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Found 31 results

  1. Title Update 10 PTS Patch Notes (Phase 2) Welcome to Phase 2! Welcome back to the Title Update 10 Public Test Server. As a reminder, the PTS is an in-progress build meaning certain gameplay improvements, bug fixes, and balance decisions are not final and are subject to change. Please also be aware that some text changes (e.g. wording on talents) might not be correctly reflected in the UI. We invite you to be a part of the TU10 creation process and highly encourage you to share and discuss your personal feedback and bug reports on the dedicated PTS forums. If you have any questions about accessing and participating in the PTS, check out our FAQ. For the second phase of the PTS, we’re hoping to hear feedback on these topics in particular: New gear and Exotics balance Weapon damage Overall balance Loot Generosity If you have thoughts on other aspects of the game, please don’t hesitate to let us know! The following content will be disabled during the TU10 PTS and is not accessible to participants: Raid 2 – Operation Iron Horse Season 2 GEAR Attributes Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects. Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice. Sidearms: Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m 586 Magnum – 68.8% damage increase Police 686 Magnum – 68.8% damage increase Maxim 9 - 23.5% damage increase D50 – 17.5% damage increase First Wave PF45 – 13.5% damage increase Custom PF45 – 9.7% damage increase Military M9 – 8.7% damage increase 93R - 7.7% damage increase Snubnosed Diceros – 6.5% damage increase Officer's M9 A1 – 6.3% damage increase Diceros – 5.9% damage increase M45A1 – 9.5% damage decrease Tactical M1911 – 9.5% damage decrease M1911 – 7.3% damage decrease Exotics: The Bighorn Damage increased by +11.2% Added functionality that provides additional headshot damage, full talent is now: When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot. (New) Headshots grant +1% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks. Eagle Bearer Damage increased by +7.8% Chameleon Damage increased by +32.8% Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now: Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s. Hitting 60 body-shots grant +80% weapon damage for 45s. Hitting 30 leg-shots grant +150% reload speed for 45s. (New) Buffs refresh when out of combat. Bullet King Damage increased by +2.6% Nemesis Damage increased by +11.1% Liberty Added functionality to provide extra damage if you're trying to keep stacks, full talent is now: (New) Hits grant +2% weapon damage. Stacks up to 30. Headshots consume all stacks, repairing your shield for 3% per stack. Regulus Increased initial bullet accuracy Changed Regulus 3rd attribute bonus from Damage to Armor to Headshot Damage Merciless/Ruthless Damage increased by +12.5% Added functionality to provide extra non-explosive damage as well, full talent is now: This weapon fires on trigger pull and release. If both bullets hit the same enemy, gain a stack. At 7 stacks, shooting an enemy deals <(New) 900% amplified damage> and creates a 7m explosion dealing 1200% weapon damage, consuming the stacks. Diamondback Damage increased by +7.7% Text updated to clarify a new target isn’t marked until after the 5s buff. Lullaby/Sweet Dreams Damage increased by +11.0% Lady Death Damage increased by +18.9% The Chatterbox Damage increased by +16.7% NinjaBike Messenger Kneepads Added functionality to add bonus armor, full talent is now: Performing a cover to cover or vaulting reloads your drawn weapon (new) and grants +25% bonus armor for 5s. Dodge City Gunslinger Holster Added functionality that makes your hit do headshot damage, full talent is now: While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack. (New) This deals headshot damage to anywhere you hit. BTSU Datagloves Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6 Added functionality to provide hive skill haste, full talent is now: (New) Grants +15% Hive skill haste per skill tier. (Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies. Allies receiving this effect are unable to benefit from it again for 120s. Sawyer's Kneeguards Added functionality to continue to provide damage bonus move for a short duration, full talent is now: Cannot be staggered by explosions. Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving. (New) All stacks lost 10s after moving. Mantis Changed Mantis 3rd attribute bonus from Critical Hit Chance to Damage to Targets Out of Cover The Ravenous When an enemy with defensive primer stacks on them is killed, you now gain the benefit of those stacks without needing to detonate them first. Talents: Chest Talent: Headhunter Buff Icon now show how close to the damage cap you are at Now properly caps damage to your current weapon when you weapon swap Damage cap lowered with new functionality: After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it. Damage is capped to 800% of your weapon damage. (New) This is raised to 1250% (lowered from 1500%) if your headshot damage is greater than 150%. Weapon talent: Future Perfect Fixed issue with Overcharge lasting indefinitely if you weapon swap. It is intended for the buff to remain when weapon swapping, just not indefinitely. Perfect version on Mechanical Animal numbers adjusted: Weapon kills grant +1 skill tier for 19s (from 18s). Stacks up to 3 times. Weapon kills at skill tier 6 grant overcharge for 15s. Overcharge Cooldown: 90s (from 80s) Gearsets: Negotiators Dilemma Damage value transferring between players was not scaled correctly Previously transferred damage was higher than the initial damage the original target took. Damage transfers on the initial bullet that marks a new target Fixed some UI Feedback bugs Add a 15m range cap for the damage transfer whilst in PVP Foundry Bulwark Healing of set in PVP was not scaled correctly, should now be in line with damage taken Future Initiative Backpack and chest armor now have a Utility gear mod slot instead of Defensive Increased 2-piece Repair Skills bonus from +15% to +30% Increased 3-piece Skill Duration bonus from +15% to +30% Hard Wired Increased 3-piece Repair Skills bonus from +15% to +30% Aces & Eights 3-piece Headshot Damage bonus is now additive, rather than multiplicative Increased 3-piece Headshot Damage bonus from +20% to +30% Brand Sets: Alps Summit Armament Increased 1-piece Repair Skills bonus from +15% to +20% Murakami Industries Increased 2-piece Repair Skills bonus from +15% to +20% Richter & Kaiser Increased 3-piece Repair Skills bonus from +15% to +20% Providence Defense Increased 1-piece Headshot Damage bonus from +10% to +15% Airaldi Holdings Increased 2-piece Headshot Damage bonus from +10% to +15% Grupo Sombra S.A Increased 3-piece Headshot Damage bonus from +10% to +15% Skills: Reinforcer Chem Launcher UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed. BALANCE PVP: Talents Efficient: Reduced specialization armor kit bonus from 100% to 50% Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25% Skills Increased Striker Drone damage by 10% Increased Assault Turret damage by 20% Increased Stinger Hive damage by 75% PVE: Developer comment: We've seen players' concerns about higher difficulties becoming too easy. Looking at game data and player strategies, NPCs in Legendary and Heroic are often too easily trivialized using status effects. In these top difficulties, we are proposing to raise NPC resistance to status effects to prevent them getting indefinitely locked in status effect reactions. This is a first pass and we will make adjustments for TU10 where needed. Increased NPC Resistance to Status Effects: No changes were made to Story, Normal, Hard or Challenging. (These remain at previous values). In Legendary, base resistance for NPCs is now 40% (previously it was 25%) In Heroic, base resistance for NPCs is now 25% (previously it was 0%) NOTE: This is additive with the existing veterancy resistance scaling The veterancy resistances have been: Veteran 20%, Elite 25% and Named 35%. For greater clarity, this means that for Legendary NPCs, the resistances are: Default (redbar) 40%, Veteran 60%, Elite 65% and Named 75%. Hunters base resistance is now 40% (previously it was 25%) NOTE: Since all Hunters are "Named" NPCs, so their resistance is 75% (due to the above mentioned veterancy resistance). NOTE: Status effects have a minimum required duration of 0.5 second, so if the NPC's resistance causes the effect to be less than that minimal duration, the status effect will not be applied. This is the same way status effect resistance works for players. Loot: Item power Updated item power distribution to have a better spread between minimum and maximum for all difficulties Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches. Difficulty scaling Regular loot from loot containers in Missions now scale with mission difficulty Targeted loot from loot containers in Missions now scales with mission difficulty Loot Pools Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones KNOWN ISSUE ON PTS: For World Tier 5 players, not all targeted loot pools may be available at the same time Crafting Increased minimum and maximum crafting results Added weighting to crafting results to have a better spread between min and max Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant BUG FIXES Fixed an issue where targeted loot was not dropping on Story difficulty. Fixed an issue where Regulus and The Ravenous reconfigure blueprints would not show up at the crafting bench after purchasing them. Fixed an issue that could cause rubber banding during the Deactivate the Security Alert objective during the NSA Security Alert Classified Assignment. Fixed an issue that could prevent players to be ineligible to matchmake for the DARPA Research Lab Main Mission after finishing and not exiting The Pentagon Main Mission. Fixed an issue that caused the Welcome and NDA info screens on the PTS to be too dark. Fixed some weird stairs. Fixed an issue that could cause a Rogue Agent to spawn in an unreachable area causing a progression blocker during the Liberty Island Main Mission. Fixed an issue that caused boosted Level 30 to not be able to Fast Travel to Coney Island and The Pentagon. This issue is still present for Kenly College. Fixed an issue causing the Banshee Pulse to not correctly adjust the effect duration and effect range/radius values after being modded. Fixed an issue that could cause the Weakness Exploit debuff to stack several times.
  2. Title Update 10 PTS Patch Notes (Phase 1) Welcome to the PTS! We’re glad to see that you are participating in the Public Test Server for the upcoming Title Update 10. The PTS is a developer build meaning that some things you encounter will be a work in progress, bugs might be present and balance changes might not be final. We want you to be a part of the journey to make TU10 the best it can be, and we highly encourage you to leave your feedback and bug reports on the dedicated PTS forums. For the first PTS phase, we’d like feedback on these topics in particular: Weapon Balance (Exotics and Sidearms balancing is still being worked on, and changes will be available in Phase 2) Gear Set Balance PvP Weapon Damage & TTK (time-to-kill) Difficulty / Player Power Loot / Rewards If you have thoughts on other aspects of the game, don’t hesitate to let us know! The following content will be disabled during the TU10 PTS and is not accessible to participants. Raid 2 – Operation Iron Horse Season 2 New Exotics SRS Sniper Rifle: Mantis Your scoped view displays additional information about enemies not targeting you Headshot and weak point damage against enemies not targeting you amplified by 50% Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active Mask: Vile Status effects also apply a damage over time debuff for 10s Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes Double Barrel Rifle: The Ravenous On trigger-pull, fire both barrels at once When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder Hits from one shoulder will detonate all of the opposite shoulder's primers when present When detonated, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s Primer effectiveness is doubled at 10 stacks Magnum Revolver: Regulus Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit. High base damage Developer comment: The Ravenous & Regulus are exclusive to the upcoming Operation Iron Horse but are present on the TU10 PTS for balancing and feedback purposes New Gear Sets Eclipse Protocol Core: Skill Tier (Yellow) 2: +15% Status Effects 3: +15% Skill Haste and +30% Hazard Protection 4: "Indirect Transmission" Enemies that die while affected by your status effects spread those status effects to another enemy within 15m and refresh 50% the duration Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75% Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15% Foundry Bulwark Core: Armor (Blue) 2: +10% Armor 3: +3% Armor Regeneration 4: "Makeshift Repairs" Whenever you or your shield take damage, 40% of that amount is repaired to both over 10s Chest talent: "Process Refinery" Increases Makeshift Repairs from 40% to 60% Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 10s to 6s Future Initiative Core: Skill Tier (Yellow) 2: +15% Repair Skills 3: +15% Skill Duration and +15% Skill Haste 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25% Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120% New Gear Brand Walker, Harris & Co. Core: Weapon Damage (Red) 1: +5.0% Weapon Damage 2: +5.0% Damage to Armor 3: +5.0% Damage to Health New Talents Weapon Talent: Future Perfect Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times. Weapon kills at skill tier 6 grant overcharge for 15s. Overcharge Cooldown: 90s Weapon Talent: In Sync Hitting an enemy grants +15% skill damage for 5s. Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s. Damage increases are doubled while both buffs are active at the same time. Backpack Talent: Adrenaline Rush When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times. Cooldown: 5s Chest Talent: Headhunter After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it. This damage is capped to 1500% of your weapon damage. Gameplay Changes Missions Reduced how many elites will spawn in the following mission: Manning National Zoo Coney Island Ballpark Coney Island Amusement Park Camp White Oak Space Administration HQ Federal Emergency Bunker Wall Street Liberty Island Pathway Park Stranded Tanker The Tombs Loot General Added all new season 2 weapons/gear to general loot pools Targeted loot Increased targeted loot drop chances for all mission and Control Point difficulties Added new season 2 brand to targeted loot rotation in New York Named Items Increased named item drop chance in regular Dark Zone loot Increased named item drop chance in targeted loot everywhere Exotics Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache) Coyote's Mask drop from Coyote no longer has a minimum season level requirement Control Points Removed regular weapon/gear loot containers not scaling with difficulty from Control Points Increased the amount of scaling loot from the big Control Point reward container Legendary Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty Vendors Added Named Items to both Open World and Dark Zone vendors Increased prices for Named Items Increased item quality for all vendors Vendors no longer sell Superior quality items at maximum level SHD Levels Added Field Proficiency cache to SHD level-up after reaching the maximum season level Increased crafting material rewards for spending SHD level points in the Scavenging category Conflict Added Season/SHD experience gain on Conflict level-up Rogue Agent Encounters Every Rogue Agent killed will now drop loot Rogue Agent encounters no longer occur during time trials Control Point Officers Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%) Reduced the likelihood of Control Point Officers being downed in combat Bounties Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher. This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities. Scheduled bounties, such as daily and clan bounties, are unaffected. Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it. Projects New Season Pass Holder Project Slot. Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP. Weekly SHD Requisition Project Slot Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.) Legendary Mission Project After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot. Completing the designated legendary mission will reward you with an exotic cache. Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items. PvP Developer comment: This is a first pass at addressing TTK (time-to-kill) in PvP via global/individual weapon damage adjustments, and is not necessarily representative of final values. We will be closely monitoring PTS1 feedback in order to make further adjustments as needed, with additional tuning planned for PTS2. Global Modifiers Increased MMR PvP weapon damage by 12% Reduced global PvP weapon damage by 20% Reduced Assault Rifle PvP weapon damage by 15% Reduced Rifle PvP damage by 5% Reduced SMG PvP damage by 10% Skill Modifiers Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75% Weapon Specific Increased Double Barrel Shotgun PvP damage by 20% Reduced Pestilence PvP damage by 10% Reduced Classic M1A damage by 5% Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate. Note: Assault rifles are still tuned to be 10% stronger than default in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes. Additional PvP Balance Adjustments (Coming in PTS2) Negotiator’s Dilemma Reduced the range at which marked targets can damage each other when critically hit (PvP only). Added visual UI feedback when in range of another marked target. Imperial Dynasty No longer automatically applies burn status effect to the nearest enemy in range. Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect. Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy. Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely. Pestilence Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE) Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together. Weapon Balance Weapon Handling Changes 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%. Reduced the maximum amount of Weapon Handling rolled on gear by 4%, to a maximum of 10% at level 40. Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +10% Weapon Handling will now give you: +10% Accuracy +10% Stability +10% Swap Speed +10% Reload Speed This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not. Weapon Damage Changes Developer comment: Sidearms and Exotics are still being adjusted and will be updated in PTS Phase 2. Some damage increases are large and might be toned down after testing. Assault Rifles AK-M – 15.8% damage increase F2000 – 14.3% damage increase Military AK-M – 13.2% damage increase Black Market AK-M – 13.2% damage increase FAL – 12.0% damage increase FAL SA-58 – 12.0% damage increase FAL SA-58 Para – 12.0% damage increase SOCOM Mk 16 – 11.4% damage increase Tactical Mk 16 – 11.4% damage increase Mk 16 – 11.4% damage increase AUG A3-CQC – 11.2% damage increase Honey Badger – 10.9% damage increase FAMAS 2010 – 10.6% damage increase ACR – 9.7% damage increase ACR-E – 9.7% damage increase Military G36 – 9.5% damage increase G36 C – 9.5% damage increase G36 Enhanced – 9.5% damage increase Carbine 7 – 7.6% damage increase Military P416 – 7.4% damage increase Custom P416 G3 - 7.4% damage increase Police M4 – 6.8% damage increase CTAR 21 – 6.2% damage increase LMG Classic M60 – 12.5% damage increase Classic RPK-74 – 12.4% damage increase Military RPK-74 M – 12.4% damage increase Black Market RPK-74 E – 12.4% damage increase Military M60 E4 – 9.2% damage increase Black Market M60 E6 – 9.2% damage increase Military L86 LSW – 8.5% damage increase Custom L86 A2 – 8.5% damage increase IWI NEGEV – 2.6% damage increase Stoner LAMG – 2.0% damage increase M249 B – No changes Tactical M249 Para – No changes Military MK46 – No changes MG5 – No changes Infantry MG5 – 3.2% damage decrease MMR Model 700 – 14.9% damage increase Hunting M44 – 13.5% damage increase Classic M44 Carbine – 12.5% damage increase G28 – 11.4% damage increase SOCOM Mk20 SSR – 9.3% damage increase SR-1 - 8.6% damage increase Custom M44 – 8.1% damage increase M700 Tactical – 8.1% damage increase M700 Carbon – 8.1% damage increase Covert SRS – 6.0% damage increase SRS A1 – 6.0% damage increase Surplus SVD – 2.9% damage decrease Paratrooper SVD – 2.9% damage increase Rifles UIC15 MOD – 21.6% damage increase 1886 – 21.3% damage increase LVOA-C – 12.1% damage increase M1A CQB – 10.7% damage increase Lightweight M4 – 10.5% damage increase SIG 716 CQB – 8.7% damage increase SIG 716 – 6.7% damage increase ACR SS – 3.7% damage increase SOCOM M1A – No changes M16A2 – No changes USC .45 ACP - 2.8% damage decrease Urban MDR – 5.5% damage decrease Military Mk17 – 11.8% damage decrease Police Mk17 - 11.8% damage decrease Classic M1A - 12.6% damage decrease SMG Tommy Gun – 38.8% damage increase PP-19 – 29.6% damage increase Enhanced PP-19 – 29.6% damage increase MP7 – 27.5% damage increase MPX – 20.8% damage increase M1928 – 20.0% damage increase P90 – 15.6% damage increase Converted SMG-9 – 15.8% damage increase Black Market T821 – 15.4% damage increase Police T821 – 15.4% damage increase Vector SBR .45 ACP – 14.7% damage increase CMMG Banshee – 12.5% damage increase Police UMP-45 – 12.0% damage increase Tactical UMP-45 – 12.0% damage increase AUG A3 Para XS – 11.8% damage increase Enhanced AUG A3P – 11.8 % damage increase Tactical AUG A3P – 11.8% damage increase Converted SMG-9 A2 – 11.6% damage increase MP5A2 – 10.0% damage increase MP5-N – 10.0% damage increase MP5 ST – 10.0% damage increase Tactical Vector SBR 9mm – 5.9% damage increase Shotguns M870 Express – 23.3% damage increase Military M870 – 23.3% damage increase Custom M870 MCS – 23.3% damage increase Super 90 – 23.2% damage increase Marine Super 90 – 23.2% damage increase Tactical Super 90 SBS – 23.2% damage increase SASG-12 – 21.3% damage increase Tactical SASG-12 K – 21.3% damage increase Black Market SASG-12 S – 21.3% damage increase SPAS-12 – 18.6% damage increase KSG Shotgun – 9.0% damage increase Gear Set Changes Ongoing Directive Main Talent Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies Backpack Talent (New) “Trauma Specialist” Increases the duration of your bleed status effects by 50% and all bleed damage done by 100% Increased 3-piece Reload Speed bonus from +20% to +30% Tip of the Spear Main Talent (PVE) Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill Main Talent (PVP) Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill Backpack Talent (New) “Signature Move” Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon Aces and Eights Main Talent "Poker Face" backpack talent is now a baseline effect: Flip an additional card on headshots Backpack Talent (New) “Ace in the Sleeve” Amplifies 1 extra shot when revealing your hand System Corruption Main Talent Now repairs 20% of your armor in addition to granting 50% bonus armor Increases total weapon damage by 1% per 5% bonus armor gained, up to 20% Striker’s Battlegear Main Talent Reduced the number of stacks lost on missed shots from 3 to 2 Backpack Talent No longer reduces number of stacks lost on missed shots (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%. Brand Set Changes Overlord Armaments Increased 2-piece Accuracy bonus from +10% to +20% Douglas & Harding Increased 2-piece Stability bonus from +10% to +20% Increased 3-piece Accuracy bonus from +10% to +20% Fenris Group AB Increased 2-piece Reload Speed bonus from +10% to +20% Increased 3-piece Stability bonus from +10% to +20% Developer comment: This together with the change to Ongoing Directive was done to make Accuracy/Stability/Reload Speed have a more noticeable benefit on brand/gear set bonuses alongside the improvements to Weapon Handling. Talent Changes Leadership: Bonus Armor increased to 15% from 12% Spike: Skill Damage Duration increased to 15s from 8s Reformation: Skill Repair Duration increased to 15s from 8s Creeping Death: No longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration. Skill Changes When Shock Trap’s active duration ends, its cooldown is refunded an equal number of seconds that it was active. Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration Bug Fixes Fixed the Gunslinger talent icon. No longer uses the Gunslinger emote icon Fixed Empathic Resolve talent to no longer buff’s a skill’s owner when a skill proxy is healed Fixed Trauma talent to correctly scale with the Status Effects attributes Fixed Unstoppable Force talent to no longer trigger when your own skills die Fixed FPS drops related to having Rogue Agents in your proximity Fixed FPS drops in Invaded Dark Zone during extraction Fixed FPS drops in Invaded Dark Zone when new group member joins the session Fixed various FPS drops encountered in main missions. Fixed crashes experienced by AMD Ryzen 1000 series CPU’s users Fixed Striker’s Battlegear gear set gaining stacks from shooting group members, dead bodies and friendly NPC’s Fixed a location in Tidal Basin stronghold where players could get stuck Fixed a location in Roosevelt Island stronghold where players could get stuck Fixed an unreachable ammo box in the Roosevelt Island mission Fixed a bug causing players to be unable to abandon the Liberty Island mission under certain circumstances Fixed not being able to see chat when in a downed or dead state Fixed a location in DARPA Research Lab that would not drop loot near the player from enemies in an unreachable area Fixed a bug allowing players to bypass the Liberty Island boss fight Fixed multiple occurrences of the respawn button being available despite group wipe when fighting Rogue encounters Fixed control point UI incorrectly displaying normal difficulty regardless of global difficulty Fixed not being able to choose difficulty on sub Level 40 characters, if a Level 40 character have Heroic global difficulty active on the account Fixed the Hard Wired talent resetting the Chem Launcher cooldown when firing the Chem Launcher Fixed weather effects and grass sometimes present in sewers Fixed an issue causing the True Sons tank firing animation to desync Fixed Cleaner engineer weakpoint being targetable by the Firefly despite being destroyed Fixed players being able to see enemy health bars while blinded. Fixed missing blueprint name in the reward unlocked UI prompt. Fixed an issue causing the Airburst Seeker Mine to not explode under certain circumstances Fixed various occurrences of NPC’s getting stuck Fixed a location on the Wharf Conflict map that would render players invulnerable Fixed Tidal Basin stronghold not being on the leaderboards Fixed a placeholder icon present when the Shock Trap is affected by a debuff Fixed Negotiators Dilemma marks incorrectly staying active on players after respawning Fixed inconsistencies in the weekly invaded mission rotation Fixed players being able to detonate Sticky Bombs when affected by the disruption effect Fixed friendly control points sometimes showing manhunt symbols when in another players group Fixed SIG 556 not granting materials when deconstructed Fixed a T-pose caused by interacting with the in-game store when having the minigun equipped. Fixed the leaderboard incorrectly showing information from the previously viewed mission Fixed some UI elements being partially off screen when in the Seasons menu Fixed the Plague of the Outcasts debuff incorrectly spreading to mechanical NPC’s. Fixed Reanimated Global Event kills from group members not counting as progression Fixed Reanimated kills not counting if the reanimated NPC does not shoot after being reanimated Fixed “Improved Sticky Payload” not increasing stats for several Sticky Bomb variations Fixed several ladders not being climbable in the open world Fixed a Grand Washington Hotel progression blocker caused by enemies getting stuck in spawn closets Fixed Polarity Switch Global Event progress counting in missions with no Global Event modifier active Fixed inventory UI showing an incorrect number of mods stored Fixed “Decoy Housing Shell” not increasing health value of the Decoy Fixed “Trap Charge Improvement” not increasing duration of Repair and Shrapnel Traps Fixed Polarity Switch Global event modifier not updating if activated after starting a mission Fixed an issue allowing instant reload of weapons by swapping over to an empty weapon and back Fixed the Space Administration HQ mission being completable without defeating all enemies. Fixed incorrect Skill stats shown when having a skill at least at Skill Tier 1 and which is not equipped Fixed description inconsistencies between the Pulse skill and its skill mods Fixed description inconsistencies between the Hive skill and its skill mods Fixed players incorrectly taking armor damage when reviving a teammate with the Shield equipped Fixed multiple skill mods not increasing the radius of Airburst and Mender Seeker Mine Fixed multiple skill mods increasing the charge speed of the Jammer Pulse Fixed the loading screen not updating the progress bar when accepting a group invite on PS4 Fixed Drone skill pathfinding causing it to get stuck under certain circumstances Fixed the Plague of the Outcasts debuff occasionally not jumping over to another target Fixed an incorrectly setup spawn closet near the Ivy Tunnel Control Point, causing NPC’s to get stuck Fixed Striker’s Battlegear not counting shotgun pellets individually for stack gain Fixed Public Executions spawning too many NPC’s on Challenging difficulty and above Fixed various locations where players could get stuck in the open world Fixed a location where the player could fall through the map in t
  3. TITLE UPDATE 5 PTS IS LIVE 1 July 2019 Agents, The Public Test server for Title Update 5 is available now on Uplay PC, and we are conducting the testing a bit differently this time around! In order to test all of the content coming in the next update, specific features will be released in various phases over the next couple of weeks. Participating players will also receive a survey after each testing phase to drive as much feedback as possible to the development team. We want to ensure each phase receives targeted feedback from the community, and so we encourage everyone to share their thoughts with us! Here's what you can expect: SCHEDULE July 1st—PTS is live. Manning National Zoo and Camp White Oak story missions will be available. July 3rd—Discovery Mode difficulty for the Washington National Airport raid. Matchmaking will be available for this difficulty. Gear sets as well as the Eagle Bearer Exotic are not included in the loot pool for Discovery Mode. July 5th—The first location of an Expedition site will be available. On July 6th, the second location of the same site will open for players. The third location opens on July 7th, completing the full Expedition site. You can return to previous locations as new ones are opened. July 8th—This phase will focus on gear balancing, skill build viability, and the introduction of two new exotics: the Diamondback Rifle and BTSU Datagloves. July 10th—PTS ends. Note that the PTS schedule is tentative and subject to change. If you want to learn more about what's coming with Title Update 5, check out the patch notes. As a reminder, Title Update 5 is still very much in active development and additional bug fixes and balancing changes will be made prior to its release. Your feedback is invaluable to us and we want to remind you that the PTS Forumsare also available for sharing your thoughts on new features, balancing changes and to report any bugs you might encounter. We hope to see you on the PTS! /The Division Team
  4. Title Update 4 PTS is coming Agents, Welcome back to the PTS! Starting Tuesday, June 4th at 16:00 CEST, 10:00 AM EDT, 07:00 AM PDT Title Update 4 will become available for testing on Uplay PC. Title Update 4 is still very much in active development and additional bug fixes and balancing changes will be made prior to its release. Your feedback is invaluable to us and we highly encourage you to head over to the PTS Forums to give us your thoughts on new features, balancing changes and to report any bugs you might encounter. With all that in mind we want to highlight some key areas that we would like you to specifically keep an eye out while testing and provide us feedback on these: NEW SPECIALIZATION - GUNNER Our first post-launch specialization will be introduced with Title Update 4 and PTS feedback will help us to fine tune it before its release. As the primary focus of the PTS, we are looking for feedback on all things Gunner – including the signature weapon, skill tree, overall balance and the new grenade type. NEW FEATURE – SPECIAL FIELD RESEARCH Special Field Research will task you with a number of in-game challenges that upon completion will unlock the new Specialization. Year 1 Pass owners will automatically unlock the new Specialization and also have the opportunity to take on these challenges to earn unique cosmetic rewards. We are looking for general feedback and to identify any potential bugs before its release. Note: All PTS participants will have immediate access to the specialization to ensure that we can collect as much feedback as possible. Year 1 Pass ownership will not be a requirement during the PTS. Remember to head over to the PTS forumsto provide us with any feedback you might have! / The Division Team
  5. Tl:;dr. GS will be 500 in TU3. They feel it is too early to increase the gear score at this time DEVELOPER UPDATE: GEAR SCORE IN TITLE UPDATE 3 8 May 2019 Agents! With all your feedback and data gathered thanks to the Public Test Server and after intense internal discussions, we wanted to provide you with more information on what to expect when Title Update hits the Live servers later in May 2019. For TU3, we've made a lot of changes to the PvE experience by adjusting the time to kill, NPCs, player survivability and the difficulty of missions and Control Points, to name a few. We've also made changes to gear, talents, mods, Recalibration and more. After reviewing these elements and results from the first week of the PTS, we decided to not increase Gear Score beyond 500 with Title Update 3. With the plethora of PvE and PvP changes in TU3 we want to improve the Dark Zone experience, making it more fun and rewarding. Taking those changes into account, we decided that it is too early to introduce higher Gear Score items. We want to make sure the next Gear Score increase feels completely natural and comes at a time that is right for the game. Our intention, as always, is for players to enjoy the content they love and continue to make progress with their Agent. After talking about loot and Gear Score in a lot of meetings, chats and video calls and many white boards being filled with thoughts, notes and graphs, we decided that with all the changes coming with TU3, increasing the Gear Score at this point would have created a couple of issues. Gear Score 500 items would have been outdated immediately, and all the effort you put into min/maxing and farming your builds would have been wasted just as the Raid goes live. We don't want to invalidate your progression and we heard that feedback loud and clear from our community. Your gear and your builds are important to you and to us. The statistical increase in stats would have made gear better but we don't want the focus to be on constantly chasing a higher Gear Score, when it should be about finding a playstyle and build that you enjoy. Operation Dark Hours, the 8-player Raid coming in TU3, will also provide Gear Score 500 rewards.The raid will offer exclusive loot, including new gear sets and an Exotic weapon. We're very excited for you to experience the first Raid in The Division history, which we hope will be a great addition to the end game. Moving forward, to make it clearer where to get Gear Score 500 items, we've made the following changes in Title Update 3. We have increased the rewards for daily Priority Hard and Challenging missions. Once you've reached Gear Score 500, those activities will guarantee Gear Score 500 drops. Heroic Mission bosses, Stronghold bosses and Bounty bosses, as well as Control Point Alert Level 4 reward containers guarantee Gear Score 500 items if your average Gear Score is at 500. DZ contaminated loot does not drop below player's average Gear Score. When you've reached an average Gear Score of 500, Contaminated loot will guarantee Gear Score 500 items. We've balanced loot across the board to reduce the chances of items dropping at a lower Gear Score than that of your character. We want to thank everyone who have tested the TU3 changes on the PTS, provided feedback on the forums and participated in discussions on social media and Reddit. All these discussions are an essential piece of the whole puzzle that helps us decide what is best for the game. The PTS is an opportunity for us to test out new things, see community reaction and gather feedback necessary to make further changes and adjustments. This also means that sometimes the changes we make on the PTS will not make it to the live game and we believe that experimentation is an important part of keeping The Division 2 in a great state. We'll see you in Washington, D.C.! The Division 2 Dev Team
  6. 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
  7. PTS 1.8 - Global Patch Notes (Last Updated September 28th, 2017) Patch Notes, Update 1.8 PTS phase 1 Please understand that these Patch Notes are not final and will be updated. Additionally, please note that the new features and balance changes mentioned are still being worked on and are therefore not in their final stages. Keep in mind that the Public Test Server is a testing environment, not final and that not necessarily representative of what will be introduced to the Live servers once the update is finished. Please check the Known Issues thread for more information about the current issues present on the PTS. Please report any bugs you encounter on our PTS Technical Supportforum. Features such as West Side Piers, Skirmish, Resistance and Rogue 2.0 will be available to all players. To test the Underground, you must own the DLC or the Season Pass at the time of the PTS starting. New feature: West Side Pier West Side Pier is a completely new area accessible for all agents where two new game modes take place: ‘Resistance’ and ‘Skirmish’. In the zones, the enemy factions are teaming up to take the fight to the Division agents. The West Side Pier map stretches over two named zones: Intrepid and Dewitt. A new safe house will be available named Camp Clinton. Camp Clinton will act as a new social hub, similar to the Terminal, for Update 1.8. West Side Pier feature a new dynamic spawning system for enemies, a new kind of special assignments and daily assignments. New feature: Skirmish In Skirmish, two teams of four players compete against each other to get the highest number of kills before the time expires. Teams earn points each time a downed enemy player is eliminated. Agents can start a Skirmish session from the Last Stand matchmaking gate in the Base of Operations. Last Stand rank cap has been increased from 40 to 99. Last Stand and Skirmish both contribute to this progression. New feature: Rogue 2.0 The Rogue system in the Dark Zone has been overhauled for Update 1.8. To go Rogue, the player needs to toggle their Rogue status before being able to do any damage to friendly players. Any member of their group can choose the also go Rogue or leave the group. Manhunt levels and objectives have been added. Players reaching Manhunt status will now have an objective to interact with, which will reward Manhunt Caches. Non-Rogue players will see the general area of the Manhunt objective and will be rewarded for stopping the Manhunt agents. New feature: Optimization Station Gear Optimization provides an all new way for agents to invest in their favorite gear and achieve the perfect min-maxed build for their playstyle. Agents can take any of their gear to the new Gear Optimization station and spend Division Tech to improve the quality of the item’s stats towards their cap. New feature: Resistance (currently not available on the PTS) The update introduces a new PvE game mode called ‘Resistance’ where factions are teaming up for the first time to fight against Division agents. Enemy NPCs continuously spawn in waves as the agents try to survive for as long as they can. This new PvE game mode takes place in three arenas in West Side Pier. Agents can start an event from the map or by walking to the arena locations located in West Side Pier and initializing the event from there. New feature: Underground changes (currently not available on the PTS) The Underground will now have checkpoints. Hunters have been added to the Underground as a random spawn. When they show up, there will always be one more Hunter than there are players present. The Rave Room from the End is NY mission has been added to the room rotation. The old Directives have been removed and replaced by new ones that bring new gameplay options. The Underground has been given weekly assignments, which will reward Exotic Caches. Rewards have been increased overall in the Underground. New Underground Commendations have been added. New Classified Gear: New Classified Gear, which will be added to the Live game in future Global Events, are available on the PTS in caches bought the Special Equipment Vendor in the Terminal. The Classified Gear Sets available on the PTS are AlphaBridge, Banshee’s Shadow, D3-FNC, FireCrest, Hunter’s Faith, and Path of the Nomad, Predator’s Mark and Tactician. AlphaBridge Set Bonus (5 pieces): +25% Health Regen +10% Weapon Damage Set Bonus (6 pieces): To be updated. Banshee’s Shadow Set Bonus (5 pieces): +20% Looted Dark Zone Funds. +5% damage to target out of cover. Set Bonus (6 pieces): Talent: Improved Banshee: While Rogue, the time to clear Manhunt status is decreased by 5% for every group member within 10 meters. All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved. While not Rogue, damage to Manhunt status players is increased by 5% for each Manhunt level the player has. Rewards for killing a Manhunt player are improved. D3-FNC Set bonus (5 pieces): +15% Protection from Elites +10% Ballistic Shield damage resilience Set Bonus (6 pieces): Talent: Improved FrontLine When Ballistic Shield is deployed, melee damage is increased by 2000% and all overhealing the player receives is applied to the Ballistic Shield as healing instead. After taking 500 000 damage, the Ballistic Shield grants a buff to the player and all group members within 30 meters for 5 seconds. The duraction of the buff is increased by 1 second for every 2000 Stamina the player has. Physical Damage Buff: Armor is increased by 20%. Exotic Damage Buff: Weapon Damage is increased by 20%. FireCrest Set Bonus (5 pieces): +1 Incendiary Grenade Capacity +15% Flame Turret Range +10% Flame Turret Damage Set Bonus (6 pieces): Talent: Improved FireCrest Bullets have a 5% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed by bullets once every 10 seconds. NPCs set on fire by your flame turret will burn 25% longer for every 2000 Electronics. Hunter’s Faith Set Bonus (5 pieces): +20% Optimal Range +10% Headshot Damage Set Bonus (6 pieces): Talent: Hunter’s Precision Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage. Path of the Nomad Set Bonus (5 pieces): +10% Health on Kill Talent: Improved Nomad’s Resolve Increases the amount of healing from Nomad’s Resolve. Nomad’s Resolve will now overheal. Set Bonus (6 pieces): Talent: Nomad’s Luck 50% chance to have no cooldown for Path of the Nomad. Take 75% less damage for 10 seconds after Path of the Nomad is triggered. Predator’s Mark Set Bonus (5 pieces): +10% Reload Speed +8% Assault Rifle Damage +8% SMG Damage Set Bonus (6 pieces): Talent: Improved Predator’s Mark The damage over time to the target is increased by 150% for every 9000 Stamina and can critically hit. Tactician’s Authority Set Bonus (5 pieces): +5% Skill Haste +5% Skill Power Set Bonus (6 pieces): Talent: To be updated. New Exotic Weapons: Four new Exotic weapons have been added to the game. On the PTS, they are available to buy from the Special Equipment Vendor in the Terminal. The House (Submachine Gun) Special Talent: Card Counter One half of the magazine does 25% increased damage. The half which deals increased damage flips after 10 seconds or when the magazine is empty. Big Alejandro (Light Machine Gun) Special Talent: Cover Shooter Every bullet fired when in cover increased weapon damage by 0.5% up to 50%. The bonus lasts for 10 seconds. Getting a kill with this weapon while in cover resets the duration. The bonus damage is cancelled by reloading, swapping weapons, or exiting combat. Devil (Marksman Rifle) Special Talent: Fire Headshots increase stability by 30% for 15 seconds. Bodyshots increase headshot damage by 30% for 15 seconds. Set Bonus talent used together with Heel: The Devil’s Heel Both weapons gain the Fire and Fury talents and the buff durations are increased by 15 seconds. Bonuses from Fire and Fury are no longer lost when swapping between Fire and Fury. Weapon swap speed is increased by 50%. Heel (Marksman Rifle) Special Talent: Fury Hitting weakpoints increase weapon damage by 15% for 15 seconds. Hitting skill proxies increase ciritical hit damage by 30% for 15 seconds. Set Bonus Talent used together with Devil: The Devil’s Heel. See above. New additions to the Premium Vendor: A new type of Encrypted Cache, with brand new items and Collections, has been added to the Premium Vendor in the Terminal. Game changes: Critical Hit Chance is reduced by 50% compared to aiming down sights. Fixed an issue where a grenade could become invisible if thrown exactly when going into a downed state. Players can now use the /join command to join a group of players in an Open Group. Weapon balance Exotic weapons Warlord, Caduceus, Historian, Tenebrae, Damascus, Golden Rhino, Midas, Hungry Hog, Showstopper, Thompson M1928 and the Tommy Gun have had their damage slightly increased. Pakhan has had its damage slightly reduced and its spread decreased. The Medved has at its range increased and its spread slightly decreased. Weapons The damage of high RPM weapons have been decreased. The M4, M5 and MP7 have had their damage decreased. Talents Adept will now give a single stack of its buff which is refreshed if another skill is used while it’s active. It will no longer stack multiple times. Fixed instances where Rapid would stop working. Fixed an issue where Battle Buddy would apply twice to an agent after they’ve been revived by a Support Station. Hip Fire Global Events Masks are now rewarded from Global Event Commendations instead of Global Event leaderboards. Skills Support Station Fixed a bug where the Support Station skill would still remain on the ground and the skill become unavailable when the agent using the skill move more than 100 meters away from it. Fixed an issue where the Support Station buffs would stay even if the station was disrupted. Commendations / Patches You Hunt Me I Hunt You Commendation for killing five Hunters in Underground, Survival and Resistance has been added. The Pacifist commendation will no longer be rewarded after a completed PvE Survival session. Fixed an issue where the Outbreak shirt and the Cave Dweller patch wouldn’t get along if the player has the Banshee or Baseball jacket equipped. Fixed an issue where Commendations with conditions and a patch reward displayed incorrectly. The Commendations Highest Value Target and Targeted Agent will no longer reward the same patch as Face Time. Last Stand Revival will now reward the correct Patch. Classified Gear Fixed an issue with Classified Gear where comparing Loadouts wouldn’t show a difference in stats. Fixed an issue where the DeadEye 6-piece talent wouldn’t activate after killing a player or a NPC using the Historian exotic weapon. Fixed a bug where the Pakhan magazine stack is lost when the Meticulous talent procs. Fixed an issue where set bonuses for unreleased Classified Gear Sets could be seen at the Recalibration Station. Missions / HVTs Fixed a bug where enemies wouldn’t spawn during a HVT contract after joining another player’s session. Fixed an issue where completing Napalm Production Site on Legendary difficulty would not count towards Global Event missions. Incursions Fixed an instance where the agents could abuse a certain room to gain an unfair advantage during the final fight of Stolen Signal. Play fair, think of the poor NPCs. Survival Fixed a bug where the Store menu would be available in Survival. Fixed an issue where completing a daily Survival assignment would not give a notification. Underground Fixed a bug where an Underground session would lead to a dead end. Fixed an issue where the final boss in the Underground could be farmed repeatedly. Fixed a bug where the final objective would not update after killing the final boss. Players will no longer be trapped in the Underground if the team leader leaves the group directly after opening the last door. Fixed an issue where frame rates would drop significantly in a certain room. Removed an invisible wall. Fixed a weird break in the floor which would prevent the player from progressing. Fixed weird props. Fixed a weird cage. Fixed a weird train. Fixed weird doors. Last Stand Fixed an issue where an agent would be given a 30 second death penalty in Last Stand after previously dying as a Rogue in the Dark Zone. Loadouts Switching between Loadouts using key bindings will now give a warning message if the current Loadout isn’t saved. Premium Store Fixed a bug where an item in the Premium Store would not have a tool tip. Fixed a bug where the glimmer effect on rare vanity items wouldn’t disappear in the vanity items menu. Fixed a bug where an Encrypted Cache would automatically be opened when the player buys a Cypher Key. Fixed an issue where the Premium Vendor would suddenly get a creepy twin after the player bought an Encrypted Cache. Fixed an issue where the agent would be stuck on the cache opening screen if kicked from the group while opening an Encrypted Cache. Other Fixed a fashion mishap where the Green Cadet Cap and the White Cadet Cap looked exactly the same. Fixed an issue where the DirectX 12 renderer wouldn’t work on certain graphics cards. Fixed an issue where a player would not receive a cache after completing an assignment if their inventory was full. Fixed an issue where players could not pick up an Echo in Chelsea. Fixed a UI bug where a .0 would be added to Firearms and DPS stats on weapons. Fixed a UI issue where text would overlap in certain languages. Fixed an issue where friendly Smart Cover would overlap with the map screen.
  8. Tempted to post loads of pictures from the PTS but ... they'd be spoilers even though I'm pulling at the lead to show you one item in particular!!!! If you beg I'll do it....
  9. Officially announced just a few hours ago, the 1.8 PTS ... ...GOES LIVE TOMORROW (September 22nd) for PC ONLY It is a phased PTS with Phase 1 containing the following items ready for testing: 1) Rogue 2.0 2) Skirmish 3) Camp Hudson 4) Dockyards and new LZ area 5) Dynamic Ai spawn 6) New recalibration using Div Tech (all players will have full Div Tech PLUS free classified caches available for testing purposes) ...I also believe the four new Classified weapons (including MPX SMG, two paired DMR's & an LMG) will be in circulation also.
  10. Oh. daesu

    1.8 PTS 26 Sept

    PTS starts on Sept 26. Concole access - those with 1.7 access, will automatically have 1.8 access. (and only an update download s/b required) - futher codes will be sent out - should be more codes than last times - numbers still being finalized. - criteria still be finalized. - uplay accounts will need to have the "email" option select to receive the email codes. Other news: GE Assualt, Oct 3
  11. PTS 3 patch notes: Last updated: 12:23 UTC, July 18th - Revision 2Global Events Loot changes: As a first attempt to tweak acquisition rate of Classified Gear, our approach was to refocus the caches to make sure they provide something relevant. To keep things balanced, we modified the rhythm by which caches can be obtained, now that we’re sure they will provide something of use. Increased the price of Superior Caches to 1500 (from 650) Increased the price of Regular Caches to 900 (from 350) Increased the token drop rates of Normal and Hard missions to compensate the caches price increase. Superior Caches will now drop only one item. This item will be of either Gear Set, Exotic or Classified quality. The chances of this item to be Exotic or Classified have been increased. Vanity rewards are now awarded in Leaderboard Caches only. Outbreak Added a new stat for number of group headshots completed after you tagged the enemy. Fixed a bug where a player dying from contamination would be shown as having killed himself. Fixed a bug where Global Events would not be sorted alphabetically in the help menu. Commendations Fixed a bug where a Reward section would be shown in the UI of Commendations that do not yield any Reward. Recalibration Gear recalibration has been reactivated and made temporarily free on the PTS for testing purposes Gear Sets Striker’s Battlegear: Overall we were happy with the healing potential of the set in PTS 2 but we felt that players were getting too much base heal per stack while still being able to push their build towards high DPS. The new will actually allow slightly better max healing but require you to go all in on Stamina to get the bulk of the heal. 6 Pieces: Every hit adds a self-healing bonus for 0.01% of max health (instead of 0.1%) of max health per second. This bonus is further increased by 0.03% (instead of 0.01%) for every 2000 Stamina. Stacks up to 100 hits. Bonus is reduced by 0.01% (instead of 0.1%) every second. The 4 Pieces and 6 Pieces talents will now be paused by an EMP effect, instead of being completely reset. Example 1: 4000 Stamina and 100 stack: PTS2: 12% health/second (10% + 2%) PTS3: 7% health/second(1% + 6%) Example 2: 6000 Stamina and 100 stack: PTS2: 13% health/second (10% + 3%) PTS3: 10% health/second (1% + 9%) Example 3: 10000 Stamina and 100 stack: PTS2: 15% health/second (10% + 5%) PTS3: 16% health/second (1% + 15%) Lone Star: In the previous iteration the relatively low percentage change of gaining the buff mixed with the inability to chain bugs together greatly reduced the impact of the set. In this update, the chance of gaining the Berserk buff has been increased and players can now chain multiple Berserk buffs together. 5 Pieces: LMG/Shotgun damage bonus increased to 12% (instead of 8%). 6 Pieces: When a weapon has 50% (instead of 25%) of its magazine remaining, there is a 75% chance (instead of 50%) to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage is increased by 20% (instead of 15%), fire rate is increased by 20% (instead of 25%), and stability and accuracy are decreased to 0 (instead of decreased by 15%). The bonus is cancelled by reloading or exiting combat. 6 Pieces: The bonus can now trigger of itself with diminishing chances. This means that each time the bonus triggers, the chance for it to trigger again is reduced until the players exits combat or reloads. Improvements were made to the visual feedback of the 6 Piece bonus. Fixed a bug where the 6 pieces bonus could be activated when shooting while out of combat. Final Measure: Our goal was for all the buffs to temporarily be very impactful to your play style in different ways. The way Armor was being calculated was unintentional and has been fixed to be an additive increase to your armor mitigation. 6 Pieces: All bonuses received from defusing grenades are increased to 20% (instead of 15%). This bonus is now a flat armor bonus instead of a multiplication of the existing armor value. This means that if your Armor Damage mitigation is at 35%, receiving the Final Measure buff will increase it to 55%. Fixed the description to correctly refer to Fragmentation Grenades instead of HE Grenades. Reclaimer: We wanted the Classified Reclaimer to be the ultimate support healer build. This led us to the new iteration which allows players building purposefully to guarantee that their cooldown resets when their station is destroyed by an enemy. 6 Pieces: Support station gains a 50% chance (instead of 25%) to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 10% (instead of 2%) for every 2000 Electronics (instead of 1000). Path of the Nomad Fixed a display bug where the talent cooldown icon would not display after the talent effect was triggered. DeadEYE 4 Pieces: Fixed a bug where headshot damage would do less damage than bodyshot damage when scoped in PvP. 6 Pieces: Fixed a bug where the bonus would trigger with any weapon type instead of only Marksman Rifles. Fixed a bug where deconstructing a Classified Gear piece would not yield any material. Fixed a bug with Classified Striker where only one bonus could be recalibrated instead of 2. Skills EMP Sticky Bomb no longer staggers the enemy. Fixed a bug with First Aid Defibrillator where a player equipped with a Vigorous chest rolling into the area would only receive the instant heal and not the heal over time. Weapons Added a hard cap on RPM for all weapons. It will no longer be possible to overcome the RPM limitation of a weapon, no matter what shooting method is used. Fixed a bug where Pakhan’s talent could be staked if the reload animation was interrupted. UI Fixed a bug where a dead group member would still appear as unconscious in the group UI. Fixed a bug in the Group Management menu where the Agent Details could overlap with the server warning “Poor connection to host server”. Fixed several instances of debug_text appearing in the UI. Survival Fixed a bug where Mods could not be equipped on items in Survival. Other Fixed a bug where equipping the Pork Pie hat would make it appear on the character’s feet instead of their head. Fixed a bug where players receiving a burn status effect right after throwing a grenade or throwable skill would disable the grenade or skill.
  12. On SotG it was announced that PC PTS will begin at 10a CEST/4a EST on Friday June 30th. While there is still going to be a console PTS, as promised, the exact release date hasn't been provided (should be sometime next week). For those on a console looking to get to play the PTS, there will be a limit of 10k players for each console. Players will be chosen based on whether or not they're playing end game content (lvl 30 stuff) and how much play time they have logged in the last month. Those that are chosen will receive an email at the email account they have associated with their Uplay account and will then have few steps to follow to redeem their PTS code. For someone that has been looking for a console PTS since the first PC PTS, I'm rather unimpressed that they're limiting access so much. I've been playing the game since the closed beta (no alpha cuz I'm on PS4) and will most likely not get a code since I can only play about 8-10 hrs a week because of adulting. I know there's mostly PC players left on here, but I was wondering what everyone's thoughts are on gating access behind play time?
  13. PTS2 Patch Notes Global Events The first Global Event – Outbreak – is now available on the PTS. The factions are infected by the virus and are extremely contagious. Your best course of action is to aim for the head to deal maximum damage. The Global Event features a modifier that can be applied to existing content. Two extra modifiers can be enabled to increase the challenge and the rewards. Earn Global Event Tokens by playing the content and exchange them for Global Event Caches at the vendor. Rewards include Three Classified Gear Sets. Three different Weapon Skins. One vanity set. Global Event specific Commendations are available to challenge you even further. Commendations & Patches Fixed an issue where the Too Old for Toys Commendation would not work properly. Fixed a bug where the Patches would apply as a weapon skin when equipped. Encrypted Cache The Premium Vendor now has a tutorial mission for the Encrypted Caches. New items have been added to the Encrypted Caches. Fixed a bug where parts of the agent became invisible after equipping vanity items from the Encrypted Cache. Collections Fixed an issue where the JTF Collection and the Astronaut Collection listed the same reward. Fixed an issue where the vanity menu in the Collections tab would always go straight to the second item in the category. Classified Gear Sets The bonus healing from Striker's Persistance now takes 2000 Stamina per 0,01% (increased from 1000). Known issues with Classified Gear Sets Fixed an issue where stats on Classified Gear Sets would roll lower than intended. Fixed an issue where you could not recalibrate two stats on Classified Gear Sets. Fixed an issue where the LoneStar 6-piece bonus stopped working if the player swapped weapons just as they ran out of ammo. Game changes After a Medkit cleanses a Status Effect, it will grant a temporary, three-second invulnerability to the cleansed Effect. Talents Triage Fixed a bug where Triage would be applied multiple times. Skills Pulse Fixed an issue where the Pulse icon would overlap other UI elements. Missions Fixed a location where the player could throw a Seeker Mine through a wall and kill all the enemies on the other side. Fixed a location in General Assembly where a glass panel could get in the way in the fight against Raptor. Underground Fixed an issue where enemies were unable to detect the player after going through a weird fire door. Known issues with Survival Using deconstruct in a Survival session will get user stuck in the overview UI interface. The user is unable to equip gear mods in Survival. Last Stand You can now see recent/nearby players from the opposing team as well as from your own team. Base of Operation Fixed a bug where the Base of Operation would become unusable after visiting the Premium Vendor. Dark Zone Fixed a bug where enemies would stop engaging the player if they hid behind certain objects in the Q Building Landmark. Fixed an issue where the player can teleport outside of the map in Dark Zone 2. UI The talent description on the NinjaBike bag now correctly reflects its functionality. Players now get a warning if their wallet of is full of a given currency and they open a Cache containing that currency. Removed the unusable “Equip” button from the Commendation menus. Fixed an issue where the “Unmark as junk” button wouldn’t show after marking an item as junk in the Stash. Cypher Keys are shown in the loot preview. You can now inspect received clothing items straight in the Encrypted Caches window. It uses the same inspect camera as the regular appearance menu. Fixed an issue where the player couldn’t use the D-pad to navigate the Encrypted Cache screen. Fixed an UI issue where there a white box would be displayed instead of the number of Cypher Keys the player has. Known issues with UI Many icons in game are appearing as boxes instead of icons. PC Specific Fixed an issue where the player’s FPS would still be capped despite turning off the Frame Rate limiter. Other Fixed an issue where the Global Event headshot sound would play outside of the Global Events. Fixed an issue where you could clip through the camera when in a party and multiple agents are standing around the Premium Vendor. Agents still blinked after death on the PTS. No zombies allowed, so we made sure it is not happening anymore
  14. Global PTS Patch Notes (Update 1.7) Last updated: 13:38 UTC, June 30th - Revision 3 Please understand that these Patch Notes are not final and will be updated with PTS modifications. Additionally, please note that the new features mentioned are still being worked on and are therefore not in their final stages. All of these new features will be available to all players. New feature: Global Events (not initially available on the PTS) Global Events (previously known as Seasons) are time-limited events that add special modifiers to the PvE parts of The Division. Taking part in a Global Event will award you Tokens that you can use to purchase Classified Gear caches (detailed below) and unique vanity items (that are currently not included on the PTS). New feature: Commendations & Patches Commendations introduce a series of 500+ challenges across several categories for agents to accomplish. Commendations cover all aspects and areas of the game, both for PvE and PvP. Unlocking achievements reward the player with Commendation Score. Your tallied score is displayed to other agents. Some special Commendations award a Patch, a brand new vanity item. These Patches are displayed on the agent’s arm, replacing the default Phoenix patch. Not all patches are available on the PTS, with more being added once Update 1.7 goes live. The requirements for certain Commendations have been altered on the PTS for testing purposes. New feature: Face customization The Base of Operations now include a room with an interactive mirror that you can use to change your agent’s appearance. You can find the room by turning right straight after you have entered the Terminal from the Base of Operation stairs. New feature: Encrypted Cache An Encrypted Cache is a loot container obtained from the Premium Vendor in the terminal. It requires a key to open. Encrypted Caches contain unique appearance items, emotes and skins. Cipher Keys are needed to open Encrypted Caches. These keys are created by collecting key fragments, which are available from normal gameplay. 10 key fragments are needed to create one Cipher Key. Keys can also be purchased from the Premium Vendor. Unique appearance items from the Encrypted Caches are organized in Collections that can be found in the Vanity tab. Once a Collection has been completed, the agent will receive a reward. Please note that the contents of the Encrypted Caches on the PTS are not 100% representative of what will be in the final product. There is currently an issue with the Premium Vendor and the Encrypted Caches, which makes them impossible to use. This will be fixed and testable on the PTS in a future update. New feature: Classified Gear Sets (available from the Advanced Weapons vendor on the PTS) Classified Gear Set pieces are unique gear set pieces for pre-existing gear sets and will feature 5 and 6-piece bonuses. Classified Gear Set pieces can initially only be received from participating in Global Events. After a Global Event has concluded, the Classified Gear pieces can be found during normal gameplay, but with lower drop rates than during Global Events. Six Classified Gear Sets will be included on the PTS for testing purposes, but once Update 1.7 goes live, three Classified Gear sets will be introduced for every Global Event. The Classified Caches are available on the Advanced Weapons vendor on the PTS for testing purposes, but will be tied to Global Events once Update 1.7 goes live. Primary Stat Ranges: Classified Gear Set Primary Stat Range 1274-1401 Final Measure 5 Piece: +15% Exotic Damage Resilience +15% Protection from Elites 6 Piece: Talent: Improved Final Measure When a grenade is defused the player and all group members within 30 meters gain a buff based on the grenade type that was defused. -EMP/Shock: Skill power increased by 15% for 8 seconds. -HE/Incendiary: Weapon damage increased by 15% for 8 seconds -Flashbang/Tear Gas: Armor increased by 15% for 8 seconds Sentry 5 Piece: +15% Accuracy +15% Headshot Damage 6 Piece: Talent: Improved Sentry’s Call NPC targets can now receive up to six marks. After three marks, every headshot on the target has a 25% chance to spread a single mark to additional targets within 10 meters. At six marks, your headshot damage on the target is increased by 100%. Striker 5 Piece: +10% Stability +5% Enemy Armor Damage 6 Piece: Talent: Striker’s Persistence Every hit adds a self-healing bonus for .1% of max health per second. This bonus is further increased by .01% for every 1000 stamina. Stacks up to 100 hits. Bonus is reduced by .1% every second. Bonus can be removed by EMP. Reclaimer 5 Piece: +15% Support Station range +25% Support Station duration 6 Piece: +50% Support Station revive time +100% Support Station healing speed +100% Support Station health Talent: Improved Reclaimer Support station gains a 25% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 2% for every 1000 Electronics. Exotics NinjaBike messenger bag Talent: NinjaBike messenger bag Slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. Cannot unlock Classified Gear Set bonuses. Known Issues with the Classified Gear sets on PTS1: Classified Sentry 6 Piece Talent Sentry 6 piece is not spreading marks to nearby enemies. This will be testable on the 1.7 PTS in a future update. Deadeye There are known issues with the WIP Deadeye Classified set that keep the 4 and 6 piece bonuses from working properly. Please refrain from using Deadeye in PTS 1. Deadeye reworked 4 piece and Classified sets will be fixed and testable on the 1.7 PTS in a future update. Classified Lonestar: There are known issues with the Lonestar 6-piece bonus. Please refrain from using Lonestar on PTS1. The set will be fixed and testable on the 1.7 PTS in a future update. Classified Recalibration: 2 Stat recalibration is not yet activated for Classified sets. Recalibrating the Primary stat on a classified gear piece is not working properly. We are working on 2 stat recalibration and extended primary stat range recalibration to be testable on the 1.7 PTS in a future update. There is currently an issue where Classified Gear can roll with lower stats than intended. This will be fixed on the 1.7 PTS in a future update. Game changes Weapon Balance SVD SVD recoil and spread have been retuned to be in line with the M1A. Seeker Mine explosion damage has been reduced from 900 to 600. Airbust Mod damage has been reduced from 300 to 120. Gameplay Fixed a bug where players could get the On Fire status effect even though they had 100% burn resistance. Note that players can still take damage from certain fire attacks, such as Cleaner flamethrowers. Fixed a bug where players could run faster than they should by spamming the sprint button. Talents The Coolheaded & Determined talents will now have an effect on cooldowns for all skills, including Signature Skills. Loadouts Minor color tweaks has been made to make the Loadout UI more consistent. Fixed an issue where switching mods on a Loadout while having a full inventory could override the backpack capacity. Fixed an issue where a player cannot switch between two identical Loadouts using different mods while having a full backpack. Fixed a bug where certain audio clips would loop . Skills Seeker Mine: Fixed a bug where the Seeker Mine with Cluster mod would sometimes be unable to detonate on a target if the target was on top of a cover. Support Station: Fixed a bug where if an agent revived by another skill while in a Support Station’s area of effect would cause the Support Station to despawn. Fixed a bug where an agent could not be revived by First Aid if they were being revived by a Support Station that was destroyed before the revive finished. Fixed a bug where the Support Station would remain in the agent’s hand after deploying it. Fixed a bug where an agent would sometimes not get revived if a group member used First Aid with the Defibrillator mod. Fixed a bug where an agent would get revived if the agent was in the process of self-reviving from a friendly Support Station but tried to cancel the action. First Aid: Fixed a bug where the First Aid Defibrillator revive would not be prioritized over other slower revives while they were in progress. Fixed a bug where the First Aid’s effect would be delayed while the projectile slowly descended to the ground. Mobile Cover: Fixed a bug where the Mobile Cover could be knocked down by other agents and enemy NPCs even though they were under immobilizing status effects. Fixed a bug with Mobile Cover where an agent could be lifted above ground. Fixed the description of the Mobile Cover Countermeasures mod so that it now clearly states that shooting a target while being in cover on it will pulse the target for 5 seconds. Fixed an issue with the Mobile Cover Countermeasures mod where group members would not get the concealment when taking cover behind it. Ballistic Shield: Fixed a bug where the Ballistic Shield would not take damage from your own grenade or Sticky Bomb. Fixed an issue with Ballistic Shield Riot Shield buff, where the agent could get multiple buffs by performing certain actions. Other: Fixed a bug where group member’s skill cooldowns would not be decreased when taking cover in an area affected by Smart Cover with the Recharger mod. Fixed a bug where attempting to use a skill immediately after entering the Dark Zone would result in the skill going into cooldown. Recovery Link can no longer be used while firing your weapon, similar to Survivor and Tactical Link. Fixed an issue with the Turret’s target prioritization. Missions Fixed a bug in Napalm Production Site where an agent could defeat Joe Ferro inside his room before defeating his guards. Fixed a bug in Grand Central Station where the turrets were reactivated after player death. Fixed an issue where Hudson Refugee Camp became impossible to complete if the bosses are killed too quickly on Challenge Mode. Fixed an issue in WarrenGate Power Plant where a door would refuse to open if the player dies before completing a certain objective. Fixed several instances in different missions, including Russian Consulate and Napalm Production Site, where the player could get stuck or shoot through walls and floors. Fixed a weird door in the General Assembly parking lot. Underground Fixed a bug where Underground Directives would not continue across Underground phases. Fixed an issue with the Mad Skills Directive where the second skill would go on cooldown when the player aimed his first one. Fixed a bug where the agent could fast travel to the Underground while carrying contaminated items. Fixed some big weird doors in the Underground. Survival The rewards you get from Survival have been increased. Reaching Tier 1 will rewards you with a Survival Cache instead of a Gear Cache. Reaching Tier 2 will rewards you with one Survival Cache and one Weapons Cache. Fixed a bug where the Punisher accolade on the end screen would always have a checkbox next to it even if it wasn’t completed. Fixed several issues in the environment, where players could get stuck. Fixed instances of the game freezing when leaving Survival. Last Stand Fixed instances of the game freezing when leaving a Last Stand match. Fixed an issue with the positioning of a prop which could cause players to get stuck in tactical point A1. Base of Operations Stopped an evil Christmas tree by the Premium Vendor from trapping players. World Fixed a number of issues throughout the world such as: Being unable to vault over certain objects. Being shot by NPC’s through a wall by the entrance of the The Ward safe house. Being blocked by invisible objects. Getting stuck between objects. Objects clipping through other objects. Being able to glitch through various walls. Floating flags and misplaces textures. Fixed an issue where agents were able to jump off a roof in Turtle Bay. We’ve stopped NPCs from following you into an elevator in Turtle Bay. Fixed several places where hiding behind certain objects would stop enemies from engaging the agent. Dark Zone Fixed several issues in the DarkZone such as: Agents sometimes receiving the Outside Playable Area message when in the The Armory landmark. A lootable object in DZ7 being in an unreachable place. Being able to glitch through a wall in the The Mall landmark. Being unable to drop down from certain objects once the agent has climbed them. Minor graphical issues in The Armory. Moved several trashbags around so players wouldn’t get stuck behind them anymore. Moved a rogue lamp. NPCs being able to shoot through certain walls. Fixed an issue where a Named NPC was missing from the The Basement landmark in DZ09. Stopped NPCs from sneaking through a gap between a pair of doors and a rooftop in DZ09. Fixed an issue where cleared Landmarks would not give out rewards. The Named NPC “Beans” now belong to the correct faction. UI Blueprints are now shared across all characters on an account. Consumables Caches are now available at the Dark Zone vendors. Moved the position of the Loadout icon on items you have marked as a favorite to make it easier to identify them. Added backpack capacity to the loot preview. Fixed a bug where after dying and placing the cursor over a respawn location the highlighting of the option would appear on the bottom of the screen. Fixed a bug where pressing back while having the option to disable sharing for an item would cause the item to be unshareable. Fixed a bug where buying back items quickly could result in exceeding the inventory limit. Fixed a bug where the “Sell” button at a vendor would be active even though there was nothing to sell. Fixed a bug where you would get the wrong message when buying an item from any vendor. When buying every item from the Appearance Vendor, you will now be able to see all your available currencies. Fixed a bug where the Ubisoft Club Action Completed pop-up would show up every time the game was started. PC Specific Fixed an issue where an agent would right-click on an item and the text describing the options presented would flicker rapidly. Fixed UI overlap which could occur when an agent was comparing items and then dragging an item over to share or dismantle. Fixed an issue where agents could still use the scroll wheel while the Not Enough Space prompt was present. Fixed a bug where the mouse cursor would sometimes not be present on the loading screen. Fixed an issue where the Group Management menu would begin flickering when an agent hovered the cursor over a friend’s name. Other Fixed an issue where the NPC beating a dead body scene had no sound effects. Fixed an issue with Tattoo saturation not changing between 0 – 30% during Character Creation. Fixed a visual bug where an agent would continuously bleed if revived by a group member’s Recovery Link while another revive was in progress. Added sound effects to the JTF officer knocking on bars in the Brooklyn Precinct. Maybe someone will actually hear him and help him out now. The Blueprints Vendor in the Terminal should now speak again. Agents no longer blink and move their eyes once killed. Say no to zombies.
  15. Note, time is measured since launch not the last 30 days. You just needed to uave logged in during the last 30 days
  16. Just thought I'd share. Just screen shots so others can see. Overview Premium Vendor - Purchasing Items Collections
  17. Oh. daesu

    Patch 1.6.1 PTS 2

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

    Patch 1.6.1 PTS 2

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