 9:30 AM CET / 4:30 AM EDT / 1:30 AM PDT. Estimated downtime is approximately 3 hours. Maintenance notes: Fixed in issue that caused the incorrect gear to be shown in the project donations tab. Fixed an issue that triggered Black tusk invasion when players returned to the main map and offsite missions. Fixed an issue that prevented players from seeing each other on the Pentagon missions after matchmaking. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  4. Title Update 6 - Episode 2 Patch Notes Welcome to the Patch Notes for Title Update 6, Episode 2. Below you will find new content that is added to the game, gameplay changes, balance updates, bug fixes and more. Update: please be aware the Patch Notes are not final as we're reviewing final details. Changes will be highlighted in Orange and we'll let you know once they're fully updated. Thank you for your patience. New content (Side mission) Intro Mission Pentagon Breach At the beginning of Episode 2, players will investigate a transmission from a fellow Agent scouting the Pentagon for the perfusion bioreactor. Securing the bioreactor would allow Agents to replicate the antiviral samples recovered at Tidal Basin. Agents must navigate flood damage and Black Tusk forces to take back The Last Castle. Main missions The Pentagon Agents will discover the location of the perfusion bioreactor inside the Pentagon’s underground research facility. The Black Tusk have already infiltrated the lab and are attempting to extract the reactor.. DARPA Research Labs In a race again time, players must make their way through the Pentagon and into the DARPA Labs, as the Black Tusk are in the process of transporting the perfusion bioreactor through an abandoned Cold War tunnel network. New Specialization Technician The Technician is our fifth Specialization and is equipped with a P-017 Launcher, which fires six missiles to seek out enemies. The Technician also wields a Maxim 9 as their sidearm and has access to the Artificer Hive Skill Variant and EMP Grenades. It is a support Agent, which can boost both its own and others’ skills with its variant of the Hive, Artificer. Classified Assignments Marina Supply Route Outcasts have been moving weapons and supplies into a boathouse on the Potomac River. The boathouse was used as a transport depot during the outbreak to move assets to the Potomac Center and Roosevelt Island. Agents must investigate and seize all the weapons they can find. Embassy Crash Site A JTF helicopter filled with supplies was shot down by the Outcasts and crashed through the roof of the Mexican Embassy in Washington D.C. Agents will be tasked to locate the helicopter to rescue the pilot and secure the supplies before the Outcasts get there. PVP Map Wharf Wharf joins the existing rotation of Conflict maps, adding a new location of an abandoned fishing harbor. The location itself offering raised vantage points and multiple flanking routes. PVP Mode Team Elimination Team Elimination is the third game mode of Conflict, placing players in seven fast paced rounds. The perma-death for each round is encouraging players to work together to ensure victory but also offering great comeback opportunities. Exotic item: Sawyer’s Kneepads Short Circuit: +80% Jammer Pulse Charge Speed. First Wave Tech: Disruption effects now destroy hostile skill proxies. After staying in cover for 4 seconds you can the Lead by Example buff. Lead by Example: Gain 50% bonus armor while performing a cover to cover. If the distance traveled is at least 8m, disrupt all enemies within 10m and gain 10% (4% in PVP) bonus armor for each [Defensive Attribute] for 4s. The disrupt occurs 1 second after completing the cover to cover. High-End Weapons: New High-End Weapon added: KSG Shotgun. Gameplay changes Blueprints Added a missing blueprint for the Aces & Eights kneepads. Removed 3 blueprints from the blueprint collection as they were not obtainable in the game. Blueprints that haven’t been acquired yet will now be visible in the crafting bench interface with hints on how to acquire them. Brand sets Brand sets now have an item available on every slot, Mask, Backpack, Vest, Gloves, Holster and Kneepads. 38 new branded gear pieces have been added overall. Control Points Control Point Officers will now revive all downed players, instead of only reviving the player that was downed last, in co-op sessions. Crafting Enemies will no longer drop crafting materials that the player is currently capped out on. Deconstructing gear and weapons have a chance to provide Polycarbonate. The chance to gain extra materials from deconstructing stays the same. Lowered crafting costs. When crafting fewer grey and Brand materials will now be required. At Gear Score 500 base materials required are now 60 (down from 85). At Gear Score 500 Brand materials required are now 5 (down from 8). Enemies will now drop higher amounts of crafting materials. Green materials up to 12 (from 6). Blue materials up to 9 (from 4). Named enemies drop larger quantities than before. Crafting material containers will now drop one green and one blue material, instead of just one of either. Added a notification to the crafting interface that increases clarity when an upgrade to the Crafting Bench is available. The crafting vendor Inaya now sells a perk that allows a player to share materials between all their characters. Increased perks for upgrading the material inventory size: Base materials cap with all perks unlocked now 2000 (up from 600). Green and blue materials cap with all perks unlocked now 1500 (up from 400). Increased material caps for rare materials: Purple cap now 300 (up from 100). Orange cap now 80 (up from 50). Hard Wired base materials cap now 50 (up from 30). Hard Wired components cap now 10 (up from 5). Gear Mods Offensive Protocol: Precision, Defensive System: Resistance, Utility Protocol: Repository Gear Mods have been removed from the loot pool. XP Bonuses are no longer granted by Gear Mods. Weapon specific Critical Hit Chance / Damage is no longer granted by Gear Mods. Existing gear mods have not been affected by these changes, they will only apply to new gear mods. Descriptions updated to no longer include the keywords System / Protocol as requirements to equipping mods. Gear Sets All Gear Sets Chest & Backpack items now roll talents (only affects new drops) Ongoing Directive "+20% Weapon Handling" & "+25% Burn Damage" have been removed "+25% Bleed Damage" requires 2 Items Equipped (down from 4) "Emergency Requisition" requires 3 Items Equipped (down from 5) Talent changed to the following: "Combat resources (armor kits, ammo, grenades) within 40 meters of you are collected when your weapon is reloaded." "The Right Tool..." requires 4 Items Equipped (down from 6) Talent changed to the following: "Killing an enemy affected by a status effect drops explosive special ammo." Mod slots for all items have been updated (affects new and existing gear) Total mod slots for all items equal (6 Offense, 2 Defense, 2 Utility) Attributes rolls for all items have been updated (only affects new drops) Total attribute rolls (6 Offense, 6 Random) True Patriot "+10% Damage to Armor" & "+10% Protection from Elites" have been removed "+10% Total Armor" requires 2 Items Equipped (down from 4) "Red, White and Blue" Requires 3 Items Equipped (down from 5) "Full Flag" requires 4 Items Equipped (down from 6) Mod slots for all items have been updated (affects new and existing gear) Total mod slots for all items equal (6 Offense, 2 Defense, 2 Utility) Attributes rolls for all items have been updated (only affects new drops) Total attribute rolls (6 Offense, 6 Random) Hard Wired "+20% Skill Health" & "+20% Increased Shock Duration" have been removed "+20% Skill Power" requires 2 Items Equipped (down from 4) "Tamper Proof" requires 3 Items Equipped (down from 5) "Feedback Loop" requires 4 Items Equipped (down from 6) Mod slots for all items have been updated (affects new and existing gear) Total mod slots for all items equal (2 Offense, 2 Defense, 6 Utility) Attributes rolls for all items have been updated (only affects new drops) Total attribute rolls (6 Utility, 6 Random) Negotiators Dilemma "10,000 Armor On Kill" & "+30% Health" have been removed "+30% Explosive Resistance" requires 2 Items Equipped (down from 4) "Blowback" requires 3 Items Equipped (down from 5) "Press Home the Advantage" requires 4 Items Equipped (down from 6) Mod slots for all items have been updated (affects new and existing gear) Total mod slots for all items equal (6 Defense, 6 Utility) Attributes rolls for all items have been updated (only affects new drops) Total attribute rolls (6 Defense, 4 Utility, 2 Random) Aces and Eights "+20% Weapon Handling" & "+20% Accuracy" have been removed "+10% Marksman Rifle Damage" requires 2 Items Equipped (down from 4) "Dead Man's Hand" requires 3 Items Equipped (down from 5) "Sheriffs Favor" requires 4 Items Equipped (down from 6) Mod slots for all items have been updated (affects new and existing gear) Mod slots for all items have been updated (affects new and existing gear) Attributes rolls for all items have been updated (only affects new drops) Total attribute rolls (10 Offense, 2 Random) Kenly College A Mastery System is coming to Expeditions, rewarding completion time on different difficulties. When competing for Mastery Medals, a special Mastery Modifier is active. Dead Drop is the modifier active when Kenly College is going live with Title Update 6. Dead Drop: Enemies, based on their veterancy, will drop different types of live grenades when they die. The requirements to earn a medal are shown in the UI, allowing players to compare their completion times. Players will now be able to play Kenly College on Normal, Hard, and Challenging difficulties with each difficulty mode has its own Mastery Time. Kenly College will be opening again on October 15th, with all three Investigation Areas active. The Expedition will then close on October 29th and go on a two weeks closed, one week open rotation. The Diamond Back Exotic Rifle will be a guaranteed reward for your first completion of Kenly College when the Expedition opens. Loot targeting Loot targeting is a new feature introduced with Title Update 6 / Episode 2. When reaching World Tier 5 players will be able to see Named Zones and Main Missions now have icons to reflect a higher drop chance for specific items. This allows agents to target specific brands, weapons and mods in these missions and zones. A detailed article about this feature can be found here. Named items We’ve added new named items as well as upgraded existing ones. Named Items are improved versions of normal items, with a unique name and a fixed talent. The talent is a slightly better version of a normal High-End talent, to ensure that these items are more rewarding and powerful. Onboarding Improved tutorials The Prologue mission pace has been tweaked to allow an easier entry into the game. The UI of tutorials during the Prologue mission have been improved. New tutorials: Weapon Switching, Grenade Throwing, Roll, Melee, Set Waypoint on map, Open Map, Open Inventory, Loot, Level-up, Living World Activities, Safe Houses, Fast Travel, Detection, Weak points, Destructible Armor, Veterans and Elites, Coop, Matchmaking, Switch to Side Arm, Armor, Combat Tactics, Climb Up/Down, Field Proficiency Cache, Side Missions and Staff. A Tutorial Codex has been added to the Character Menu which can be used to access previously seen Tutorials. Early Game Players now automatically start with a second weapon slot; the perk has been removed. Tutorials for and unlocking Perks now happen later in the progression. The first upgrade of the Theater Settlement now unlocks after the first safe house is unlocked, which should be a smoother flow of progression in the early game. The Jefferson Trade Center, Viewpoint Museum, American History Museum and Air and Space Museum missions received a starting level adjustment for a better initial pacing of progression. The second skill unlock is now awarded from the Jefferson Trade Center mission instead of the Grand Washington Hotel mission, for better pacing and onboarding experience. UI improvements The character menu has been renamed to Inventory to add clarity. Multiple improvements to notifications meant to reduce clutter and improve pacing of information. PVP The DZ Daily Project now is a PvP project. Each day this Project will now lead players to a Dark Zone or Conflict activity. Developer comment: We took this approach instead of adding a new project category because players can already feel overwhelmed with the number of available projects and we didn’t want to add more clutter to that experience. Bonus armor is now properly visualized for enemies. Developer comment: Previously you only saw bonus armor appear on teammates and yourself. This led to the feeling that shots were being dropped because there was a lack of signs and feedback when you were shooting through an enemy player’s bonus armor pool. This change lets the game feel both more responsive and more tactical, putting more knowledge in the players hand before they initiate an attack. Normalization. Player stats will no longer be modified, and agents receive their full recalibration bonuses at end game. Players below Gear Score 500 will still get a boost to 500 but agents that have optimized their gear will now have a slight advantage. Talents still have PvE and PvP versions and are now displaying their PvP version when entering a PvP activity. PvP modifiers are now shown in the UI. Conflict End of match presentation We have dramatically overhauled the overall presentation for Conflict in TU6. New Loading Screens. New “Match Starts” sequence. Updated Boost signs and feedback. Updated Victory and Loss presentation, winning teams are also greeted by new music. Reworked end of round screen. This has received updates to pacing and layout and is now focusing more on the earned rewards. End of match reward. Players will now always earn a reward for playing a match of conflict regardless if they won or lost their match. Players still earn additional rewards for ranking up and winning. Developer comment: In general Conflict reward pacing was not on par with the rest of the game and we think the update will up the incentives for our players to jumping in to Conflict matches. Added new sound effects for the countdown in Conflict. Added visibility of the area of effect range of Skills. Only shows when players are in the affected area. Supply Drops New locations for supply drops have been added and the variety of supply drops has been increased. Supply drops can now also occur in the ODZ. Thieves’ Den Vendor The vendor has been reworked and now offers goods for Dark Zone currency. Dark Zone currency can be earned in any DZ and is now a unified currency for all Dark Zones. The vendor’s goods will reset regularly. Recalibration We have made several changes to recalibration for this update: New recalibration interface. Players are now able to recalibrate stat types over each other, for example Offensive (Red) attributes over Defensive (blue) attributes. This still only applies to stats on gear pieces of the same category. It is now possible to recalibrate items that are located in the Stash. Recalibration score has increased from 100 to 150. Shepherd and Call for Backup Shepherd rank now rises automatically. Filling the shepherd meter now triggers an automatic endorsement. The host may still grant an additional endorsement. Due to this additional available endorsement, Shepherd ranks now require 15 endorsements for the first rank and 7 endorsements for each additional rank. (Up from 10 and 5, respectively.) Stash Stash Space perks Increased by 150, players will now have 300 stash space with all perks unlocked. Increased Mailbox capacity to 60. Balancing changes Brand Sets Alps Summit Armament: 2-Piece set bonus is now +10% Skill Power (up from 5%). China Light Industries Corporation: 3-Piece set bonus is now +20% Skill Haste (down from 30%). Petrov Defense Group: 3-Piece set bonus is now +20% Skill Haste (down from 30%). Exotic Holstered Talents Chatterbox (Nerf): While holstered, reloading your weapon within 5s after a kill grants 15% (down from 20%) rate of fire for 10s. Nemesis (Nerf): While holstered, gain +15% (down from +25%) headshot damage when scoped with your current weapon. PvP version remains unchanged at +10%. Merciless (buff): While holstered, landing a shot has a 5% chance to deal +100% (up from +20%) damage as explosive damage. Exotic Talents BTSU Gloves (Quality of Life Adjustment) Explosions created by the Charged Proxies talent no longer damage the player. Chatterbox (Buff): Every shot landed grants 1% rate of fire to a max of 60%. This resets on reload. Kills with this weapon refill 75% (up from 20%) of its magazine and grants a buff for 10s. While the buff is active, every shot landed increases magazine capacity by 3 (up from 1) to a max of 60. Killing a target consumes the buff to fully refill the increased magazine. Diamondback (Buff PvE) Diamondback randomly marks an enemy. Hitting that enemy consumes the mark, guaranteeing a critical hit with +20% total damage. A new random target is marked afterwards and whenever you reload. After hitting 5 marked targets, gain +50% reload speed, +20% total damage, and all shots fired are guaranteed critical hits for 10s 15s. While drawn, each time a round is loaded, gain +20% (up from +15%) bonus armor for 3s. Although current live version text says 20%, this was bugged and only did 15%, it now grants 20% instead of 15%. Diamondback (PvP – New Functionality) Headshots against players trigger deep fangs for 5 seconds. Non-player Enemies such as NPCs and player skills will still be marked randomly by the Diamondback and will also trigger deep fangs for 5 seconds. Eagle Bearer (Adjustment) Base Damage Reduced by 15%. Accuracy increases as you continuously fire, up to +100%. Headshot kills grant +100% reload speed, +50% (up from +35%) damage, and the tenacity buff for 10s. PvP version remains at 35%. The strength of Tenacity is increased by 1% for body shots and 5% for headshots. 40-80% (up from 20-80%) of the damage taken is delayed until the buff expires. All the total delayed damage is reduced for each enemy killed while the buff is active, up to 100% with 3 (down from 5) kills. Merciless (Buff) RPM increased from 260 to 400. This weapon is equipped with a binary trigger that fires on trigger pull and release. Pulling the trigger fires primer rounds that stay embedded in an enemy. Releasing the trigger fires detonator rounds that detonate all primers on the enemy it hits. Each primer detonated gains +100% (up from +75%) damage per primer detonated. PvP version remains at +75%. Only one enemy can have primers and at most 5 primers can be embedded. Nemesis (PvP Nerf) PvP Base Damage reduced by 10% Pestilence (Buff): PvE Base Damage increased by 20% PvP damage increased by 5.6% After hitting the same enemy 5 (down from 10) times, that enemy is inflicted with Plague of the Outcasts for 10s. Whenever an enemy with Plague of the Outcasts is killed, they leave a toxic cloud for 5s (down from 10) that deals 1000% (up from 400%) weapon damage per second to anyone inside and inflicts them with Pestilence. PvP version remains at 500% for 10s. This debuff reduces healing received by 50% for 10s. Whenever an enemy with Pestilence would be downed, they are instead instantly killed. Pestilence is removed if the enemy is repaired to full armor. Sweet Dreams (Buff): Base Damage increased by 20%. Landing a melee attack on an enemy after swapping to this weapon grants 60% (up from 35%) bonus armor and applies the Sandman debuff. PvP bonus armor remains at 35%. Killing an enemy with the Sandman debuff reapplies the bonus armor. This debuff prevents the enemy from using armor kits and from receiving healing from any source. While equipped, dodging reloads 25% of your current weapon's magazine. And if drawn, dodging grants +20% weapon damage for 10s. (added functionality) NPCs Rebalanced Hard, Challenging and Heroic difficulty. Black Tusk War Hounds and Mini Tanks will now feature red, blinking lights before they perform their on-death explosion. This is now consistent with how all other NPCs signal that they explode. Black Tusk Mini Tank now has a short wind-up before its on-death explosion. Fixed an issue that prevented the Black Tusk War Hound’s turret from not being able to rotate beyond a certain threshold when moving. Developer comment: This means the War Hound will be able to hit a target more frequently when moving which was always intended. Decreased effectiveness of the Black Tusk Mini Tank after its Controller has died. Increased wind-up time of LMG greatly. Decreased accuracy significantly. Enabled friendly fire. Removed Explosive Ammo from Elite Black Tusk War Hound and replaced it with “Triple Shot”—three successive shots after a short delay between each. Developer comment: Bleed was too punishing when applied by the War Hound. NPCs are now more aggressive when entering combat with the player. Assaults now provide cover-fire for their allies when entering combat if a Heavy Weapons is not present in their fireteam. Decreased Outcasts Tank and Underground Tank health by 12.5%. Increased movement speed of Underground Tank slightly. Decreased crowd-controlling effectiveness against Tank NPCs slightly and in a number of different ways: Shock duration decreased by 50% for Tanks. Ensnare duration decreased by 50% for Tanks. Burn no longer staggers or affects the behavior of Tanks. Blind causes Tank NPCs to stand still and shoot wildly (with friendly fire turned on). Blinded Melee Tanks slowly move to the player’s last known position but will not attack. Confuse causes Tank NPCs to walk around randomly while shooting wildly (with friendly fire turned on). Confused Melee Tanks slowly move towards the player but with a decent amount of delay. Player Turrets are now more likely to be targeted by enemy NPCs. This is especially true if the player is hiding in cover or not doing anything particularly threatening. The hitbox size has also been increased slightly and we fixed some issues so enemy NPCs will now hit turrets a bit more easily. PVP Skills have been individually tuned for PVP. Any value adjustments will be displayed in the skill information panel. Damage adjustments only affect damage dealt to players in Conflict and all Dark Zones. NPCs within Dark Zones take un-modified skill damage. Status effect duration adjustments only affect status effects dealt by skills to players in Conflict and all Dark Zones. Status effects durations are unmodified to NPCs within Dark Zones. Shield damage taken adjustments only affect damage dealt to shield from players. NPCs deal unmodified damage versus player shields. Healing adjustments affect all healing within conflict and Dark Zones. Cooldown adjustments affect usage of skills within conflict and all Dark Zones. Damage Adjustments (Buffs): Pulse - Jammer: 0.16 -> 5 Turret - Sniper: 0.12 -> 0.4 Turret - Artillery: 0.16 -> 0.45 Chem Launcher - Firestarter: 0.16 -> 0.5 Chem Launcher - Oxidizer: 0.16 -> 0.35 Firefly - Burster: 0.16 -> 0.35 Firefly - Demolisher: 0.16 -> 10 Seeker Mine - Explosive: 0.16 -> 0.22 Seeker Mine - Airburst: 0.16 -> 0.4 Seeker Mine - Cluster: 0.16 -> 0.25 Damage Taken Adjustments (Nerfs): Shield - Bulwark: 1.82 -> 3 Shield - Crusader: 1.82 -> 3 Shield - Deflector: 1.82 -> 3 Healing Adjustments (Nerfs): Hive - Restorer: 0.64 -> 0.5 Chem Launcher - Reinforcer: 0.64 -> 0.5 Seeker Mine - Mender: 0.64 -> 0.5 Drone - Fixer: 0.64 -> 0.5 Status Effect Duration (Nerfs): Firefly - Blinder: 1 -> 0.4 Cooldown Adjustments (Nerfs): Pulse: 1->3 (Conflict only) Skills Chem Launcher: Repair cloud no longer repairs a hostile players armor. Drone: Striker Drone damage is now affected by the Damage to Elites attribute. Firefly All Firefly variants can now be quick-deployed and will rapidly seek out the nearest target(s). Increased cooldown of Blinder Firefly from 60s to 90s. Developer Notes: Similar to what was outlined above, generous skill haste from gear and the addition of the exotic BTSU gloves meant players could achieve both very frequent and very long blind durations on NPCs. Coupled with something like an equally short cooldown on Cluster Seekers, it was possible to crowd-control an entire wave of 10+ enemies while simultaneously dealing tens of millions of damage with ease and at very little risk. We like seeing powerful combinations of skills being used together and want to encourage clever use of game mechanics, especially in terms of group synergy, but it should come at the cost of investing in highly specialized gear. With these changes, it is still possible to achieve a 10s or lower cooldown on both the Blinder Firefly and Cluster Seeker Mines, however it will require a more significant investment in Skill Haste to achieve such a powerful force-multiplier. Hive: The Stinger hive now applies the Bleed status effect on hit. Can now be picked up and placed down elsewhere. The charges that remain when picked up are saved. No longer uses a cooldown, but instead uses a charge-up mechanic similar to chem launcher. Pulse Scanner Pulse base cooldown increased from 40s to 60s. Remote Pulse base radius increased from 12m to 15m. Seeker Mine Increased damage of Explosive Seeker Mine by 20%. Now applies Bleed status effect. Increased damage of Cluster Seeker Mines by +30%. Increased cooldown of Cluster Seeker Mines from 40s to 60s. Lowered quantity of Cluster Seeker Mines from 4 to 3. Increase cooldown of Blinder Firefly from 60s to 90s. Developer Notes: We've seen an overall positive reception from the community in regard to the improvements to skills and skill haste in TU5, and it's been great to see players theory crafting and using their new and improved builds. With skill-based builds becoming more and more common at the end-game however, it was clear that some combination of skills had become overly disruptive to the intended experience. In particular, the generous increase to skill haste on gear coupled with the reduced base cooldown of Cluster Seekers meant achieving a very short cooldown was relatively easy. While we're happy with the damage output of the Cluster Seeker itself, the skill does more than just blow things up, as it effectively causes NPCs to panic; frequently flushing them out of or away from cover, leading to even more damage received. For this reason, the Cluster Seeker can be seen as a significant force multiplier, especially in group content. Because encounter balance and cadence is important for creating not just challenging combat, but a satisfying overall experience, we felt it necessary to increase the cooldown of Cluster Seekers to 60s (still remaining 30s shorter than its TU4 counterpart) and lower the number of mines deployed by 1, while giving it a boost in damage to compensate; ensuring it remains your best choice when it comes to eliminating multiple spread-out targets at once. The increase in damage and the addition of the Bleed status effect to the Explosive Seeker Mine should also increase its attractiveness and make choosing between it and the Cluster variant a more meaningful choice. Turret Assault Turret and Sniper Turret damage is now affected by the Damage to Elites attribute. Increased drain on Incinerator Turret active duration when firing. Talents New talents: Composure: While in cover, grants +10% total weapon damage. Composure can be found on kneepad items. Requires 11 offensive attributes. Concussion: Headshots grant +15% headshot damage for 2 s, 5s with marksman rifles. Concussion can be found on mask items. Requires 7 offensive attributes. Spark: Damaging enemies with skills or grenades grant +15% (10% in PvP) weapon damage for 15s. Spark can be found on backpack items. Requires 9 offensive attributes. Vigilance: Gain +25% (20% in PvP) weapon damage. Receiving damage disables this buff for 4s. Vigilance can be found on chest items. Requires 7 offensive attributes. Talent changes: Basic Gear Talents: All Basic Gear Talents are changing to be “Unique Equip”, meaning they will not stack with duplicates of themselves on other pieces of gear. This means players will have to compose builds of unique talent combinations instead of stacking one talent on all pieces. To compensate for this, all of the basic talents have gotten boosts to their power level. Berserk: Nerf PVE: +8% (down from 10%) weapon damage for every 20% of max armor depleted. Bloodlust: New functionality Swapping weapons grants +15% weapon damage for 5s. The buff is lost for 5s when you swap a weapon while the buff is active. Bloodsucker: PvP Nerf PvE: Unchanged PvP: Depleting an enemy's armor adds a stack of +15% (down from 20%) bonus armor for 5s. Max stack is 2 (down from 5). Calculated: PvP Buff PvE: Unchanged. PvP: Kills from cover reduce skill cooldowns by 20% (up from 10%). Capacitive: Buff +50% Skill Duration (up from +20%). Centered: Buff Headshot kills grant status effect immunity for 30s (up from 10s). Compensated: Nerf Weapon damage is increased by 10% (down from 15%) when your critical hit chance is below 20%. Now correctly removes the buff if critical hit chance is increased when the buff is active. Creeping Death: Buff PvE: Status effects spread to the nearest enemy within 25m (up from 10m). Can occur every 5s (down from 15s). PvP: Status effects spread to the nearest enemy within 10m. Can occur every 5s (down from 15s). Critical: Buff +15% (up from 5%) critical hit damage. Destructive: Buff +40% Explosive Damage (up from +20%). Dialed In: New functionality While Aiming, gain 15% weapon stability. Empowered: Buff +20% Skill Power (up from +10%). Gunslinger: Buff Swapping to your sidearm within 10s (up from 3s) of a kill refills the sidearm’s magazine and grants +30% (up from 20%) weapon damage for the entire magazine. Hard Hitting: Buff +25% Damage To Elites (up from +10%). Hardened: Buff +15% Armor (up from +10%). Insulated: Buff +30% Hazard Protection (up from +10%). Kneecap: New functionality PvE: Once per 30s, shooting an enemy in the legs applies bleed to them for 10s. PvP: Once per 30s, shooting an enemy in the legs applies bleed to them for 5s. Mad Bomber: Buff Removed attributes requirements. Riot Foam Grenade radius is now correctly modified. Obliterate: Buff Depleting an enemy’s armor grants +30% (up from 25%) critical hit damage for 15s (up from 5s). On The Ropes: Nerf PvE: Weapon damage is increased by 15% (down from 25%) while all skills are on cooldown. PvP: Weapon damage is increased by 10% (down from 25%) while all skills are on cooldown. Opportunistic: New functionality Enemies you damage take 10% more damage from all sources for 3s. Reassigned: PvP Buff PvE: Unchanged PvP: Killing a status effected enemy adds 3 rounds of a random special ammo into your sidearm. Can occur once every 30s (down from 45s). Restorative: Buff +30% Health On Kill (up from +10%). Self Adjusting: Buff +30% Armor Regeneration (up from +20%). Spotter: Nerf PvE: +15% (down from 20%) weapon damage to pulsed enemies. PvP: +10% (down from 20%) weapon damage to pulsed enemies. Surgical: Buff +10% (up from 5%) critical hit chance Tech Support: PvP Buff PvE: Unchanged. PvP: Kills by active skills grant +50% (up from 25%) Skill Damage for 15s (up from 10s) Terminate: PvP Buff PvE: Unchanged. PvP: Depleting an enemy's armor grants +50% (up from 35%) skill damage for 30s (up from 15s). Trauma: New functionality PVE: Once every 30s, an enemy hit with a headshot is blinded for 5s. PvP: Once every 40s, an enemy hit with a headshot is blinded for 2s. To Order: Added functionality Grenades can now be “cooked” by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades. Unbreakable: PvP Nerf PvE: Unchanged PvP: 20% (down from 25%) of max armor is repaired when your armor is depleted. Armor kits used within the next 7s are not consumed. Unstoppable Force: Nerf Killing an enemy grants 1% (down from 2%) weapon damage for every 20.000 (down from 25.000) max armor. Vital: Buff +25% Health (up from +20%). Wicked: New functionality Whenever you apply a status effect, gain +15% weapon damage for 20s. Weapon Talents: Boomerang: Buff Critical hits have a 50% (up from 20%) chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +50% (up from 20%) increased damage. Breadbasket: Buff Landing body shots adds a stack of bonus +50% (up from 5%) headshot damage to the next headshot for 10s. Max stack is 3 (down from 10). PvP now uses PvE values. Close & Personal: Buff Killing a target within 7m grants +50% weapon damage for 10s (up from 5s). PvP now uses PvE values. Eyeless: Added functionality Deal 30% weapon damage to blinded enemies. After 3 kills, applies blind to the next enemy you hit. Fast Hands: Buff Critical Hits add a stack of 5% (up from 3%) reload speed bonus. Max stack is 30 (up from 20). Finisher: Added functionality Swapping from this weapon within 10s (up from 3s) of killing an enemy grants +30% Critical Hit Chance and +30% Critical Hit Damage for 15s (added). Frenzy: Buff For every 10 bullets in the magazine capacity, gain +3% (up from 2%) rate of fire and +3% (up from 2%) weapon damage for 5s when reloading from empty. Ignited: Added functionality Deal 30% weapon damage to burning enemies. After 3 kills, applies burning to the next enemy you hit. Killer: Buff Killing an enemy with a critical hit grants +50% (up from 30%) critical hit damage for 15s (up from 5s). Lucky Shot: Buff Magazine capacity is increased by 20%. Missed shots from cover have a 100% (up from 25%) chance to return to the magazine. Measured: Modified functionality The top half of the magazine has +20% rate of fire and -15% weapon damage. The bottom half of the magazine has -20% rate of fire and +30% total weapon damage (modified). Naked: New functionality Whenever your armor is depleted in combat, gain +40% damage for 6s. Near Sighted: Adjustment Receive a +80% (up from 35%) stability at the cost of -35% (down from -20%) optimal range. Overwhelm: Buff Suppressing an enemy grants +10% (up from 5%) weapon damage for 12s (up from 10). Max stack is 4, new stacks refresh duration. Outsider: New functionality After killing an enemy, gain +100% optimal range and +100% accuracy for 10s. Removed attributes requirements. Perpetuation: Buff PvE: Unchanged PvP: Kills grant +50% (up from 5%) skill duration, sniper ammo, mortar ammo, and charges to the next skill used. Max stack is 2 (down from 10). Premeditated: Nerf Weapon damage is increased for every shell loaded to a maximum of +20% (down from 35%). If all shells are reloaded the weapon damage is increased by an additional 10% (down from 50%). Buff lasts for 10 seconds. Pummel: Modified functionality 3 consecutive kills (within 20s) refill the magazine and grants +40% weapon damage for 10s (up from 7s). Ranger: Adjustment Removed attributes requirements. Reformation: Buff Headshot kills increase skill repair and healing by 150% (up from 50%) for 25s. Rifleman: Buff Stacks are no longer removed on missed shots and body shots. PvP now uses PvE values. Sadist: Added functionality Deal 30% weapon damage to bleeding enemies. After 3 kills, applies bleed to the next enemy you hit. Spike: PvP Buff PvE: Unchanged. PvP: Headshot kills grant +70% (up from 35%) skill damage for 20s. Steady Handed: Buff Landing a shot adds a stack of bonus 3% (up from 2%) weapon handling. Max stack is 10 (down from 15). At max stacks each shot landed has a 5% chance to consume the weapon handling bonus and refill the magazine. Unwavering: Modified functionality Swapping to this weapon grants +200% weapon handling for 5s. Kills refresh this buff. Swapping away disables this buff from all weapons for 5s. Vindictive: Added functionality Killing an enemy with a status effect applied grants all group members within 15m +20% critical hit chance and +20% critical hit damage (added) for 20s (up from 10s). Specialization Talents Vital Protection: New functionality Now provides Pulse resistance instead of Crit resistance. Weapons Assault Rifles: ACR: Buff 3% damage increase. AUG: Buff 3% damage increase. Carbine 7: Buff 8% damage increase. F2000: Buff 5% damage increase. FAL: Buff 3% damage increase. G36: Buff 3% damage increase. Less damage drop-off past optimal range. M4: Buff 10% damage increase. P416: Nerf -5% damage decrease. TAR-21: Buff 8% damage increase. Light Machine Guns: HK121: Buff 9% damage increase. KAG: Buff 5% damage increase. M249: Nerf -4% damage decrease. M60: Nerf -10% damage decrease. RPK: Buff 5% damage increase. SA80: Buff 6% damage increase. Marksman Rifles: Classic M44 Carbine: Buff 14% damage increase. Custom M44: Buff 19% damage increase. Hunting M44: Buff 8% damage increase. M700 Tactical: Buff 19% damage increase. M700 Carbon: Buff 19% damage increase. SRS: Buff 11% damage increase. Rifles: 1886: Buff 20% damage increase. Less damage drop-off past optimal range. ACR SS: Buff 19% damage increase. Classic M1A: Buff 39% damage increase. Lightweight M4: Buff 11% damage increase. LVOA-C: Buff 12% damage increase. M16: Buff 68% damage increase. M1A CQB: Buff 30% damage increase. MDR: Buff 16% damage increase. Less damage drop-off past optimal range. MK17: Buff 17% damage increase. SIG 716: Nerf -7% damage decrease. SOCOM M1A: Buff 30% damage increase. Sub Machine Guns: AUG: Buff 15% damage increase. MP5: Buff 13% damage increase. MP7: Buff 7% damage increase. MPX: Buff 38% damage increase. P90: Buff 25% damage increase. SMG9: Buff 6% damage increase. T821: Nerf -8% damage decrease. Tactical Vector SBR: Buff 21% damage increase. Thompson: Buff 12% damage increase. Tommy Gun: Buff 6% damage increase. UMP45: Buff 14% damage increase. Less damage drop-off past optimal range. Vector .45 ACP: Buff 25% Damage Increase. Vector SBR 9: Buff 17% damage increase. UI, Options & Controls The order of mod slots has been rearranged on several gear items. Dye slots are now always shown at the bottom of the mod slot list. Added Bleed status effect UI info to Explosive Seeker mine. Added Bleed status effect UI info to Stinger Hive Added Bleed status effect UI info to Artillery Turret. Added autolookcenter and 180 turn settings to consoles. Added option to take cover on long press, this is for people who really dislike being 'sucked into cover' when they roll. Grenade aim assist implemented. Can be disabled in options. Improved visual hit feedback responsiveness. Hipfire now forces the character to walk. Hive skill can be picked up now. Improved responsiveness of traversing cover and moving around corners. Reduced time to recover after a drop, players should get control back quicker. Improved visibility of all enemies when aiming. Apparel Added a menu that shows all collected skins and dyes in one menu. Added the option to add a dye to all armor pieces. Inventory Added a menu that allows sorting of gear-mods in several ways. Added grid view for mods to sort them by category. Added more flags for items: Mark for Donation Mark for Recalibration Added gear menu to sort all gear by brand, item type and several other options. Character UI DMG, RPM and Skill Power is now visible and can be compared on the main inventory screen. Loadouts Added 12 Loadout slots.
  5. Maintenance notes: Fixed an issue where weekly invasions were not showing up for some players Fixed an issue that allowed players to acquire 90 rounds of ammo for Eagle Bearer
  6. Patch Notes: Episode 1 - July 23rd, 2019 New Main Mission: Manning National Zoo Emeline Shaw, the leader of the Outcasts, has fallen back from her defeat on Roosevelt Island and barricaded herself deep in the Manning National Zoo. To get to her, you will need to fight through the blockades and the Outcasts who protect her to put an end to her violence. New Main Mission: Camp White Oak The Black Tusks and their leader have set up a strategic position close to an estate nestled deep in the woodlands, and your assignment is to take them down and capture him in the new Camp White Oak mission. New Feature: Expeditions Expeditions are free events that bring players to unexplored locations around D.C. to discover new narrative and gameplay opportunities. These sites offer unique challenges and lore not found anywhere else: new collectibles, treasure rooms, environmental puzzles, unique boss mechanics, and more await every Agent who embarks on our Expeditions! New Classified Assignment: Central Aquarium New Classified Assignment: NSA Site B13 Shepherd Reward System – Call for Backup Added the ability to earn the “Shepherd” title by responding to call for backups and earning endorsements. An agent who received help will be able to endorse the helping agent. Raid Added Discovery Mode difficulty for the Operation Dark Hours raid. Added Raid Completion Time to Clan Leaderboards. This leaderboard ranks clans based on how quickly they were able to complete the raid as a clan-only party. Exotics New Exotic: Diamondback Exotic Rifle Lever action rifle 5 round magazine 100 RPM Talents: "Agonizing Bite" Diamondback randomly marks an enemy. Hitting that enemy consumes the mark, guaranteeing a critical hit with +20% total damage. A new random enemy is marked afterwards, and whenever you reload. "Deep Fangs" After hitting 5 marked enemies, gain +50% reload speed, +20% total damage and all shots fired are guaranteed critical hits for 10s. "Shedding Skin" While drawn, each time a round is loaded, gain +20% bonus armor for 3s. While holstered, each time you reload or cycle your current weapon, gain +8% bonus armor for 2s New Exotic: BTSU Exotic Gloves Black Tusk gloves Talents: "Elemental Gadgetry" Skills that apply status effects gain +50% status effect duration and +50% skill haste "Energy Infusion" Whenever you apply a status effect, your gloves become infused with that for 60s. While infused, you gain +10% skill damage, +10% skill healing and repair and +10% skill duration for each Utility (yellow battery) on your gear. "Charged Proxies" Whenever you throw a skill, 1.25s after landing, it creates an explosion applying the infused status effect to all enemies within 6m. Enemies affected by the infused status effect take 50% more damage from your skills. Heroic Bosses now drop Exotics Only exotics that the player is qualified for. For world drop exotics it requires that the player has the drop previously For crafted exotics, it requires that the player has the blueprint Eagle Bearer remains exclusive to the Operation Dark Hours Raid The purpose of dropping these is to allow a chance to get GS 500 variants without upgrading, or get materials to upgrade other exotics These exotics can be team shared to other players. Exotic items no longer have a random range on their damage/armor roll. All exotics are set to the previous highest possible value. This also affects existing exotic items. Weapons New Assault Rifle: Carbine 7 30 round mag 790 RPM By default rolls with a new talent: "Overflowing" Every 3 reloads from empty increases your magazine capacity by 100% New Light Machine Gun: Stoner LMG 580 RPM 200 Mag capacity By default rolls with a new talent: "Overwhelm" Suppressing an enemy, that is not currently suppressed, grants +5% weapon damage for 10 seconds. Max stack is 5. Increased the base damage of Shotguns in PvE. Weapon Mods Added Flashlight attachments for pistols Skills Developer Comments: We took a hard look at the current meta. The builds that are fun, effective and popular. We knew that skill builds, while it being something people wantto play with, was nowhere near competitive. We knew there was an explosives damage build that was on the fringe of popularity, but none that actually relied on really good skill mods driven by skill power. We analyzed the best damage builds and survivability builds out there and looked at their efficiency - how fast they kill, how fast they can clear content, how fast they can take down enemies - and mapped that to our skills. How much more power do skills need to get from 3K skill power (our current maximum requirement on skill power mods) to compensate for all the damage bonuses the player is "giving up" on gear to reach that skill power? Then we looked at each skill and what it should be good at (burst, sustain, single target damage, survivability etc) and went to work tuning the mods to make a skill build approach the efficiency of a "red" damage build or a "blue" tank build. To that effect, here are the current changes to skill mods power levels, and in some cases base numbers, on skills. Skill Haste Cooldown Reduction has been replaced with skill haste. Skill haste works equivalent to speed. So 100% skill haste reduces cooldown by 50%, like a car speeding up by 100% getting to it's destination in half the time. This means that the player can invest in more than 100% Haste and still get something back. It also means there's a diminishing return to Skill Haste, as opposed to cooldown reduction where each point was actually worth more than the last one. This allows us to have a good amount of Skill Haste possible from gear, but even larger amounts granted by high skill power Skill Mods, granting skill builds more frequent access to their souped up skills. To that effect, these are the changes to Haste (formerly Cooldown Reduction) Removed the 90% Cooldown Reduction hard cap Lowered the minimum Cooldown cap for all skills from 10 seconds to 3, except for the Chem Launcher which is now 8 Renamed all instances of Cooldown Reduction on existing gear to Skill Haste, with a 50% increase to their base values Eg: +10% Cooldown Reduction will become +15% Skill Haste Increased Surge talent Skill Haste bonus from +10% to +20% Increased Alps Summit Armament 1-piece Skill Haste bonus from +10% to +20% Increased China Light Industries Corporation 3-piece Skill Haste bonus from +10% to +30% Increased Petrov Defense Group 3-piece Skill Haste bonus from +10% to +30% Increased Tip of the Spear 3-piece Skill Haste bonus from +20% to +40% Specialization Skill Mods (granted from each spec tree) Removed all Skill Power requirements Bonuses greatly improved to provide a strong initial boost to the skill platform Demolitionist Cyclone Magazine - Extra Mortar Ammo bonus increased from +1 to +3 SHD CPU V.2 - Damage increased from +7% to +100% Survivalist Magnetic Disc - Skill Haste increased from +9.7% to +80% Larrea Tridenta Infusion - Healing bonus increased from +14.5% to +50% Sharpshooter Graphene Battery - Duration increased from +14.5% to +80% Carbon Fiber Frame - Skill Haste increased from +9.7% to +80% Gunner Microwave Amplifier - +30% Banshee Pulse Confuse Duration Directional Transmitter - +30% Banshee Pulse Cone Size Skill Platform Changes Pulse Scanner Scanner Pulse will now begin its cooldown after a 3 second delay on activation, rather than at the end of the Pulse effect's duration Lowered Scanner Pulse base radius from 52m to 50m Lowered Scanner Pulse cooldown from 90s to 40s Remote Lowered Remote Pulse cooldown from 120s to 60s Jammer Lowered Jammer Pulse cooldown from 120s to 90s Turret Assault Increased Assault Turret base damage by 22.5% Increased Assault Turret base duration from 120s to 300s Lowered Assault Turret cooldown 120s to 60s Incinerator Lowered Incinerator Turret base damage by 60% Increased Incinerator Turret base burn damage by 60% Lowered Incinerator Turret base burn duration from 5s to 4s Increased Incinerator Turret base duration from 120s to 300s Lowered Incinerator Turret cooldown from 120s to 90s Sniper Increased Sniper Turret base ammo from 5 to 6 Lowered Sniper Turret cooldown from 240s to 60s Artillery Lowered Artillery Turret cooldown from 240s to 60s Increased Turret platform base health by 100% Hive Restorer Increased Restorer Hive base healing amount by 50% Increased Restorer Hive base health by 20% Lowered Restorer Hive cooldown from 240s to 90s Stinger Stinger Hive damage is no longer affected by Explosive Damage modifiers Increased Stinger Hive base health by 50% Lowered Stinger Hive cooldown from 240s to 90s Booster Increased Booster Hive base health by 33.3% Lowered Booster Hive cooldown from 240s to 90s Chem Launcher Firestarter Increased Firestarter Chem Launcher base burn damage by 60% Lowered Firestarter Chem Launcher base burn duration from 5s to 4s Riot Foam Increased Riot Foam Chem Launcher base radius from 1.5m to 3m Firefly Blinder Lowered Blinder Firefly base blind duration from 8s to 6s Burster Lowered base damage of Burster Firefly by 20% Lowered Burster Firefly cooldown from 90s to 60s Demolisher Lowered base damage of Demolisher Firefly by 25% Lowered Demolisher Firefly cooldown from 90s to 60s Seeker Mine Explosive Increased Explosive Seeker Mine base damage by 42.8% Airburst Increased Airburst Seeker Mine base burn damage by 60% Lowered Airburst Seeker Mine base burn duration from 5s to 4s Cluster Increased Cluster Seeker Mine base damage by 33.3% Increased Cluster Seeker Mine explosion radius from 3m to 4m Lowered Cluster Seeker Mine cooldown from 90s to 40s Mender Increased Mender Seeker Mine base duration from 120s to 300s Lowered Mender Seeker Mine cooldown from 180s to 60s Drone Striker Increased Striker Drone base damage by 7.1% Increased Striker Drone base duration from 120s to 300s Lowered Striker Drone cooldown from 180s to 60s Lowered Striker Drone base health by -20% Defender Lowered damage reduction from 100% to 80% (20% in PvP) Increased Defender Drone base duration from 20s to 40s Increased Defender Drone base health by 100% Bombardier Lowered Bombardier Drone cooldown from 120s to 60s Lowered Bombardier Drone base health by -46.6% Increased Bombardier Drone base bomb blast radius from 3 to 4 meters Fixer Increased Fixer Drone base health by 60% Increased Fixer Drone base duration from 180s to 300s Lowered Fixer Drone cooldown from 180s to 60s Tactician Increased Tactician Drone base duration from 180s to 300s Lowered Tactician Drone cooldown from 180s to 60s Lowered Tactician Drone base health by -73.3% Ballistic Shield Ballistic Shield base health regeneration is now percentage based and scales with the total health of the shield 5% HP/s Holstered Regeneration 2.5% HP/s Active Regeneration Bulwark Increased Bulwark Ballistic Shield base health by 33% Lowered Bulwark Shield cooldown from 240s to 40s Crusader Lowered Crusader Shield cooldown from 240s to 40s Deflector Lowered Deflector Ballistic Shield base health by 6.6% Lowered Deflector Shield cooldown from 240s to 40s Skill Mod Changes All numbers based on maximum (3000 skill power) mod attribute rolls Hive Extra Payload - Damage bonus increased from +30% to +100% Experimental Blend - Changed from flat value to percentage based increase of base Healing amount (+50%) Experimental Blend - Stim Efficiency bonus increased from +20% to +50% Experimental Blend - Buff Duration bonus increased from +20% to +50% Nitroglycerin Mixture - Damage bonus increased from +30% to +100% Nitroglycerin Mixture - Healing bonus +50% variant added Cooling Vents - Skill Haste bonus increased from +20% to +100% Internal Storage - Charges bonus increased from +30% to +100% Swarm Control - Charges bonus increased from +30% to +100% Radar Signal Antennas - Duration bonus lowered from 60% to 50% Network Firewall - Radius bonus increased from +60% to +100% Network Firewall - Duration bonus lowered from 60% to 50% Steel Harness - Health bonus lowered from 60% to 50% Polycarbonate Wiring - Health bonus lowered from 60% to 50% Turret Magnetic Rail - Damage bonus increased from +30% to +150% Lubrication Gel - Duration bonus increased from +60% to +100% Lubrication Gel - Incinerator Turret Burn Strength +100% variant added Cyclone Magazine - Extra Mortar Ammo +8 variant added Cyclone Magazine - Extra Sniper Ammo +12 variant added Spare Parts - Skill Haste bonus increased from +20% to +100% Organic Circuits - Duration bonus increased from +60% to +100% Ammo Box - Extra Sniper Ammo bonus increased from +3 to +12 Ammo Box - Extra Mortar Ammo bonus increased from +2 to +8 Ammo Box - Mortar Radius +50% variant added SHD CPU V.2 - Damage +150% variant added Multi-tool - Skill Haste bonus increased from +20% to +100% Weather Coating - Health bonus lowered from +120% to +100% Carbon Fiber Barrel - Health bonus lowered from +120% to +100% Pulse Nickel-Chromium Wire - Skill Haste bonus increased from +60% to +200% Nickel-Chromium Wire - Remote Pulse Skill Haste +300% variant added Silicon Carbide Coil - Charging Speed bonus increased from +30% to +50% Exploded Blueprint - Skill Haste bonus increased from +60% to +200% Heating Mantle - Charging Speed bonus increased from +30% to +50% Distributed Architecture - Radius bonus lowered from 60% to 50% Super Glue Pulse - Radius bonus lowered from 60% to 50% Unstable Oscillator - Effect Duration bonus lowered from 55% to 50% Atmospheric Analyzer - Effect Duration bonus lowered from 55% to 50% Seeker Mine Mini Electric Motor - Skill Haste bonus increased from +40% to 200% Delivery System Upgrade - +100% Damage variant added Ball Bearings - Damage bonus increased from +30% to 100% Magnetic Disc - Skill Haste +200% variant added Phosphorus Ingredient - Healing bonus increased from 60% to 100% RDX Pellet Payload - Damage bonus increased from +30% to +100% RDX Pellet Payload - Airburst Burn Strength +100% variant added Larrea Tridenta Infusion - Healing +100% variant added Brushless DC-motor - Health bonus lowered from 60% to 50% Sturdy Piston - Health bonus lowered from 60% to 50% Chem Launcher Piranha Solution - Damage bonus increased from +30% to +100% Piranha Solution - Firestarter Burn Strength +100% variant added Chromatics Training - Radius bonus increased from +30% to +50% Slip Fit Tube - Skill Haste bonus increased from +30% to +100% Cell Penetrating Peptide - Healing bonus increased from +60% to +100% Hydrochloric Infusion - Damage bonus increased from +30% to +100% Ultra-Thin Cartridges - Radius bonus increased from +30% to +50% Liquid Nitrogen Cooling System - Skill Haste bonus increased from +30% to +100% Pharmacokinetic Enhancer - Healing bonus increased from +60% to +100% Imbued Metal String - Ensnare Health bonus lowered from +60% to +50% Polypropylene Recipe - Ensnare Health bonus lowered from +60% to +50% Drone Graphene Battery - Duration +100% variant added Electric Soldering Tool - Skill Haste bonus increased from +40% to +100% Gimbal Vibration Damping - Health bonus increased from +60% to +100% Blitzkrieg Blasting Powder - Striker Damage +600% variant added Blitzkrieg Blasting Powder - Radius bonus lowered from 60% to 50% Freedom Package - Radius bonus lowered from 60% to 50% Carbon Fiber Frame - Skill Haste +100% variant added Reinforced Rotor Blades - Health bonus increased from +60% to +100% Terminal Ballistics - Damage bonus increased from +30% to +200% Trauma Analyzer - Healing bonus increased from +30% to +50% Trauma Analyzer - Deflector Duration +50% variant added Gaffer Tape - Duration bonus increased from +60% to +100% Hollow-point Bullets - Damage bonus increased from +30% to +200% Micropulsing Stimuli - Healing bonus increased from +30% to +50% Micropulsing Stimuli - Fixer Skill Haste +100% variant added Shield Adaptive Insulation Foam - Skill Haste bonus increased from 60% to 100% Synthetic Mineral Frame - Skill Haste bonus increased from 60% to 100% Titanium Reinforcement - Health bonus increased from +45% to +100% Shape-memory Alloy - Deflected Damage bonus increased from +20% to +100% Cementitious Material - Holstered Regeneration bonus increased from +60% to +100% Weaved Aramid Fiber - Health bonus increased from +45% to +100% Supramolecular Networks - Active Regeneration bonus increased from +20% to +100% Liquid Metal Microdroplets - Holstered Regeneration bonus increased from +60% to +100% Thermoresponsive Polymer - Deflected Damage bonus increased from +20% to +100% Smart UHMWPE Lexicon - Active Regeneration bonus increased from +20% to +100% Smart UHMWPE Lexicon - Ballistic Shield Health +100% variant added Firefly Alignment Valve - Damage +100% variant added Tungsten Compound - Damage +100% variant added Propantriol Adhesive - Skill Haste bonus increased from +40% to +200% Microfiller Resin - Skill Haste bonus increased from +40% to +200% Hardened Casing - Health bonus lowered from 60% to 50% Tungsten Compound - Max Targets bonus increased from +3 to +5 Guiding System - Max Targets bonus increased from +3 to +5 Crafting Added a crafting bench upgrade in World Tier 5 that allows players to craft at Gear Score 500. The items crafted are gear score 500, there will be no random range in terms of gear score/power. The bench upgrade is given to players when they complete the “Enter WT5”-project (same as all the other bench upgrades in endgame, the upgrade will be available at the bench once the bench is upgraded to World Tier 5). Players already in WT5 will automatic get it as they log in, The upgrade requires 1 weapon and 1 gear piece of Gear Score 490+, and some of each Specialized (blue) material Crafted items can be used in recalibration, both as materials and to be improved Deconstructing High-End gear now guarantees a brand material (increased from 50% drop chance). Named branded items also award the brand mat on deconstruction Deconstructing gear set items awards 4 of each Specialized (blue) material Added an opt-in perk for the player to share blueprints and materials between characters in endgame. Some Blueprints and mats are excluded to not break game logic/progression, such as the specific exotic materials. This perk can be crafted and the blueprint is available at Inaya, the Crafting vendor. The blueprints awarded from control points, vendors and projects are merged into one pool of rewards. Players can get all these blueprints from all three sources. Once the pools has been exhausted, none of the sources will give more blueprints. Grenades Increased the radius of the Gunner's Riot Foam Grenade from 2m to 3m PvP Changed shotgun PvP modifier to 1.0 (was 1.65) Changed the general PvP modifier to 0.55 (was 0.40) Specializations Reduced the TAC-50 signature weapon’s damage per shot Talents Calculated Talent reduced to 20% from 10%. Now works off any kill from cover instead of weapon kills. Vendors Cassie Now sells GS 500 items. She sells normal gear, some exotics and named weapons UI Improved player feedback when trying to pick up ammo with maximum signature weapon ammo Inspecting a player now allows inspection of weapons, grenades and skills 3C Intercepted projectile by the deflector drone now do a % damage, rather than binary be dropped or not Return player control quicker after dropping down Reduced Depth of Field strength when aiming Improved reload + interaction prioritization (if you hold down the interact, it will cancel the reload and start the interaction) Improved player replication for players with widely different quality connections, should reduce inconsistent speedup/freezing of remote players Audio Slapback System enabled: The gunshot echo system that was featured briefly in the private beta prior to launch has been re-enabled Localization Improved Arabic voice-over localization Added missing lore description for Dodge Citys Gunslinger Holster Bug Fixes Skills Cyclone Magazine +Extra Sniper Ammo variant added to all loot list quality tiers Unstable Oscillator and Atmosperic Analyzer Pulse Mods now properly reference the correct Effect Duration platform modifier Vac Pack and Guiding System Firefly mods now correctly increase Max Targets by the amount listed on the tooltip Distributed Architecture and Super Glue Pulse mods no longer affect the radius/range of the Banshee Pulse Explosive Seeker Mine radius now correctly says 5m in the Skills UI Cluster Seeker Mine radius is now displayed in the Skills UI Explosive and Cluster Seeker Mines now show the correct explosion radius before detonating Incinerator Turret burn damage is now affected by all increases to Skill Damage from gear/talents Firestarter Chem Launcher burn damage is now affected by all increases to Skill Damage from gear/talents Firestarter Chem Launcher now correctly states that it inflicts fire damage. Added missing Artillery Turret & Tactician Drone showcase videos. Airburst burn damage is now affected by all increases to Skill Damage from gear/talents Fixed an issue causing the Chem Launcher cooldown to reset when restocking ammo Fixed an issue where the Turret skill could deploy inside a wall under certain circumstances Fixed an issue causing the reviver hive to not revive players when thrown Fixed skill mods requirement having an invisible decimal, resulting in incorrect power requirement information Fixed the Banshee Pulse skill mod description to state that it applies Confusion status effect on affected target Conflict Fixed an AFK related exploit in the Conflict PvP mode Fixed several locations on Conflict maps where players could ignore damage when behind cover Weapons & Gear Fixed an issue where the Sweet Dreams and Lullaby upgrade blueprints wouldn't appear on the crafting vendor under certain circumstances Fixed an issue where some Longe Range Pack "Sett" backpacks could roll with 0% weapon damage on Specialized (blue) quality Fixed an issue where the opportunistic talent did not work in PvP. Fixed an issue causing armor rolls below the minimum advertised when upgrading an exotic gear piece. Missions & Open World Fixed an issue causing players to become stuck during the “Reach the first hall” objective in the Air & Space museum mission Fixed a loot exploit in the Invaded Capitol Hill stronghold Fixed enemies becoming stuck in their spawn rooms in the “Museum Water Source” side mission Fixed “Neutralize the hostile” objective not updating correctly in the “Agent Edwards Support” side mission Fixed an issue where NPC’s from a Warhound Convoy could spawn in an inaccessible area Fixed an inaccessible bounty location in the Judiciary Square zone Fixed several areas where players could leave the playable map Fixed several areas where players could fall through the world Fixed several areas where players could vault into water. Don’t go swimming with all that gear, agents! Fixed several areas with missing climb prompts Fixed several areas where the player could become stuck in the open world Fixed several areas where the players could become stuck in missions Fixed several world objects with missing cover prompts Special Field Research Fixed Special Field Research objective “Complete 5 Public Executions with Marksman Rifle” not progressing under certain circumstances Fixed the Specialization adventure progression circle to be consistent with other progression circles Commendations Fixed “Resource Distribution Merit” not progressing correctly Fixed “Calibration Award” not unlocking not progressing correctly Fixed “Prone Target Award” not progressing correctly. Loadouts Fixed an issue causing loadouts using the same skill to revert all affected loadouts to the same skill mod UI Fixed the Conflict UI being misaligned when using Dual Monitors and the Offset UI option NPC NPCs no longer double heal their armor Players can now damage NPCs rappelling on ropes with explosives Fixed an error during the calculation of weakpoint kill stats Players can no longer easily pass through Black Tusk Warhounds Control point officers no longer instantly revive players if the player has just used the Chem Launcher Outcasts suicide rushers now blow themselves up closer to their target Fixed abnormal NPC behaviour when suppressed outside of the players view Dark Zone Fixed an issue where agents at Dark Zone level 50 do not lose XP when killed as a rogue agent. Fixed an issue where the Black Tusk medic’s drones would self-destruct in the Dark Zones Fixed an issue where the player was unable to cut the rope at an extraction if the “Sleight of Hand” perk was active. Specialization Fixed an issue where killing wildlife would yield signature weapon ammo. Fixed an issue where signature weapon ammo could drop mid-air Cosmetics Fixed a clipping issue with the Gunner Uniform when equipped on a female character Connectivity Fixed an issue relating to interacting with ECHO’s when in a group Fixed several occurrences of Delta errors when interacting with world objects Performance Fixed performance drops when browsing player inventory on Xbox One Fixed performance drops when opening the Ubisoft Club Challenge tab on PC Audio Fixed an issue causing NPC weapon audio to be stuck in a loop under certain circumstances Fixed an issue causing missing weapon audio when firing immediately after having switched from a grenade Other Fixed an issue causing older versions of the Tobii Eye Tracker to be unresponsive Fixed an issue causing the “Aim at Gaze” option for the Tobii Eye Tracker to be inaccurate Fixed an issue with the Motion Sickness mode causing the player’s FOV to change drastically when enabled Fixed an issue where players incorrectly could vote kick a member during a boss fight in the Roosevelt Island stronghold on challenging difficulty
  7. Maintenance patch notes: Fixed an issue that allowed players to transfer the exotic talent from the Dodge City Gunslinger exotic holster. Fixed an issue with the Basilisk armor that prevented Special Field Research progression under certain circumstances. Fixed an issue that allowed players to acquire unintended amounts of signature weapon ammo. Fixed an issue that caused NPC armor to be stronger than intended.
  8. Maintenance patch notes: Fixed an issue where the Special Field Research stages would not update properly in certain situations. Fixed an issue where Specialization ammunition could not be picked up in certain situations. Fixed an issue of missing gun textures in the inventory. Fixed an issue causing players to be temporarily invulnerable when replacing an armor plate in cover.
  9. The servers will shut down for maintenance Tuesday, June 18th 09:30 AM CEST / 03:30 AM EDT / 12:30 AM PDT. Estimated downtime is approximately 3 hours.We will be deploying Title Update 4 during this maintenance. Patch notes will become available during the downtime.
  10. Maintenance - June 3rd, 2019 Greetings Agents, The servers will shut down for a scheduled maintenance Monday, June 3rd 09:30 AM CEST / 03:30 AM EDT / 00:30 AM PDT. Estimated downtime is approximately 3 hours. We will be deploying Title Update 3.1 during this maintenance. Patch notes: Increased tutorial font size on the Mega Map. Increased visibility on Collectibles and Caches in the Open World. Fixed an issue where the "Loot" tutorial at the beginning of the game wouldn't appear. Fixed an issue where the Field Proficiency toast would not include the gained rewards. Fixed an issue where players could remain stuck in the Theater settlement after recruiting Inaya al-Khaliq. Fixed an issue that could cause players to get stuck on the roof of the Grand Washington Hotel mission. Fixed an issue where Hunter Mask and Ivory Keys would not drop, even if the player correctly solved the riddle and killed the Hunter(s). This fix should allow players to re-do the Hunters and collect the Masks and Keys they are currently missing. Fixed an issue where the rate of fire on semi-automatic weapons would be lower than intended. Fixed an issue where face masks would appear smaller than intended. Fixed an issue where opening a Dark Hours Apparel Cache could cause a continuous loop. Fixed an error that removed the Loot All as Junk option. Sorry about that! Fixed an issue where enemy NPCs would rush past players to get into cover. Fixed an issue where enemy NPCs would flank players too often. Fixed an issue where enemy NPCs would not react to any combat until reaching cover or having their movement interrupted. Fixed an exploit where armor would scale to unintended values when normalized. The small amount of players who have used the armor exploit will receive a warning on their account. Any further violation of the terms of use will lead to a permanent ban of their account. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  11. Maintenance - May 31st, 2019 Greetings Agents, The servers will shut down for a scheduled maintenance Friday, May 31st 09:30 AM CEST / 03:30 AM EDT / 00:30 AM PDT. Estimated downtime is approximately 3 hours. Patch Notes: Fixed an issue that could cause players be travel to an empty map when matchmaking for Classified Assignments. Fixed a loot exploit in the Bank Headquarters mission. Fixed erroneous NPC behaviour that would cause them to be overly aggressive in combat. Fixed an exploit that would result in unintended stat increases in normalized PvP. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  12. Maintenance - May 28th, 2019 Greetings Agents, The servers will shut down for maintenance today at 03:00 PM CEST / 09:00 AM EST / 11:00 PM ACT with an estimated downtime of two hours. We'll be applying the following fixes during this maintenance: Fixed an issue preventing some players from entering Nelson Theater Classified Assignment Fixed an issue where some players could not progress to World Tier 5. Fixed an issue that could cause players to glitch into an empty world when matchmaking for a Classified Assignment. Made improvements to the delivery of the arm patch for first week completion of Operation Dark Hours. Players who beat the raid in the first week should be granted their arm patch retroactively. Please follow this thread for any updates as the maintenance progresses. We're still working on Title Update 3.1 which will include several fixes to NPC behavior as well as other fixes for the game, but we don't have an estimated time for this yet. We will keep you updated on this front too. edit As we've seen this on brought up as well: We're looking into armor being extraordinarily high in certain situations and this is something we want to fix asap. Thank you, The Division 2 Team
  13. The servers will shut down for maintenance Thursday, May 23rd at 15:00 PM CEST / 09:00 AM EDT / 06:00 AM PDT. Estimated downtime is approximately 1.5 hours. Patch Notes: Fixed an issue preventing players from entering Nelson Theater Classified Assignment. Fixed an issue causing some players to be unable to progress to World Tier 5. Fixed players sometimes falling through the map when trying to start a Classified Assignment. Changed the unlock requirements for the "completing the raid within the first week" Arm-patch.
  14. Patch Notes: Operation Dark Hours - May 14th, 2019 New Feature: Operation Dark Hours Operation Dark Hours is our first 8-player raid coming to Tom Clancy’s The Division 2. Teamwork, collaboration, and adaptation will be necessary to defeat the Black Tusk. More information and exact opening times will be revealed soon. New Feature: Classified Assignments: The Fall of DC Classified Assignments are exclusive missions for owners of the Year 1 Pass. Discover and complete these missions to hear stories behind the fall of DC as well as unlocking exclusive Backpack Trophies. Title Update 3 includes the first two Classified Assignments. New Apparel Event: Dark Hours Starting together with the raid release, our second Apparel event will introduce new outfits, masks, emotes and weapon skins! ACHIEVEMENTS & TROPHIES Added Operation Dark Hours Achievement / Trophy. COMMENDATIONS Added new Commendations for Operation Dark Hours. Removed the following Commendations. 28 Days Distinction - Record 672 hours (28 days) of time in-game. Distinguished Service Ribbon – For 30 consecutive days, on each day play for at least 1h and complete 1 mission. Supreme Response Distinction - For 7 consecutive days, on each day complete 4 main missions and rescue 5 civilians. Year One Merit - Play on 14 days per month, on a total of 12 months. Division Service Merit - For a total of 100 days, on each day play for at least 1hour and deliver 20 resources to control points. Developer comment: We removed these Commendations as we felt that they were not delivering a great experience for players. Often times you could miss out on your daily login or lose your streak with no error of your own. We’re adding different Commendations that still let you show off your dedication towards the game, without the login requirements. For those players that have already earned the above-mentioned Commendations they will remain visible as completed. Added a new vanity patch reward for all players as compensation for any lost time due to the above changes. Added five new Commendations Full Deck Distinction – Acquire all Snitch Cards. Distinguished Service Distinction – Complete 30 hours of service. Supreme Response Distinction – Complete all main missions and Strongholds on Hard difficulty (or above). Control Point Takeover Merit – Take over 50 Heroic Control Points. Invasion Service Merit – Complete 10 Invaded Strongholds. Changed Peacock Award to specifically use the ‘Jumping Jacks’ emote. Changed Mission Discovery Merit Commendations to track when a player collects loot from loot boxes, not opening the loot boxes. This will ensure that all players that are in a group can earn this Commendation when playing the respective missions. CRAFTING Increased the base cap for Receiver Components and Protective Fabric crafting materials by 200, meaning that their caps now start at 350 and end at 600 with all material capacity perks. Inaya al-Khaliq in the Base of Operation is now a Crafting Vendor, she can be found next to the Crafting Bench in the White House. Added Specialized and Superior Skill Mod Blueprints to her stock. Added an extra weekly Blueprint to her stock. Moved crafting Blueprints from the Base of Operations vendor to her stock. Note: While Inaya will have a variety of Blueprints available, there are still other sources in the game like Settlements and Control Points. All exotic items upgraded through crafting will get the maximum Gear Score of the current crafting bench tier. GEAR Bonus Armor granted on blue attributes gear significantly increased. Armor percent can now be found as Defense Attribute rolls. Health percent can now be found as Defense Attribute rolls. Gear sets Hard Wired Now grants Skill Damage instead of Shock Duration. Ongoing Directive Now grants special ammunition into any weapon, including the weapon currently equipped. Now grants special ammunition on any kill, not just weapon kills. True Patriot Decreased debuff cycle from 4 seconds to 2 seconds. Increased damage dealt to nearby targets when Full Flag is active to 50%. ICONS The Confidential Gear Set intel item now has a project icon to better reflect its use. LOOT Loot containers will now reset at a preset time of day. Control Point reward container will now also reset with this daily timer. Improved quality and quantity of Drone Helicopter loot. Slightly reduced the quality of items from Clan Caches. Cabinet loot containers now have a chance to contain Dark Zone keys. Increased ammunition drop chance from enemy NPCs to limit situations where players would run out of ammunition during prolonged fights on higher difficulty activities. Dark Zone contaminated loot does not drop below player's average Gear Score and will guarantee Gear Score 500 when the player has reached 500 Gear Score. Heroic difficulty Mission bosses, Stronghold bosses, Bounty bosses and Heroic Control Points reward containers will guarantee Gear Score 500 when the player has reached 500 Gear Score. Loot now skews more towards the top end of its allowed Gear Score, resulting in fewer items below a player’s average Gear Score, and items that do drop below it will be closer to that average more often. Increased the rewards for daily Hard and Challenge mission Projects and they will guarantee Gear Score 500 when the player has reached 500 Gear Score. MISSIONS New feature: Post Mission Activity Summary After completing missions, players may opt to look at an activity summary showcasing their performance in that activity and allowing an expanded look at a variety of detailed statistics. Bank Headquarters Reduced difficulty for solo players. Roosevelt Island Reduced difficulty for solo players. MODS Hive users can now find +healing on the Experimental Blend mods. Hive users can now find +radius on the Network Firewall mods. New mods: Auxiliary Skill Battery Auxiliary Skill Batteries fit in Skill mod slots and grant Skill Power. NPC Updated RC Blade to fix various issues. Elite Medic’s Pulse Grenade has been changed. No longer applies disrupt. Reduced Impact radius. The grenade impact radius should now be easier to see. Decreased damage of Veteran, Elite and Named NPCs. Greatly decreased melee damage of all Tank NPCs. Moderately decreased melee damage of all non-Tank NPCs. Decreased Thrower NPC’s accuracy with grenades. They are no longer professional baseball pitchers or cricket fielders. Slightly decreased damage of Elite/Named War Hound. Civilian Control Point Officers now wear pants. Civilian Control Point Officers now wear protective body armor. Safety first. Civilians with fully upgraded Settlements now wear combat harnesses and have slightly more health. Upgrading a Settlement now slightly increased Civilians’ damage. NPCs will now be slightly less defensive while in cover and being aimed at by a player. Decreased likelihood of NPCs using ladders in combat. Decreased likelihood of NPCs using special navigation out of combat. Civilian NPCs will now stay further away from players in cover, lessening the chance of them taking a player’s preferred cover location. We get it, you’re very protective of your favorite cover spot. Civilian Hostages are now more protective of their lives. Fixed issue with many explosives causing extreme amounts of threat, confusing NPCs. Fixed various sliding issues with NPCs following recovery from a Status Effect. Enemy NPCs should no longer be able to stagger players with a melee attack if the player has a Ballistic Shield equipped. Drone Helicopter Increased health. Increased damage. Improved movement. Decreased Outcast Suicide vest explosion radius. Lowered NPC damage and health above normal difficulty. Increased variety of NPCs at higher difficulty levels. OPEN WORLD Implemented various UI and audio improvements to Living World activities. Control Points Control Point difficulty is now more clearly communicated, using regular difficulty names in addition to Alert Level. Approaching enemy patrols and convoys are now signaled more clearly during Control Point Takeover. The Civilian Officer will now revive downed players during Control Point takeover and judge you silently. Players can now select the civilian takeover icon on the map as a respawn option during Control Point takeover. The option is disabled after the enemy leader joins the fight. Players can now fast travel to civilian convoys and takeover squads from the map. Black Tusk now send War Hound Convoys carrying gear and weapons to Tidal Basin when the mission is available. RECALIBRATION Recalibration has been changed to allow for the majority of stats to be moved as they are, from one item to another, while making it less likely to reach the cap of the stat moved. To achieve this goal, we’re expressing the recalibrated power as a separate number called Recalibration Score, next to the Gear Score. As such, recalibration will no longer increase the gear score of the item. All existing recalibrated items will have their recalibrated additional gear score converted to the new format. Adjusted cost and ability to be recalibrated for Terminate Knee Cap Calculated REWARDS XP from Bounties has been increased. All Settlement Weekly Projects now award blueprints. New daily Project: SHD Requisition. Requires crafting ingredients and rewards high quality gear and blueprints. Increased the quality of Weekly Project equipment rewards. SKILLS Assault Drone PvE: The Drone will now more actively look for a new target once it loses its current target. Defender Drone Will now drain more quickly once a shot has been deflected. Reinforcer Chem Launcher Reinforcer gas clouds do not stack anymore. Reviver Hive Fixed further occurrences of players not being revived. Revive time slightly increased. Riot Foam Chem Launcher Increased base duration of Riot Foam when used against a NPC. Scanner Pulse Reduced cooldown from 120 seconds to 90 seconds. TALENTS Gear Talents Berserk Increased required max armor depleted from 10% to 20%. Now requires 7 Offense Attributes. Blacksmith Increased Armor repair from 25% to 50%. Can now occur every 15 seconds, was 10 seconds. Now requires 7 Defense Attributes. Bloodlust PvE Increased granted Weapon Damage from 25% to 35%. Decreased duration from 10 seconds to 5 seconds. PvP Decreased granted Weapon Damage from 25% to 20%. Decreased duration from 10 seconds to 5 seconds. Now requires 9 Offense Attributes. Bloodsucker PvE Depleting an enemy’s armor adds a stack of +25% bonus armor for 10s. Max stack is 6. (was 20%, 20s, 5) PvP Depleting an enemy’s armor adds a stack of 20% bonus armor for 5s. Max stack is 5. Now requires 11 Offense Attributes and an Assault Rifle, SMG or LMG equipped. Critical Reduced Critical Hit Damage bonus from 8% to 5%. Clutch Increased Health gained per Critical Hit from 15% to 20%. Reduced Armor gained per Critical Hit from 2% to 1%. Now requires 4 or less Defense Attributes. Entrench Increased Armor repair for Headshots from cover from 5% to 10% Hard Hitting Reduced Damage to Elites from 15% to 10%. Knee Cap Increased chance to apply bleed when Shooting an Enemy in the legs from 10% to 15%. Patience After being in cover for 5s, armor repairs by 5% every 1s. (was 3s). Now requires 6 Defense Attributes Safeguard Reduced Duration from 20 to 5 seconds. Can only occur once every 20 seconds. This was already the case but is now reflected in the tooltip. Now requires 4 or less Offense Attributes. Spotter Increased Weapon Damage to Pulsed enemies from 10% to 20%. Now requires 5 Utility Attributes. Surgical Reduced Critical Hit Chance bonus from 8% to 5%. Unbreakable PvE Increased amount of Max Armor repaired when armor is depleted from 25% to 70%. Increased timeframe for Armor Kits not being consumed when effect triggers from 5 seconds to 7 seconds. PvP Increased Max Armor repaired when armor is depleted from 15% to 25%. Increased timeframe for Armor Kits not being consumed when effect triggers from 5 seconds to 7 seconds. Now requires 11 Defense Attributes and no other Talents affecting Armor Kits. Unstoppable Force PvE Killing an enemy now grants 2% Weapon Damage for every 25.000 Max armor. PvP Killing an enemy now grants 1% Weapon Damage for every 25.000 Max armor. Now requires 7 or more Defense Attributes. Developer comment: Due to the increase in available armor on gear made we decided to also increase the Max armor requirements for Unstoppable Force. WEAPON TALENTS Frenzy PvE For every 10 bullets in a magazine capacity, gain +2% rate of fire and +2% weapon damage for 5s when reloading from empty. PvP For every 10 bullets in a magazine capacity, gain +1.5% rate of fire and +1.5% weapon damage for 5s when reloading from empty. Killer Now grants 30% critical damage for 5s instead of 50% critical hit chance. Developer comment: We think critical damage feels more appropriate as you already need a relatively high critical hit chance to activate the talent regularly. Measured Now grants 20% rate of fire and -15% weapon damage in the top half of the magazine. Now grants -20% rate of fire and +30% weapon damage in the bottom half of the magazine Developer comment: Measured should now be a net damage bonus and the increased rate of fire should better support other talents and effects activating. Preservation PvE: Killing an enemy repairs 10% armor over 5s. Headshots improves the repair to 20%. (was 5%, 3s, 10%) PvP Killing an enemy repairs 5% armor over 3s. Headshots improves the repair to 15%. Now requires 7 Defense Attributes. Reformation Increased Headshot kill skill repair and healing to 50% from 25%. Reduced duration from 25 seconds to 20 seconds. Now requires 9 Utility Attributes. Spike Increased skill damage from 25% to 35%. Increased duration from 10 seconds to 20 seconds. Now requires 5 Utility Attributes. Strained Increased missing Armor requirement from 5% to 10%. Unhinged Reduced Damage Bonus from 25% to 20%. Reduced Handling negative from 35% to 25%. VENDORS Vendors will now verify the players’ highest achieved World Tier and offer items of that Gear Score, instead of offering items of the highest World Tier available in the group. WEAPONS New feature: Exotic Mod Bonuses All exotic mod slots now have unique bonuses. SOCOM MK20 SSR Now has a skin slot from Specialized quality and up. Nemesis Mod slots Optic: +35% Headshot Damage Magazine: +10% Reload Speed Muzzle: +15% Critical Hit Damage Rail: +15% Damage to Elites Chatterbox Damage increased. Mod slots Optic: +5% Critical Hit Chance Magazine: +10% Reload Speed Muzzle: +10% Critical Hit Chance Rail: +15% Handling Sweet Dreams / Lullaby Damage increased. Mod slots Optic: +15% Accuracy Magazine: +15% Reload Speed Rail: +25% Optimal Range Merciless / Ruthless Damage increased. Mod slots Optics: +10% Accuracy Magazine: +15% Reload Speed Muzzle: +20% Stability Rail: +20% Handling Pestilence Damage increased. Mod slots Magazine: +10% Rate of Fire Muzzle: +20% Stability Rail: +15% Handling Liberty Damage increased. Mod slots: Optic: +10% Critical Hit Chance Magazine: + 15% Damage to Elite Muzzle: + 15% Stability Rail: + 15% Rate of Fire TAC-50 Now has 2 zoom states. CONFLICT Armor boost Boost provided reduced by 50%. Armor value on nameplates Improved visuals to better reflect how much armor an enemy has. Balance All players are now scaled to Max World Tier Gear Score. Primary stats are set to high-end values. Normalized talent overrides are applied. Budget distribution of un-normalized items is preserved. No additional bonus is applied. Unlocked mods and talents from un-normalized builds are active. Items above Gear Score 500 will be scaled to 500. No bonus stats will be applied to these items. Recalibration bonuses are not applied. PvP specific overrides Weapon and Skill global damage modifiers. Targeted weapon and skill damage modifiers. Assault Rifles now have a 1.25 PvP damage scaler applied. Skill behavior overrides. Damage boost Boost provided reduced by 50%. The Conflict NPC was moved to a more prominent spot, next to the helipad outside the Base of Operations. Respawn Respawning players are now much more likely to respawn with their teammates. Skills Skill cooldowns no longer reset when a player is killed. PVP Damage modifier reduced to increase time to kill. Skill modifier increased to let Skills have more impact in PvP. DARK ZONE Contaminated loot Bosses now guarantee a contaminated loot drop. Higher challenge landmarks can drop multiple contaminated items. Basic, Veteran and Elite NPCs have their drop rate lowered, but now have a very high chance to drop contaminated loot. DZ bag size Default bag size increased to 6. Tier 1 perk Bag Space now increases bag size to 8. Tier 4 perk Bounceback now reduces Dark Zone XP lost on death. Tier 10 perk increases bag size to 10. DZ Brackets Reduced bracketing to: Level 1 – 30. Players in World Tiers. NPC AI Reduced damage output. Increased Time to Kill. Landmarks Added a short cooldown to landmarks. Rogue Removed cooldown. There is still a 5 second toggle cooldown. Thieves Den Now allows players to switch weapons. Occupied Dark Zone Damage modifiers Added a separate PvP damage modifier. XP Reduced DZXP loss to 35% of the XP in your current Dark Zone rank when being killed . GENERAL Text Chat improvements Players can toggle displaying personal and group loot drops. Text chat will now lose focus after sending a message. Group tab will be populated with all raid members when queueing for a raid. Improved feedback when attempting invalid actions in text chat. SETTINGS Added a Neutral Lighting setting to all platforms. PC Settings Added “Anti-aliasing” graphics setting with new Ultra alternative for sharper image when in motion. UI Character sheet Will now properly update and display Accuracy, Stability, Recoil, Weapon Swap and Reload Speed from +Weapon Handling bonuses. Social menu When downed, agents now have the possibility to open the Social menu via hotkey. Players will now be able to matchmake during Heroic difficulty missions. Players are now immune to Vote Kicks during boss encounters and for a short time after the end of boss encounters and missions. Going AFK removes this immunity. BUG FIXES Fixed an issue where NPCs in the Bounty screen had broken animations. Put your hands down, please. Fixed an issue that could prevent players from completing the Side Mission Medical Camp Attack. Fixed an issue where armor values on AI in the Dark Zone scaled incorrectly. Fixed an issue where the Sniper Turret would aim at targets out of line of sight in PvP. Fixed an issue where Scanner Pulse and Remote Pulse were not properly affected by Skill Duration. Fixed various issues where Skill bonuses were not applied properly. Fixed an issue where bounties rewarded from Projects in Settlements were rewarding the wrong amount of XP and Credits. Fixed an issue where Clan Cashes would scale incorrectly when opened in another player’s lower level session. Fixed a bug where NPCs from a Resource Convoy could spawn out of thin air on top of the player. Fixed a bug where the Control Point supply room would remain locked when capturing a Control Point too quickly. Fixed several bugs with matchmaking that prevented correct matching of players based on their region, language, gear score and other criteria. Fixed an issue with ‘A Friend in Need’ Achievement/Trophy which would cause it to not unlock in certain conditions. Fixed an issue where a player would be unable to complete the ‘Big Game Hunter’ Achievement/Trophy. Fixed an issue on the Ubisoft Club Weekly Challenges screen on PC that resulted in a low frame rate when on that screen. Fixed an issue causing Korean language glyph compositions not displaying properly in the in-game chat.
  15. Maintenance - May 2nd, 2019 [COMPLETE] Greetings Agents, The servers will shut down for a scheduled maintenance Thursday, May 2nd at 09:30 AM CEST / 03:30 AM EDT / 00:30 AM PDT. Estimated downtime is approximately 3 hours. Fixed an issue where players could not interact with Henry Hayes. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  16. TITLE UPDATE 3 PTS – PHASE 2 BEGINS TODAY! April 26, 2019 Agents, welcome back to the PTS. As you know we started the server last week to enable you to help us test a lot of the changes coming to Title Update 3. Here is what is coming for Phase 2 and beyond! The second phase of testing will begin today at 6 PM CEST, 12:00 PM ET, 02:00 AM ACT, 01:00 AM KST. Below you will find the Patch Notes for Title Update 3, with a caveat: We're still working on TU3 and not all of the changes you see below will have made it on the PTS and we might also be missing some changes that are on the PTS. As our development team is quick to adjust to our own data and the feedback players are providing, the Patch Notes will be incomplete for this Phase 2, but we're striving to have them as complete as they can be for the final release of the Title Update in May. With all that in mind we want to highlight some changes we would like you to specifically keep an eye out while testing and provide us feedback on these: Recalibration How does the new system feel in terms of power, usefulness and comparing it to its former version? Reviver Hive We added further fixes to this skill which should greatly increase its reliability. Let us know if there are more occurrences of the skill failing to revive you when playing solo. Character getting stuck For Phase 2 we implemented further improvements for agents getting stuck in several situations. If you encounter your agent getting stuck, please be as precise as possible when you're reporting these issues, so we can further investigate! Control Points We have made changes to the Control Points and their difficulties, as well as pointing out incoming controls better. Please test all alert levels and tell us what you think about their difficulty now. We're especially interested in the higher alert level difficulty. Missions We made changes to NPC sponginess, lethality and spawning in missions. Please let us know what you think of these changes and if the difficulties are now more in line with what you expect. Keep in mind that heroic should still be very difficult, but we're interested if there are still parts you find nearly impossible to master even with very good gear or in a group. Head over to the PTS forums to provide us with any feedback you might have for Phase 2
  17. Maintenance & Patch Notes - April 18th, 2019 Greetings Agents, The servers will shut down for a scheduled maintenance Thursday, April 18th at 09:30 AM CEST / 03:30 AM EDT / 12:30 AM PDT. Estimated downtime is approximately 3 hours. Patch Notes: Fixed an issue where players were able to receive unlimited Snitch heroic bounties. Fixed another issue where players were stuck after being revived while having a DoT state active. Fixed other issues relating to players being stuck after revival. Lowered NPC damage and health above normal difficulty. Increased variety of NPCs spawned at higher difficulty levels. Difficulty has been significantly decreased in Hard, moderately reduced in Challenge, and barely reduced in Heroic. Fixed an issue related to Elite NPC aggressiveness in Heroic / Alert Level 4. Reduced the damage output of Named bosses. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  18. Thought it was said to be 4 hours. So don't be surprised... @TheDivisionGame: Maintenance incoming tomorrow! The Division 2: April 16th at 09:30 AM CEST / 3:30 AM EDT / 12:30 AM PDT, approximately 3 hours.
  19. This is a lengthy overview of the TU 2.0 (a.k.a Tidal Basin) , latest patch fix and next weeks patch fix. It's worth the read imo. Even if you skim to the bits that pique your interest. Community Update - Title Update 2.0 & Beyond - April 11th, 2019 Hey, everyone! The team has been hard at work post-Invasion update, collecting everyone's feedback as more players share their thoughts with us. There have been plenty of conversations about the changes made with TU2, and we want to keep those conversations going. As the first of a series of updates we would like to provide after major content drops, our goal is to share not only updates on present issues but also contextualize some of our design decisions as well. With all that being said, let's get started. Maintenance was completed this morning and patch notes are available here. Project exploit: Projects were deactivated over the weekend in response to issues. We applied a fix on Monday, April 8th and re-activated the projects without the need of a maintenance! We will have an additional patch next week, Patch 2.1 which will include the following changes: Crafting Bench We have a fix for the bench not upgrading to World Tier 5 in the works. Characters getting stuck We are trying to reproduce this internally. If you have more information on the topic, please share it with us (e.g. if you’re experiencing high latency). We have one fix for players getting stuck in the revive animation. Revive Hive Made first improvements with TU2. Another fix incoming to reduce more occurrences in 2.1. We'll apply more fixes in the future as needed. True Patriot Fix coming to address the two piece gear set bonus of True Patriot not working. In addition, we'd like to provide everyone with insight into some of the larger conversations happening across all social channels: Henry Hayes We re-escalated Henry Hayes not being available for some players. This has been hard to fix for us and while some occurrences have been resolved, we continue to work on this Worksite Community We made a mistake in communication, this will be fixed with TU3. Sorry for the confusion Scarce Specialization ammo: We have deployed a fix for this issue during today's maintenance. T-Poses We’re working on a fix for this, both for the bounty screen as well as the NPC's remaining in this position when you kill them, occurring more often since TU2. Gear dropping below 500 gear score: This was intentional but after hearing player feedback, we will look into potential changes in the future. We understand that this concept is not working for everyone, and that the expectation is to always get max level gear score. We know there are some things that are especially disappointing (e.g. crafted exotics or brand items). Underperforming Gear Sets: We appreciate the feedback on the green gear sets, but we want to give everyone more time to play with their rolls and discuss build opportunities. If the trend towards not using them continues, we can make changes to them. We do like the idea of gear-set-less builds to allow more build variety. Underperforming Exotic Weapons: [*]We want exotic weapons to feel strong and powerful, and we feel that some non-exotic weapons overshadow them.[*]That being said, we would also like to hear more feedback about the exotic weapons: Which exotics feel weak / not as powerful? Why do they feel weak? (shooting, damage, etc) Are there specific activities they feel weak in? (co-op, open world, pvp, missions) Talents: We want to give you a heads up that we're looking at the performance of talents and have identified some that are too strong and some that are not popular because they are too weak. We will provide nerfs and buffs to talents in an upcoming patch. The goal here is also to allow you to choose the talents you want to play, without heavily increasing your time to kill. The changes to NPCs we're talking about below will help with this, too. Game difficulty: There’s currently a bug with enemy AI being too aggressive, due to them not acknowledging player hit points correctly. We are currently investigating this as a top priority issue. We’re looking into balancing armor and survivability a bit. Expect these tweaks to be included in the PTS testing, starting next week. We want to increase protection for players sprinting and going cover to cover so they take less damage in a future patch. Here, the goal is to make re-positioning a viable tactical option. We agree that hard, challenging and heroic mission NPCs can feel too spongy. We want to improve this and decrease the time to kill. We want to test this on the PTS next week, but are still talking about the exact changes. We agree that Control Points on higher levels can feel too hard and that the NPCs can also feel too spongy. We're talking about possible changes right now and will have more news on that soon. PvP Balance: We’ll have Red Storm on State of the Game next week to discuss PvP balance and upcoming changes. Some of these changes can be tested on the PTS next week. Inventory management: We know it’s currently very difficult to keep track of all your items and want to add more filtering options in the future. We want to allow you to recalibrate items from your stash. We don’t think that salvaging talents will actually improve the situation, but rather move some of the pain points to other parts of the UI. Blueprints: We want to make them account-wide in the future. Reset Timers: We plan to consolidate everything to one timer, unless there are specific reasons otherwise. Projects that require high-end items and not providing high-end rewards: We’re looking into this and agree that it doesn't seem to be working correctly. Character appearance: We will be working on an improvement for the barber (perhaps a different NPC) that will allow you to customize your character further. While we do want to talk about this we also want to let you know that this is further out and is not something coming to the game anytime soon! Will allow you to change your Agent’s sex. Bald hairstyle is planned. Red hair color is planned. Unable to leave Dark Zone: This seems to be happening if you join a DZ session of a player that has not finished the DZ intro mission. We had a fix for this go live with Invasion: Battle for D.C., which helped in some occurrences. We’re working on another fix that should resolve this problem. PC Performance: We’re having difficulties reproducing some of the issues players are reporting so please send us more information: Always send us DXdiag of your system. Be precise with details when the performance issue is appearing. NVIDIA will be providing new drivers that should help with the DX12 crashes. Lastly, we want to address some balancing concerns from the community with insight from the development team: Skill builds are underwhelming and require too much of an investment into Skill Power: A: Skills innately scale with level and world tier to always be relevant. Boosts to skills from skill power come in the form of mods, where the player can pick their own improvements to the skills. We recently revamped the skill mods so that high end and purple mods have reasonable requirements for mid-level to all-in skill power builds. What we will provide in the next patch is ways to craft blue skill mods to provide options for low Skill Power level builds. Further, the recent re-balance was somewhat conservative in terms of power level of the mods, and we recognize that currently, they don’t represent enough impact for the sacrifice made in other stats. We will be enhancing the effects of mods across the board in this next update. Our hope is that these further adjustments will make both full on and hybrid skill power builds more viable. Tank builds do not feel viable as armor and health don't seem to provide enough benefit and sustain: A: We agree. It’s a complex issue to solve, but in the interest of transparency, here’s our thought process. The way to take the least damage in the game is to kill everything that could do damage to you. So the players damage output ends up also mitigating a lot of incoming damage in that indirect way. Further, the faster you burst an enemy down, the less time you have to spend popped up from cover. Added to that, we didn’t want to scale enemy health as much as their damage in harder content always to avoid as much of the “bullet sponge” syndrome as we could, and so damage output again gets another advantage over defensive stats when moving up in difficulty. In the upcoming patch we will overhaul a large amount of talents. Further, we plan to increase the scale of defensive stats when they roll on gear, making each picked defensive roll much more impactful. Finally, we are looking at balancing, especially in higher difficulties across the board to adjust both lethality and TTK on the enemies for a better experience with more viable build options. The changes to defensive stats and the further adjustment to skill mods, we hope, will also contribute to healing being a more valuable and efficient thing to do for your team. Thank you, /The Division Team
  20. New content: Invasion: Battle for D.C. is now live. You can find a content overview in this article. Weapons, Mods and Gear: Overhauled the Weapon mod system, see the table at the end of the patch notes for detailed information. Fixed a wrong long-range damage value for M4 (super 90) and P416. Previously, they could sometimes increase damage over longer ranges instead of the other way around. Rifles: Damage on the MK17 rifle reduced by 14%, also corrected this weapon not having a damage falloff over distance. LW M4 damage increased by 5%, RPM increased from 240 to 360. LVOA-C RPM increased from 240 to 380. Marksman Rifles Model 700 damage reduced by 13%. Shotguns AA12 damage increased by 16%. LMGs MG5 damage increased by 12% and fixed reversed falloff, causing the weapon to do more damage over a longer range. Updated initial accuracy on the Sig Sniper MCmillan T1. It should now be much more reliable to shoot as soon as it’s shouldered and the transition to scoped view is over. Reduced the amount of Critical Damage and Headshot Damage that can roll on Gear, including the amount on existing Gear. The actual values will differ depending on the level and quality of the gear it occurs on. This is partially in preparation for another world tier, where we felt these values were already at the limit of what was healthy in WT4. Complete overhaul of skill mods to give more achievable requirements and more reasonable bonuses. A closer equivalence between required skill power and the bonuses granted. Changed the amount of skill power on gear to not increase exponentially with level, but instead more linearly. This results in most skill power values on gear being lower, but in accordance with the lowered requirements. Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling errors. Most notably radius and ammo/charges values. Players will see both the bonuses and the requirements of almost all skill mods change as a result of this overhaul. In end game, both Superior and High-End skill mods exist to cover the different needs of different builds. They can overlap in power, but High-End mods have a higher maximum roll potential. We are looking at ways to provide lower value/quality mods in end game world tiers in the future to provide a solution to the fact that on very low skill power builds, there would be room for those mods, and currently we are aware that means you have to save mods from your leveling experience. Player Skills: Fixed an issue which caused the Bombardier Drone to get destroyed while climbing up/down a ladder or rope. Improved feedback of Bombardier Drone crashing into obstacles during the bombing phase. Fixed an issue with Firefly payload sometimes failing to activate when reaching its target. Fixed an issue where Revive hive would not self-deploy if the agent was busy performing a different action such as using different skill when it triggered. Revamped the Sniper Turret version of the turret skill. It now will automatically target the hostile nearest to the players’ center-of-screen (the same method it uses to pick other turret targets) and will fire at that target when the button is pressed, without a lock-on order needed. If a player aims at a hostile, the sniper turret will attempt to match their aim, allowing precision shots using the sniper turret. An issue where the sniper turret wasn’t correctly getting bonus damage when hitting headshots has been fixed. Revamped the Chem launcher skill platform. Pressing the skill button will now equip the chem launcher similar to swapping to a weapon. The player can aim and shoot with normal weapon controls, as well as run with the skill and blindfire it. Quick deploy at the agents own position is still available for the repair version of the chem launcher, using the same controls as before. Unequipping the Chem launcher can be done using the skill button, the B (XBOX) / Circle (PS4) button or just using the weapon swap controls. Loot & Rewards: Control Point reward containers are giving the correct number of items for the corresponding Control Point's defense level. Defense level 4 now awards 5 items instead of 3. Reduced DZ XP gain from Landmarks in Dark Zones. Reduced the quality and power for items dropped in Propaganda Broadcast and one drop of Settlement Blockade activities to be more in line with other open world enemies and activities. Updated XP rewards for low-level player playing in World Tiers to scale with player level. Supply Drop activity loot container items now scale with every consecutive container you open. This includes lowering the reward of the first crate, but results in similar rewards for the activity as a whole. Added 5 Specialized Apparel Cache Keys, awarded with levels 2 – 4. As a thank you for playing, all players that played before April 4 get 5 Specialized Apparel Keys, regardless of their level. Apparel Keys will be coming for those players later next week. Faction Key loot drops from Bounties are now guaranteed and are displayed in the loot preview. Adjusted bounty credit rewards to use scaling values in World Tiers instead of flat values so if a lower level player is playing with a higher-level player, they will receive an amount of credits more appropriate for their level. Changed Skill Unlock rewards to be non-invaded only so that players who co-op with a higher-level friend to play invaded before playing on story won't receive the rewards. Added Apparel cache key fragments to the PvP reward caches. Adjusted the rewards for the street execution activity to give slightly lower quality/source level gear so the rewards are more in line with the difficulty of the activity. Reduced the quality and source level charts used for item drops from the living world activities settlement blockade and Propaganda broadcast to be more in line with other open world drops and the difficulty of the activities. Updated Collectibles set XP reward to scale with player level. Fixed an issue which caused the Drone Helicopter to not use the correct loot table. Crafting: Increased Material cap for Standard and Specialized crafting materials to 400 (with all perks). Increased Material cap for High-End crafting materials to 50. Materials required for crafting weapon mods does not scale as aggressively and has much lower values in endgame. Removed a small increase on materials required for crafting weapon mods after upgrading the crafting bench quality. Changed the upgrade blueprints for exotic weapons Lullaby and Ruthless to not show up on the vendor until you are level 30. Increased the power for the wandering vendor so her inventory has a narrower Gear Score range closer to the top of the World Tier Gear Score Range. Set all exotic upgrade blueprints to award you the upgraded weapon on the max gear score of the current tier. Removed a tiny increase on materials required for crafting weapon mods after upgrading the crafting bench quality. Exotic weapons are now pre-equipped with lore text mods. These mods do not have stats and cannot be equipped elsewhere. Talents: Blind Justice – Modified the Buff that increases damage to your next shot now expires at end of combat and when out of combat First Blood - Updated Normalized MMR Talent First Blood Text to correctly explain that the first shot after reloading from empty is the enhanced bullet. NPCs: Decreased damage of all NPC Automatic Shotguns Decreased damage of all NPC SMGs Hey agent! Staff in the Base of Operation will now shout at the player less frequently than before. Main Missions Difficulty: World Bank – Invaded – Server Room Increased the time which the Black Tusks needs to complete the download in the Server Room from 200 seconds to 250 seconds. Reduced the difficulty in the Server Room by setting the Enemy group composition to light, light, medium - Instead of medium, heavy, medium. DCD Headquarters Mission level has been changed from 17 to 18. Roosevelt Island – Invaded – Quarantine Docks Reduced the difficulty of the first wave of enemies encountered in the last beat of the mission by lowering the amount of Elite and Veteran enemies. Enemies in this part of the mission can only use mounted weapons if there are 2 players or more. This should make it less punishing for solo-players attempting this mission. Open World: Removed death of civilian squad as a failure condition for Control Point takeover. The Officer will now remain in downed state until players complete the takeover or wipe. Black Tusk presence has been increased in invaded Open World zones. New Ambusher NPCs now roam the streets of DC. Social: Added a “Friends & Clan” option for Call for Backup that only shows calls from friends and clan members. Added a “Do Not Disturb” group privacy option that blocks all incoming invites. PC: UI Added a Field of View slider PlayStation 4 Fixed an issue that could cause players to be stuck in the Specialization tutorial Bug Fixes: Fixed an issue that could cause undesired appearance changes to agents after login in or using the barber. Players that have been permanently affected by an appearance change will unfortunately not be changed back with this fix. We want to apologize for any inconvenienced caused by this and we’re looking into options to allow players to fully customize their agent in the future, but we do not have a timeline for this feature. Fixed an issue where the Cluster Seeker Mine could split up more often than intended. Fixed an issue where the Defender Drone could have unlimited uptime. Fixed an issue which prevented players from finishing the Unite cypher riddle. We're confident this is not bugged anymore. Fixed an issue that would cause the Stronghold activation animation to always play when entering the Base of Operations. Fixed several instances of Audio logs not playing automatically when picked up. Fixed an issue that could cause players being unable to finish the Side Mission Worksite Community. Fixed an issue where players were unable to update their crafting bench after reaching a new World Tier. Fixed an issue with NPCs sometimes not reacting properly to cooked grenades Fixed an issue with Hunters not always appropriately despawning if a player flees a combat space Fixed rare issue where NPCs could get stuck when attempting to melee a player in cover Fixed issue with the Explosive Seeker Mine occasionally failing to path to its target Fixed bug where players could fast travel to non-friendly Control Points Fixed bug that made encounters with friendly NPCs requesting resources too rare Fixed bug where underground enemies would come to the surface during the day Fixed an issue where players were able to obtain gear with a higher gear score than intended Any owned High-End items will be lowered to Gear Score 500. Any owned Superior items will be lowered to Gear Score 490. Clan caches no longer award items higher than the maximum loot Gear Score. Recalibration still allows Gear Score to increase slightly past the maximum loot Gear Score. Fixed a bunch of weird stairs and invisible walls. Weapon attachments Name Attribute (pos) Attribute (neg) Magazine Belt Nimble Link Belt 5% Fire rate Tactical Small Pouch 20% Reload speed Non-disruptive Link Calibrated Link 15% Stability Large Pouch 35 Extra rounds 5.56 Magazine Light Extended 5.56 Mag 10 Extra Rounds Sturdy Extended 5.56 Mag 20 Extra Rounds 10% Reload Speed Tactical 5.56 Mag 10 % Crit Damage Infantry 5.56 Mag 30% Optimal Range Balanced Spring 5.56 Mag 20% Stability 7.62 Magazine Light Extended 7.62 Mag 10 Extra Rounds Sturdy Extended 7.62 Mag 20 Extra Rounds 10 %Reload Speed Weighted 7.62 Mag 20% Stability Precision 7.62 Mag 7% Headshot Damage Thin 7.62 Mag 20% Reload Speed 9mm Magazine Oversized 9mm Mag 10 Extra Rounds Extended 9mm Mag 20 Extra Rounds Heavy Spring 9mm Mag 10% Crit Damage Segmented 9mm Mag 20% Reload Speed Special Forces 9mm Mag 10% Damage to Elites .45 ACP Magazine Extended .45 ACP Mag 10 Extra Rounds Oversized .45 ACP Mag 20 Extra Rounds 10 % reload speed Short Spring .45 ACP Mag 20% Reload Speed Force Feed .45 ACP Mag 10% Damage to Elites Precision Feeding .45 Mag 20% Stability Marksman 7.62 Magazine Tightly Packed Marksman Mag 5 Extra Rounds Lightweight Marksman Mag 20% Reload Speed Sturdy Marksman Mag 20% Stability Compact Marksman Mag 10% Damage to Elites Mended Marksman Mag 20% Optimal Range 7.62 Integrated Compensated Integrated Spring 20% Reload Speed Overbalanced Integrated Spring 20% Stability Stiff Integrated Spring 5% Damage Underbalanced Integrated Spring 10% Damage to Elites Revolver drum Speed Loading Revolver Drum 20% Reload Speed Pistol mag Extended Pistol Mag 11 Extra Rounds Field Pistol Mag 30% Optimal Range Police Pistol Mag 20% Reload Speed Tubular Hard Tubular Spring 5% Fire Rate Counter-Clockwise Tubular Spring 10% Damage to Elites Flexible Tubular Spring 20% Reload Speed Muzzle 5.56 (5.7) Loud Vent Brake 5.56 10% Optimal Range Muzzle Brake 5.56 5% Damage to Elites Compensator 5.56 10% Stability Flash Hider 5.56 5% Crit Damage Large Suppressor 5.56 10% Accuracy Omega 5.56 Rifle Suppressor 20% Stability 10 % Optimal Range 7.62 Loud Vent Brake 7.62 10% Optimal Range Muzzle Brake 7.62 5% Damage to Elites Compensator 7.62 10 % Stability Flash Hider 7.62 5% Crit Damage Large Suppressor 7.62 10 % Accuracy Omega 7.62 Rifle Suppressor 20% Stability 10% Optimal Range 9 mm Loud Vent Brake 9mm 10% Optimal Range Muzzle Brake 9mm 5% Damage to Elites Compensator 9mm 10% Stability Flash Hider 9mm 5% Crit Damage Small Suppressor 9mm 10% Accuracy Osprey 9 Suppressor 5% Crit Chance .45 ACP Loud Vent Brake .45 10% Optimal Range Muzzle Brake .45 5% Damage to Elites Compensator .45 10% Stability Flash Hider .45 5% Crit Damage Small Suppressor .45 10% Accuracy Osprey 45 Suppressor 5% Crit Chance Optics Short EXPS3 Holo sight 8% Damage to Elites Russian Red Dot Sight 5% Crit Damage T2 Micro Red Dot Sight 10% Accuracy PRO Red Dot Sight 5% Stability Small RDS Scope 15% Stability 5% Accuracy Reflex Sight 20 % Crit Range Low Reflex Sight 10% Damage to Elites 10% Optimal Range Rugged Mini Reflex Sight 5% Crit Chance Long Acog Scope (4x) 20% Optimal Range CQBSS Scope (8x) 30% Headshot Damage Digital Scope 45% Headshot Damage 5% crit damage C79 Scope (3.4x) 5% Damage to elites 552 Holo Sight 10% Accuracy MK5 Scope (15x) 40% headshot damage 20% Reload Speed VX1 Scope (12x) 35% Headshot Damage 10% Reload Speed Iron Sights Streamlined Iron Sights 10% Reload Speed Weighted Iron Sights 10% Stability Open Iron Sights 10% Accuracy Underbarrel Short Angled Grip 10% Stability Laser Pointer 5% Crit Chance Small Laser Pointer 7% Crit Chance Vertical Grip 10% Accuracy Long Short Grip 5% Crit Damage Handstop 10% Reload Speed Gadget Compact Coupled Laser Pointer 10% headshot damage Compact Coupled Small Laser Pointer 10% Crit Chance
  21. Patch Notes - March 28th, 2019 Patch Notes: Performance Various improvements to reduce frame drops. Clans Changed the Clan Member UI colour to not conflict with Elite enemies. Fixed an issue where players Clan XP contributions could stop registering. VOIP Changed Push-to-Talk to be the default VOIP setting. UI Changed Apparel Store purchase confirmations to a button hold action. Reduced the UI flickering effect present in the menu. Fixed a visual bug that would incorrectly display a grey duplicate backpack reward when opening apparel caches. Fixed the menu distortion animation playing twice under certain circumstances. Skills Fixed abnormal skill behaviour when equipping a skill after having switched to a grenade. Fixed instances of skills going on cool down when deploying a shield. Fixed an issue where multiple Cluster Seeker Mines could be deployed in short succession. Mods Fixed an issue where donating a weapon with mods attached would remove the mods from the players inventory. Gameplay Fixed daily and weekly missions not resetting for offline players. Improvements made to Co-op health scaling. Fixed an issue where armour/gear scaling would not take World Tiers into account. Fixed skill damage incorrectly being scaled twice for low level players joining a high level group. Fixed players potentially becoming stuck on the “Meet The Division Coordinator” objective after having played in Co-op. Fixed players potentially becoming stuck on the “Meet with Odessa Sawyer” objective. Open World Fixed an issue that would allow players to upgrade neutral control points. Side Missions Fixed an issue that would cause low level players to gain unintended amounts of XP by completing side missions with a high level group member. PC Fixed an issue where some Logitech headphone users experienced missing in-game audio. UI Fixed “Navigate Categories” and “Mark as Junk” being bound to the same button in some occurrences. Xbox One Fixed an issue where the HDR setting slider would not move. Please follow this thread for any updates as the maintenance progresses. Thank you, The Division 2 Team
  22. The Division 2 - Maintenance & Patch Notes, March 22nd, 2019 Agents, we're having a scheduled maintenance today, March 22nd at 9:30 AM CET / 4:30 AM ET / 5:30 PM KST / 7:30 ACT PM that will last approximately 3 hours. During this maintenance we will be applying the following fixes: Fixed an issue where players were not being granted Clan XP Fixed an issue where daily and weekly resets would not apply to players who were offline during the time of reset Fixed an issue where players could lose guiding missions and access to guiding mission NPCs, making them unable to further progress Improved survivability of low level players against enemy NPCs when playing co-op with a player of higher level
  23. The Division 2 – Patch Notes 14/3 – Part 2 Agents, we’re releasing another patch today that will require to restart the Division 2 servers. The restart will happen at 10:30 PM CET / 05:30 PM ET / 08:30 AM ACT / 06:30 AM KST and the servers are expected to be down for around 20 minutes. Fixed an issue where players could be stuck in the wrong World Tier if they completed Strongholds without meeting the required Gear Score while in a group Fixed an issue where players wouldn’t be able to talk to agent Kelso at the Castle Settlement Fixed an issue where players could obtain multiple Ivory Keys from the same source Should you encounter any of the above-mentioned issues after the servers have restarted, please reply to this forum thread or tweet at us using the #AskTheDivision2
  24. The Division 2 - Patch Notes 16/3 Bug fixes Implemented a fix that should reduce occurrences of client crashes when using skills Fixed an issue where players could be stuck in the wrong World Tier if they completed Strongholds without meeting the required Gear Score while in a group Fixed an issue where players wouldn’t be able to talk to agent Kelso at the Castle Settlement Fixed an issue where players could obtain multiple Ivory Keys from the same source Fixed an issue where map progress would not be saved when completing Open World activities and Side missions in another players’ instance. Fixed an exploit that allowed players to loot Supply Drops multiple times Fixed a bug where players could buy blueprints repeatedly at the vendors by logging out and back in Fixed an issue where combining the Dialed in talent with the Emet Mask could lead to greatly increased Accuracy and Stability
  25. The Division 2 - Patch Notes 14/3 Weapons We removed a work in progress weapon that was not properly named and balanced. Crossbows now deal explosive damage to multiple objects as intended Exotic weapons equipped with silencers will now produce the sound they’re intended to make. NPCs engaged in combat will now react to grenades as intended. Missions The ropes will now deploy properly to allow for extraction at the end of the Beekeeper Jeff side mission. Players should no longer be able to unlock Castle prematurely. This issue would block progression in some instances. Fixed a loot exploit that involved repeatedly killing bosses in some Invaded missions. In Jefferson Plaza, the NPC scene can no longer be interrupted during a boss fight. PC specific PC players playing together while connected to the same network were meeting a number of issues when interacting with each other. This has now been fixed. On PC, FreeSync 2 HDR can now properly be selected in game regardless of your PC’s configuration. Other Stopped "SHD CPU V.2" and "Cyclone Magazine" skill mods from dropping as loot. Player's who already have the items can use them once they unlock the corresponding specialization perk. Players will no longer get stuck on black screens after watching introduction cinematics. We have updated XP rewards for all end game activities, so that they will scale to the player’s level, instead of being flat values. Several corrupted audio issues have been fixed.