The Division 2

The Division 2 Dev Tracker




08 Apr

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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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I am loving those moody shots of the atmosphere, it's so scenic!

Just a gentle reminder to those of you posting screenshots of error messages or glitches/bugs, they should go in the Technical Forums as this is a thread for sharing your favourite shots from The Division 2 photo mode!
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Originally Posted by hyper---sniper
Just done another couple of runs and still no xp bonus etc ?.. and no hard wired drop ????
Has the missing XP persisted even after a log out/log in?
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Originally Posted by F.i.x.e.r
I am at tier 4 and GS 426 but Tidal Basin is still locked and the side mission to unlock it is not showing up on my map. Is there something more I have to do?
Just to double check, you have also done the Invaded Capitol Building mission, correct?
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Originally Posted by Scottoest
They need to make the double tap a little less finicky when you want to drop more than one health... thing... at your feet. The first one generally is just fine for me, post-update - double tap, there it is. But it takes two to fully refill my armor, and a lot of the time my attempt to drop the second one with another double tap in rapid succession, results in me equipping the launcher. Never had this problem pre-update.
I call them charges or nuggets, personally. I will say though, the change has made it a lot easier to pop them off in rapid succession. There have been times where, while standing in enemy fire, I toss out all three nuggets and weath... Read more
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We appreciate the feedback, we've had some reports of the spawn points of enemies so this has definitely been noted down!
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I appreciate you guys all sharing your thoughts on the skill power overhaul. How do you feel skill builds will be impacted in end game play? Or in solo vs. group contexts?
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We're reading a lot on the balance pass and appreciate all the feedback people are providing. I just wanted to chime in and say two things.

  1. As long as the criticism is constructive we're totally fine with people disagreeing with any changes we make. What we don't want is to just have posts saying "I don't like this, f you Massive" without any context. If you're chill and provide reasons and context we're reading all of your things, even if you might completely bash our balances changes.

  2. We don't consider the changes that came in with Invasion: Battle for D.C. to be huge and they're only the beginning of what we want to do in the game throughout the upcoming weeks and month. We will continue to make the game better. Patches like the Tidal Basin update allow us to implement changes without adding further patches and further maintenance. It makes sense for us, but it's not just convenience. We saw things even before World Tier 5 that ...

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Hey everybody. Thanks for letting us know. Can you give us a little more details on when exactly it's happening. So far I've seen:

  • When fast travelling
  • When going up and down ladders
  • Downed by an enemy (specifically the war hounds) and immediately being revived
  • Being downed while being in cover

Can you give me more examples, especially what movements you're performing when it happens?

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Hey everyone. The Apparel Event Keys have a chance to drop from Proficiency Cache, it is not guaranteed. Though I personally wouldn't say it's an ultra rare occurrence.

Here is the link for the info thread regarding the event... Read more
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The team is investigating this issue. Any additional details you can provide about the specific instances where the problem occurred are much appreciated.
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One of the biggest player power spikes I've noticed is just having two people. The jump from one to two is so much bigger than two to three or three to four. Having one person with the Healing Chem Launcher who can partially focus on keeping both players topped off while then having 3 offensive skills between the two is a huge bonus.

I've run some missions without healing skills and they are definitely harder but still doable. Enemies drop armor kits relatively frequently, but you'll still want to make sure some gear talents are on your side for that one.

How do you guys feel having a third skill per player might impact the flow of combat? How might firefights and encounters be changed with that single addition?
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I appreciate the feedback here, and I'll be sure to pass it along. What change from the patch was the most impactful on your personal experience with the game so far?
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With Title Update 2 there was a side mission that is necessary for progressing to WT5. I believe that is what you guys might be seeing as that incomplete 3%.
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The issue is being looked into! Any additional details or information you can give regarding where you first noticed it is always appreciated.