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INTELLIGENCE ANNEX: SKILL MODDING IN THE DIVISION 2 March 12, 2019 We hope everyone missed the Intelligence Annex, as we are returning today to discuss the remaining skills categories in The Division 2 as well as introduce a new system—skill modding. If you missed the first Intelligence Annex dedicated to skills, you can read up on the details here. Let us begin with the last three skill categories that will be featured in The Division 2: PULSE A very popular skill from The Division is making a return for the sequel! At its core, the Pulse skill category scans the surrounding area when activated to provide useful feedback to the player. Scanner This category of the Pulse skill functions similarly to the basic Pulse in The Division—it scans the player's surroundings for hostiles and marks enemies with a visual highlight. The most notable difference here is that the Scanner Pulse is explicitly used for Intel. There are also talents that trigger when shooting pulsed enemies! Remote Sensor This iteration of the Pulse works exactly like the Scanner Pulse but offers more flexibility as a throwable option. The Remote Sensor Pulse continually scans a location after being thrown. Players must be conscious of their target location, as this Pulse can be destroyed by enemies. Jammer The Jammer Pulse acts as an EMP, disrupting hostile electronics as well as other player skills in an area. Players can press and hold the skill to activate an EMP with a larger radius. SHIELD Also returning in The Division 2 is every frontline's favorite accessory for battle. This time around, there are more Shield options available to cater to more granularity in gameplay styles. Ballistic Bulwark Returning from The Division, this Shield category provides full-body coverage for players. Due to its size, only side arms can be used while the Ballistic Shield is equipped. Crusader In contrast to the Ballistic Shield, the lighter Crusader Shield exposes players' legs and head but allows the use of primary weapons. Note that this does not include LMGs and sniper Marksman rifles. Deflector The smallest of all the Shields, the Deflector has a coating of micro-actuators that causes incoming bullets to ricochet to a nearby highlighted target with a clear line of sight to the Agent. Though not a full-body shield, the attention required to re-target means that only a sidearm may be used alongside the shield. FIREFLY Entirely new to The Division 2, the Firefly is a throwable device with a propulsion unit that targets a number of enemies to provide unique types of crowd control in the field. Blinder The Blinder Firefly flashes targeted enemies, leaving them blind and unable to function at full combat effectiveness. Demolisher The Demolisher Firefly destroys enemy weak points, skill proxies, and even environmental objects. Burster The Burster Firefly tags enemies with metallic shrapnel as it passes from one to another. If these hostiles get too close to one another, the Burster Firefly triggers a chain reaction causing devastating explosions. Killing a tagged hostile also sets of the explosion in the nearest other tagged enemy. SKILL MODDING We are also happy to introduce the skill modding system in The Division 2! In addition to picking your skills and respective skill categories, you will also have the option to customize specific details of each skill using two slot options: Gameplay slots—Similar to weapon attachments, skill attachments are placed in these slots. These grant bonuses to the skill but require a certain number of Skill Power to operate. These mods are earned as loot and will be available in different rarities. Unlike weapon attachments, skill mods are not static. Examples include cooldown reduction or bonus damage. Cosmetic FX slot—provides alternative effects and visuals to skills that are purely cosmetic. Skill statistics are not affected by this slot. An example includes changing the color of the Incinerator Turret's flame. We not only wanted to offer an entirely new level of customization into the Division 2, but we also wanted to offer visibility into that customization. As a result, any changes made using your skill mods will be directly reflected in the skill-sheet in real-time. Thank you for reading up on the remaining skills and mods in The Division 2! Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we would love to hear your thoughts! We will be releasing these articles regularly, so remember to keep an eye out! /The Division Dev Team
The most recent Intelligence Annex showcase five skills and their modifications. The skills can have up to five modifications each focusing on a playstyle, some even being tied to the Specializations. Whether you're a support, tank, scout or DPS there is something for you. The current skills you can choose from are the Chem Launcher, Drone, Hive, Seeker Mine, Turret and Ballistic Shield. With the exception of the last one we are taking an in-depth look at them.
Specializations is a new feature that allows the player to pick a path towards the endgame, similar to classes. It has been confirmed there will be four Specializations. Skills are making a return, with both new ones and old ones coming to the game. Let's check out what the Specializations are, what comes with it and what skills are confirmed.
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
Hard Capped : Armor: 65% (4,640 armor); Critical Hit Chance: 60% Pulse Critical Hit Damage: 100% Mobile Cover health: 1.2mil Turret damage: 2.6k Ballistic Shield: 500k Smart Cover damage resistance: 75% Overdose Ally Heal: 100k (secondary confirmation would be appreciated) Sticky Bomb is "hard capped" at 250k damage, but it can be pushed further with bonuses. Most Electronics buffed skills will cap out at 45k Electronics, but some, like heals, can go further. Most skill cool downs (CD) are capped at 15-20 seconds, depending on the skill. Signature skill CDs are capped at 360 seconds (6 mins). No cap stats: Crit Damage Weapon Damage Health Headshot Damage (a cap HAS been reached through glitching. 450% seems to be the highest attainable that way, but no one has reached that legitly yet, or even come close) Enemy Armor Damage Damage to Elites Likely Missing a few, feel free to add in more info and I'll edit it in.