Original Post — Direct link

I sincerely want to know if any of the developers at Massive actually play the live game, and if so how much time do you put into it? Not only did this expansion bring us right back to some of the most boring PvE combat I’ve ever played in a video game (for the third time since division 1), it is also so beyond riddled with bugs that make the game unplayable at times. The one and only good thing that came out of this expansion is the recalibration library, everything else is a f*cking mess. It feels as if it was designed to slowly push players away, because I have no idea why in the world I would keep playing the Division 2 moving on, unless adjustments are made immediately.

 

Let me start by listing some of the bugs I’ve encountered personally, along with other bugs that have been posted by countless users on this subreddit.

Bugs:

  • Damage registration on enemies is bugged. And is more than likely a reason as to why enemies feel insanely spongey. I can’t even begin to tell you how many times I will burst down an enemy on heroic in seconds, and than go to take down another enemy of the exact same type w/ no overshield or anything present, and it’ll take 2x - 3x longer to down them.
  • Countless perks, gear sets, talents, skills interacting with talents and gear sets, among other things are flat out broken. Hardwired backpack doesn’t work god knows if the chest piece works, striker gear set stacks are bugged, none of the new skills work with hardwired who knows how many other skills don’t work. That’s off the top of my head, look through this sub and you’ll see countless other broken sh*t.
  • There is an insane Dark Zone bug, where when you fast travel to a safe house you get stuck in an endless loading screen, and if you are playing on console without an SSD you can’t fast travel out fast enough, and can end up stuck for a VERY long time as I have personally experienced.
  • Control points have so many bugs I don’t even know where to start. Allies sometimes won’t show up halting progress indefinitely, the next wave of enemies won’t show up halting progress indefinitely. Capturing the control point after killing the named/boss enemy twice, and the CP can instantly reset and cause you to have to run it again.
  • Skills have been working extremely wonky. I’ll go to throw a blinder firefly or a stinger hive, and for some reason as I’m aiming it, it will disappear and go on cooldown instead. My hive will occasionally fall through the floor and not allow me to use it until it decides to fix itself. Seeker mines tracking feels so off from TU7, as they will more often than not flat out blow up before reaching the target or even occasionally blow up on the target but not damage them. Now I don’t know if I’m using the arc trap wrong, but I’ll throw it at a group of enemies and it’ll literally sit there and do nothing, I just gave up on using it.
  • The game refuses to let me pick up skill mods rather often when I’m not even at the 100/100 cap.

I’m sure this is only the tip of the iceberg and is all I can think of off the top of my head.

 

Manhunt:

But moving on, with todays manhunt for Neptune that dropped today, I have quite a few issues with it. First I start the manhunt process, and I’m on heroic global difficulty and get about more than halfway through the investigation and figured I’d rather just speedrun the rest and switch my world to normal. And what do you know? The entire damn manhunt progress reset, so I shrug it off and figure oh well I’ll get through it on normal rather quickly. I finish the ENTIRE manhunt and even killed the Neptune person at the end. So now I figure I’ll switch back to heroic so I can keep farming and what do you know? MY ENTIRE PROGRESS RESET AGAIN. Like seriously.. wtf kind of game design is this. Why would I want to do all these steps again?

And what is even the point of the manhunt.. do a bunch of pointless sh*t so that in the end I can just do what feels like a regular bounty. If this is what we have to look forward to the rest of the season than count me out.

 

PvE Experience:

Now lastly, these may not be bugs, but what on earth did you guys do to your game? You’ve effectively turned your game into a passive snoozefest for the THIRD TIME. Yes 3 times. Division 1 patch 1.3, Vanilla Division 2, and now Division 2 TU8. We are full circle back to the nonsense that is spongey enemies, one shot mechanics with zero counter-play, and enemy damage output that makes the armor stat absolutely f*cking useless. Lets go through everything that is wrong gameplay, and sandbox wise with TU8:

  • The return of ridiculous high health spongey enemies at higher difficulties.
  • Group scaling at higher difficulties is so beyond f*cked, that I don’t even know what you guys had to be smoking to think this was balanced.
  • You effectively killed build diversity. There is now 3 builds worth using: an all red DPS build, an all yellow hardwired skill build, and in some cases if your playing in a 2-man an all blue true patriot vanguard build, which even then is kind of useless as running extra DPS is just plain better.
  • Loot does not in anyway feel exciting anymore. Removing all talents from gear besides backpack and chest, and removing all but one talents on the weapons make the loot game feel incredibly stale. Since everything and anything that is worth rolling onto gear is already maxed out in my library, and there aren’t many stats and talents present on gear anymore. The recalibration library was a great idea, but giving us infinite use stat rolls once stored and then dumbing down everything from gear to weapons was not a good idea, nothing feels exciting anymore and that is the entire point of an RPG style looter shooter.
  • So many exotics just feel so boring and dumbed down, when pre TU8/WoNY exotics actually felt interesting and fun. Chatterbox, Merciless (and wtf did you do the merciless recoil? You change the perk completely so you have to land both shots to build up stacks and then increase the recoil? Uhm okay), BTSU, Sawyer KneePads, Diamondback, and Nemesis, among others all just feel so dumbed down and boring. Exotics are suppose to “break” the game, and give us new and exciting ways to play and make me want to actually use them.
  • I already touched on this a little, but why did you have to dumb down weapons along with gear? There was nothing confusing about holstered/equipped talents, and if there was any confusion you could’ve simply made them all equipped talents so that they are always active. It made weapons feel more unique, and now without them, the weapons in Division 2 are some of the most boring weapons I’ve ever seen in a looter shooter.
  • You effectively turned armor into a pointless stat that legit means nothing. Being able to survive 1 second longer from an enemy shooting at you on heroic difficulty is not worth investing all your points in to. If blue core attributes didn’t scale with the shield the stat would be absolutely useless. Why do you want enemies to kill us in a blink of an eye regardless of our overall HP? What is the design goal here?
  • You also effectively killed skill build diversity outside of using 4pc hardwired. There is no point in doing anything related to skills unless you are wearing 4pc hardwired, as it is the only way to effectively use your skills in rapid succession, even though the backpack is currently broken. Skill tier needs to have skill haste built in, even if it’s a small amount so we can go about using skills with other builds while still having fast cooldowns.

 

The End

I admit that pre WoNY, the hardest difficulty (heroic) was not that difficult. But what you guys did was go to the complete other end of the spectrum and look where we end up, right back to the sh*t that almost everyone despises.. for the THIRD TIME. Incase you guys aren’t aware there are other ways to add difficulty to this game, and the fact that your guys response is to “optimize our builds” when giving feedback about the state of the game is a complete joke. I’d love to see the developers run a 4-man heroic (or even legendary) stronghold with fully “optimized gear” while giving insight as to why they thought these changes were a good idea. And then on top of all these PvE changes, the game is so beyond riddled with bugs and we’ve hardly seen any fixed whatsoever, besides them instantly fixing the Negev doing too much damage, because god forbid we have a weapon that lets us get through the hell that is PvE combat in this game a bit faster.

I’m sorry but I just can’t see myself playing this game any longer. And I really can’t see myself coming back 6 months from now for the 4th time when you guys finally realize that you turned your game into a passive snooze-fest, that is riddled with endless bugs. We are not your beta testers, and we shouldn’t have to tell you for the 1,000,000 time that we f*cking despise the current PvE combat of sponge enemies, enemies dealing way too much damage, and bullsh*t one shot mechanics. You have our feedback, because it’s been the same feedback for years now, fix your game, and stop making the same mistake OVER AND OVER.

 

Edit/Update:

I truly appreciate the amount of rewards you guys have given out for this. I honestly just wrote this out of anger after last nights play session, and didn’t think it would really go anywhere. My biggest issue is honestly the amount of bugs, as a lot of them really ruin my play time. If we are not talking bugs and I had one thing I can change today to make the game more enjoyable (for me personally) it would be to lower the NPC damage output and cut down on the ridiculous one shot mechanics as I can live with tanky enemies for the time being.. but I can not deal with the insane damage output and aggressiveness from the NPC’s/AI anymore.

I also really appreciate all the additional feedback and hope that the devs do see/read this (even though my post is a bit aggressive and I highly doubt they’ll even bother with reading this), the commenting of more bugs, and the mature discussion between players who reside on both ends of the expansion (love it or hate it). I’m going to continue updating the thread with more bugs that have been commented by you guys this way they are all in one place.

This is the new list of updated bugs, as I find them throughout the thread:

  • Sticky bomb occasionally not doing damage even when stuck directly to an enemy.
  • Bounties not progressing due to enemies not spawning, and/or doors not opening causing your progress to come to a permanent halt.
  • The dark zone infinite load screen loop is not directly tied to fast travel, and can be activated by simply entering the DZ from the DC LZ.
  • Deployable skills, such: turrets, hives, pulse, and arc traps can clip directly through the environment, which causes them to flat out not work. Also when this happens, it can cause the skill to go on an infinite cool-down, so not only can you not use the skill, you can’t change it out either.
  • Not so much a bug, but more of a UI hindrance. In the skill menu, when going to equip skills mods, the slots in which the skill mod is suppose to be equipped into isn’t matching up with the slot name. For example, trying to equip a skill mod into the ‘Agitator’ slot on chem launcher, you have to select the ‘Skill Mod Slot’ to pull up and equip your skill mods for the ‘Agitator’ slot. This is just more annoying to me than anything, however this can most definitely cause confusion with new players.
  • Stuttering bugs and Performance issues are happening more often than not, even in areas without heavy dense enemy spawns. And is more present/noticeable in Darkzone when clearing landmarks, and extracting.
  • Audio bugs: One where all audio is on a 10-15 second delay, and another where all SFX and music just cut out completely.
  • Specialization skill attachment mods are not scaled up to lvl 40, making these mods even more useless than the already other useless skill attachment mods.
  • Areas on the map where tile-sets won’t load. Texture bugs on the division agents themselves where they will be missing parts of their body, or the gun they should be holding will be invisible.
  • will keep updating
External link →
over 4 years ago - /u/ChrisGansler - Direct link

Originally posted by cfox0835

Notice how theres no "Massive Reply" on this one? We know you guys see this u/ChrisGansler, will we get an acknowledgement?

This is why I actually dislike the "Massive Reply" tag because people expect us to reply to everything to "acknowledge". We read on here every day and a front page thread with several Silver and Gold awards would be difficult to miss even if we only went on here once.

over 4 years ago - /u/sunken92 - Direct link

Originally posted by 3Snapster

If I remember correctly, most of their testing is done by client side bots running 24/7 to ensure levels and objectives can still be completed. This helps with regression testing when they change things to ensure things don't get broken too badly (supposedly).

The main caveat is that the bots cannot die or run out of ammo so that does not really test the feasibility of being able to complete a level.

Having seen how Widdz was doing 4 man legendary missions recently, I do not think the developers have tested the difficulty levels themselves. Whilst it is not impossible, it is certainly not fun to play like that.

Welp, guess i'm a bot lol

over 4 years ago - /u/ChrisGansler - Direct link

Originally posted by Favure

Hi Chris!

I apologize if I came off a bit aggressive in the post (if you read it) as I am just a little upset at the current state of the game, and it just wasn’t what I was expecting for a brand new year with a brand new major expansion for one of my all time favorite game series. I am truly passionate about the Division and can’t even begin to tell you how many hours I’ve invested into both games over the years. Whenever I see you comment, or see you around the sub-reddit you seem very level headed, and the last thing I’d expect you to do is comment on every single front page post, so I do appreciate even seeing you pop up here.

But at the very least, I do hope this feedback is being relayed, one way or another, because I am far from the only person giving it. I watched the SotG today, and I guess you can say there was some good news, and some stuff that just throws me off. Good news is that they at least acknowledged that there is a problem with higher difficulties. But bad news: Why is that they need us to tell them that enemies are too spongey and that the problem with the combat is that it is just plain boring, as this feedback has been reported countless times throughout all the years since the Division 1 launched? Why is that they think difficulty means endless one shot mechanics, insanely aggressive enemies that force you out of cover leaving very little counter-play, and time and time again make the armor stat and any other blue attribute (outside of hazard protection) almost useless and would actually be 100% useless if blue core attributes didn’t scale up the shield. It honestly throws me off that the developers need to be told this again.

Either way, glad to see your name here, and want to say that I truly appreciate what you do, and hope you had the time to read everything through. Have a good one!

Hey, thanks for reaching out. It's a little difficult to answer your question as you make a lot of assumption of what is fun and what is not fun. For example you state that there is very little counter-play, which is odd. There's many things you can do, one of them is changing cover and run. But there are also other options, like CC with status effects, using traps or decoys.

One thing we struggle with as a team is to find out how we can make the game fun for as many people as possible, while also have something for the 1% hardcore fans that are currently already playing legendary missions.

As said yesterday on State of the Game, NPC health is something we know is off, nobody is claiming that you shouldn't be able to kill one dude within a magazine if all 4 players are focusing it (unless there's mechanics to prevent you from doing that, of course).

I have not been here for TD1 but I see a lot of players saying "oh they're making the same mistakes" and it is confusing for me. Nobody in our meetings is saying "Yes, we make it more difficult like in TD1 by making NPCs beefier.". There are many different systems that regulate difficulty scaling, NPC scaling and then there's also player interaction (builds, SHD level, skill). Making this perfect is not an easy task and there's no button that says "make game hard but NPCs not too spongy."

We want the game to be difficult on Challenging, Heroic and Legendary but there's still stuff we need to iron out. We will make changes and it will reduce the NPC health and therefore also the difficulty. There are also other changes that will do similar things but in the end you will still need a very good, nearly god rolled on every item, build to easily beat Challenging.