The Division 2

The Division 2 Dev Tracker




07 Apr

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Hey grindfactor, I've been torn on it myself, personally. I generally just throw on any gear that I find as long as it'ss a higher Gear Score and adapt accordingly. But if there's ever a chance to create Brand Set synergy, I always go for that (sometimes even for a 2-5 Gear Score negative trade off.) It depends on how much you rely on your previous setup and how much you're willing to try whatever comes your way.

I believe Voodoobox, at least with his first statement, is referring to the 3 Gear Sets (Teal/Green items), not the more standard Brand Sets. (Please correct me if I'm wrong.)

My advice would be try just sticking to Gear Score, but if you're finding the content starts giving a bit more trouble than you're wanting, then start really focusing on Brand Sets again.

I hope this helps!
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How do you feel the Gear Set items compare to the Gear Sets from The Division? How might allowing Sets to specialize and focus impact the meta/game play versus having them be standard issue for stacking bonuses?
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I appreciate the mixed feedback here everyone. How have the changes impacted which skills you end up using? I know the changes had me swap off then back on to Chem Launcher but for two very different functions.
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Interesting bit of feedback here. Not quite like most of what I've seen today. Thank you all for sharing your thoughts and observations.

What has been the hardest/most challenging/most rewarding content you've played in The Division 2 yet?
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I appreciate the feedback here, you guys. I haven't seen much talk about the sets recently so it's good to get a feel for your thoughts on it.
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How do you feel the weapon mods changes will impact build/mod setup diversity? Not only on ARs, but across all weapon types?
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Originally Posted by Carlter
At t4 bullets are just enough, now with t5 mobs have higher hp and all those - damage going on we definitely needs more bullets ...

Thanks
Are you referring to larger magazine size or more total ammunition capacity?
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I appreciate the mixed here everyone. The patch has definitely been a hot topic...
Though DrayloreX, specifically as a non-skill build player, how have the skill mod changes impacted your play?
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In an effort to get back on the OP's topic of the Division 2 weapon - the AK - how do you feel weapon variety might be better approached? Giving niche or strange to use weapons the highest stat of one type but making them lackluster in other areas is a classic method of rounding out an larger class of weapons. How might giving a different AR higher damage than the AK not only disrupt the AR weapon class, but also weapon balance as a whole?
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Thank you for the feedback. Seems like the WT5 Gear Score progression is hitting individual players very differently. I appreciate you taking the time to write all this out. What would you say, of all your play time, has been the hardest (most challenging/rewarding) period of The Division 2 for you?

06 Apr

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There is a magazine mod available that gives +20 rounds with a -10% reload speed trade off.

How do you guys feel the mod changes will impact the build and mod setup variety between all the different weapon types?
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Hey guys, I'm sorry to hear about the issues you're having with crashes. Please head over to Ubisoft Support with as much info as you can as well as your system specs and they'll do their best to help you out and pass along the info about your issue.
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Since the comments of this thread are not really extending much past accusations of trolling, and the OP itself doesn't really offer any constructive critique or criticism, I'm closing the thread.
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I've seen players talk about DZ favoring highly specialized builds over quality/hybrid builds, due to Normalization.
As to the work you're referring to, there have been some tweaks to specific Talents that were both popular and consistent among some of the best performing builds, as well as general skill and weapon mod changes. I'll link the full patch notes here.
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Originally Posted by Diedel443
Are those complete ? Because they seem to be missing the talent changes at a minimum or did those get canceled ?
It is kinda nestled in there... right between Crafting and NPCs. Here's the text:

Talents:
Blind Justice – Modified the Buff that increases damage to your next shot now expires at end of combat and when out of combat
First Blood - Updated Normalized MMR Talent First Blood Text to correctly explain that the first shot after reloading from empty is the enhanced bullet.

Original...
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Originally Posted by Sifudizzy35
Spoilers dude! F2000 was for sell at the BoO vender soo the stupid ivory key cache is dumb and lame as all get out.
There's more to it though.
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I appreciate the mixed feedback here, everyone. It's been interesting to see the reception to difficulty regarding WT5.
For all those saying it's relatively straight forward, mind sharing your builds?
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The tweaks to skill mods were bringing things back into line, where before they had extreme values due to scaling errors:

Complete overhaul of skill mods to give more achievable requirements and more reasonable bonuses.
  • Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling er...
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