The Division 2

The Division 2 Dev Tracker




06 Apr

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Originally posted by gudjohnsen-22

Thank you for your answer! Id like to let you know that this problem happens also for the mission "Specializations", in the Black Tusk Invasion missions section.

Is this a mission you already had completed as well?


05 Apr

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Hey all, I've sent your reports to the dev team. Thanks everyone for bringing our attention to the issue!

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I've been seeing a lot of mixed feedback here and elsewhere about the skill power/mod changes... I'll be sure to keep my eye on this thread so please don't hesitate to come back with more info and field tests for your setups.

As for the patch notes, they're available here.
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Well done... Well done. But now it only begs the question: Which mask is your favorite?
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Originally posted by ElderBuu

Thank you!

Please pass this message onto other devs!

thumbsupemoji

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Originally posted by Im_Working_Right_Now

I read this as Larry David’s voice

Mission accomplished

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Weapon mods, especially having positive/negative trade offs, have been a point of contention since the beta. Now with a selection of mods that both offer high positives for low negatives or mid/low positive with no negatives, how might it impact the versatility and variety of weapon mod combinations? How do you feel it will allow you to make generally improved weapons vs. focusing on a single trait to optimize?
Personally, I'm willing to throw Accuracy to the wind in order to max out Stability, so getting range or crit damage mods in addition to capped Stability might be just what I'm looking for.
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Hey TG24915193, how did it compare in difficulty to some of the other world tiers as you got to them? How do you feel this content compares to other missions, invaded or otherwise?
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I've been seeing a ton of mixed feedback here and elsewhere about the patch. If you guys don't mind, could you please elaborate on some of the moments/activities that have been positively or negatively impacted by the patch? Ideally with how things were before the patch and how they are now with some of the changes? The more details and specifics I can gather about your thoughts and feelings the better. Thanks, everyone.
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Thanks for the various feedback here, everyone. How do you all feel about the changes to so many weapon mods, removing a lot of the negative attributes in favor of making mostly smaller bonuses? Or the alternative, big bonuses with still some negatives? How does it impact being able to make god-tier guns vs. specialized weapons vs. general improvements?
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How do you guys feel the exotics compare to the average weapons you find? How do they compare to Exotics from The Division? All I've really seen is how rough they are to get, not always how they perform.
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Since the Chem Launcher works a bit differently from other skills, do you find it helps or hinder using it to have slightly different controls? Not only for handling and ease of use, but also quick use? I know when I use Chem Launcher it's to drop a healing charge real quick.
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Appreciate all the feedback here, guys. Have you found that you're really trying for that Chatterbox or are you getting other exotics along the way? Have you found the Chatterbox worth all the effort of focusing on getting it?
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I might be biased but... the Open World dev team is prettaay prettayy prettay good :)

Glad you are enjoying the game so far!

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Originally Posted by Shango_Agi
It is gone. Quite literally. I had 8500 skill power and a nice chem launcher with a bad *** turret. Now, I have 2900 skill power and all of the skills are useless due to how hard the mods got nerfed. There is no way to build out a skill power build now. The only viable option in your game is chem heal, hive revive and a gun build.

Intended?

EDIT: So apparently the skills hit a lot harder now. I'll be 100% honest when I saw the changes I didn't even do tidal basin with my skill build. Maybe I jumped the gun here. I'll test it now and see what I can do with it.
I'm not sure when you made the edit but it sounds like things ar... Read more