The Division 2

The Division 2 Dev Tracker




08 Apr

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Hey Squirrelrabbit. This is the first I'm hearing of this but it sounds pretty serious. Any additional details, photos, or ideally videos of this occurring would be greatly appreciated if possible.
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@SocialHandicap , I personally really wish we always mentioned the details about group size and exactly what missions/activities we're talking about in these discussions.

Everybody gets to say their piece though. Like I always try to say in these threads: we don't just pass one opinion on difficulty to the team. I try to send multiple ones with as many details as possible.
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Hmm. Definitely an interesting mixed bag of feedback here. I appreciate the discussion, everyone. On a somewhat related note, what are you most excited to do once you reach end game?
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Appreciate everyone in this thread offering genuine advice.

@jimsartor , solo balancing is certainly something we should keep a close eye on, but this isn't the first thread I've seen where people have mentioned that scaling making co-op harder in some instances.

The feedback is still most definitely welcome though. We want solo players to enjoy the experience as much as everyone else.
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I remember when I was steamrolling through the game initially I decided to do a couple missions with pistol only, that might help shake things up.

On a more serious note, trying new builds or answering the call to help out your fellow players in need can definitely bring about some interesting ways to play.
How do you feel the game handles providing engaging and challenging content regularly, especially at endgame?
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Originally Posted by strangetamer007
I fall asleep because I sometimes play for 30+ hours at a time.
Don't do this! D:

Take care of yourselves, Agents.

@Umgheist, I'm seeing some people saying the game is way too hard, and now you come on and say that it's so easy that it puts your friends to sleep. I don't know what to think anymore.
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Hey everyone. One thing I've been really curious about with these gear sets is your thoughts on how they interact with the other build options. To elaborate, in the Division, in the end it was considered optimal - for any build archetype or specialty - to be running a Gear Set (with the exception (sometimes) being Hexotic). How do you feel about Gear Sets being their own type of special setup rather than being the bread and butter of every build? How do you feel Brand Sets have impacted the game experience, especially when considering the current Teal Gear Sets are so focused on particular things?
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I appreciate the feedback here, everyone. It's interesting to see what people thought of the various strengths of The Division compared to The Division 2. At least with story, I will say I personally quite enjoy the little vignettes and anecdotes we wind around the city the most. For me, The Division has always been more about the event and aftermath on the population rather than my character.

What do you feel the characters and story from The Division had that The Division 2 is lacking? Charisma and immersion, perhaps, but those are more means rather than ends. What is The Division 2 missing, to you?
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Originally Posted by SocialHandicap
American History or Lincoln Memorial.

Lincoln is longer (but not by a ton) but has more drops. AH is QUICK if you know what you're doing.
I feel like having the right setup can make or break the ease of Lincoln Memorial, especially that triple boss finale.
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Sounds like it's time to do some science and determine the exact length of the container timer.
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Originally posted by SkoolBoi19

Hey Johan, Will you look into the suggestions of being able to “bank” talents in order to save some stash space..... please keep it where you lose the gear and can only use your banked talent 1 time. Not sure how the team would feel about it, but their is so much f**king verity to gear that inventory space seems sparse (thank you for verity btw)

We have seen that suggestion around as well. :)

I can't promise anything on but know that we are actively monitoring community discussions!

/ Johan

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Thanks for the suggestion!

This has been previously brought to the team. / Johan

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Originally posted by SgtHondo

Johan you may have misread this specific post, I think that is a different bug mentioned higher up in this sub. Here were talking about the enemies moving at 1.5x - 2x their normal human speed, typically when THEY are low trying to find cover.

Indeed, wrong thread.

D'oh.

I'll pass it to the team. / Johan

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Thanks all for letting us know the builds that make the most sense to you at this time. I'll forward the feedback to the team!
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Originally posted by novusaevum

It is awesome, I love the street art. I often wonder if they hired actual graffiti artists or if these are interpretations of graffiti done by game/graphic designers.

We had real graffiti artists put together the street art for both games! :)

/ Johan

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There is currently a bug that causes the enemies to always believe that you are on low health, and as a result pushing you.

We are working on a fix for this as soon as possible.

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Originally posted by darker_ryoga

Please wait a bit before nerfing the content. I agree on fixing bugs buttThe patch is 3 days old and people should have given the time to gear up properly. A lot of players tend to overreact (remember when people complained about control points lv3). Challenge and heroic missions difficulties should be challenging, not some content you can face roll into. Thanks.

We absolutely don't want to nerf anything to the ground and expect challenging and heroic to still be very difficult.

But if we see things that just don't feel right, we do want to address them. We will however also not stop after we did an adjustment. If the overall feedback is "Hey, this is now way too easy" we can tune it back up.

We love the game and will continue to the support it.

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Hey everybody. I wanted to chime in here after talking to the dev team. A couple of points on the difficulty that is experienced right now:

  • There's currently a bug where the enemy AI doesn't properly register your scaling. To be blunt: They think you're low (on health, not skill. We all know you're doing your best) and the AI should try to pressure you when this happens. We're looking at fixing this as soon as we can and this should decrease the amount of rushing you're experiencing (for those NPCs that are not rushers).
  • We're also aware that survivability sometimes doesn't feel great and we're looking into some possible changes. This is not a bug and more of a question of balance, but we wanted to mention it.
  • We're looking to increase your protection (how often enemies can hit you) when sprinting and / or going cover to cover in an upcoming patch as well. This should help the feeling that running away to re-position is basically a death sentence.
  • ...
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