ChrisGansler

ChrisGansler



17 Apr

Comment

Originally posted by schoopderp

It's unclear why some balance changes were implemented if you don't want players to look at them. What's the reason behind only releasing some of the balance changes without implementing the whole picture at once?

Some changes were ready for implementation, other were still being worked on. That's why we will have phases on the PTS that focus on specific topics.

Comment

Originally posted by ray_fucking_purchase

So now their forcing players to the DZ once again in order to get Max Gear Score. What the f**k?

Without spoiling too much. The raid is not in the Dark Zone.

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Originally posted by cfox0835

Balance should be what you’re looking at for the first phase right now, though.

Without all changes to balance being present, we disagree with that statement.

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Originally posted by gX-kiD

Balance is not what we're looking at for the first phase right now.

Then what exactly are you looking at? Should players on the PTS just give random feedback on "bugs" without any communicated changes or assigned test tasks? Because then you can also get rid of the PTS as it serves no purpose beyond what's possible with feedback on the live game already.

Yes, the first phase is literally bug hunting. If you find something that is broken, let us know!

Balance will be a discussion topic in one of the next phases and then you're more than welcome to provide us insight and feedback on what you feel about the changes present on the PTS.

Just to give you the full picture: Not all balance changes that are coming for TU3 are yet on the PTS.

Comment

Originally posted by RobinxR

So where is the so called changes to make players feel stronger if they nerf literally every single talent which made sense to run?

Hey, we already said this in our forum post: We currently only want you to look for bugs on the PTS. There are a bunch of balance changes that have not made it into today's PTS build.

Balance is not what we're l...

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I feel like this is a bit of communication error on our side. We do intent to balance PvE and PvP separately. That does not mean that one change in one mode will never effect the other mode.

But we do have tools that allow us to do more balancing that is different for PvE and PvP. We have not done any PvP balancing so far but if you're interested in what we might do in the future, I'd strongly advise to tune in to State of the Game in 35 minutes.


11 Apr

Comment

Originally posted by Kaaner

Love the ideas that the devs have except for the talent nerfs they are looking at.

I don’t think nerfing the popular talents and buffing the less popular talents is the way to go. Just buff the less popular ones without nerfing the ones people use the most. I understand it’s a live game and things are always changing but talents are extremely important and some talents will just always be better than others.

You can’t just keep nerfing and buffing talents because some aren’t used as much. The answer should be to buff the less popular talents and then evaluate where it’s at. Hopefully they don’t go crazy with the nerfs.

We'll talk about details in the future, I just want to add to this:

The overall thought right now is that some content is too difficult and some NPCs are too spongy. While we want to change (nerf/buff) talents, the overall experience should be that players get stronger.

We understand that some players would like to see only buffs to under performing, but there is concern of power creep and us endlessly buffing talents without actually changing which talents are always used. Please do keep providing feedback on this though, we're not saying things can't change.

Comment

Originally posted by [deleted]

Amazing job with the transparency!

Did the team thinking about a pulse revamping? I mean, just spot enemies without any boost is very underwhelming.

Yes, Skills are also on our radar. Not only Pulse.


10 Apr

Comment

Originally posted by Diggledorgle

And a forum post on skills and skill power, right? Really interested since without skills this just becomes another shooter, the skills are what lets The Division stand out, or they should at least.

We have a forum post scheduled tomorrow that covers a couple of things, including skills and skill power.

To manage expectations: It's a small update to share some thoughts from the dev team and also give you some more info on what we're going to test on the PTS. It will not answer every question ever asked on reddit about those topics.

We will continue to share thoughts from the devs on these topics that come up on here, the forums, on social, etc., tomorrow is the first try. So let us know what you think.

Comment

Originally posted by Vantix

Did they really say the patch was coming tomorrow? I was under the impression tomorrow was 'server side stuff' and that the 2.1 patch would be coming some time after that. Maybe I just missed it.

Tomorrow server side patch during the maintenance. Client patch 2.1 next week.

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This is awesome! Thanks a lot for sharing. <3

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We want to change that in the future. I have no ETA for that, but yeah we feel you.


09 Apr

Comment

There was a suggestion a couple of weeks(?) back that you'd have a lever which allows you to adjust the target position.

We talked to the dev team about it and they like the idea. As this is purely quality of life it might not happen anytime soon, but generally speaking we'd like to give you some more options on the firing range.


08 Apr

Comment

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.

Comment

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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Comment

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?


05 Apr

Comment

Hey. Sorry for the delay on these. We've been working through a huge amount of changes and want to make sure to include everything that should (and shouldn't) be in there.

We understand this is very late and we will do better with future updates. We want to provide them today.


04 Apr

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We're already looking into that, sorry for the inconvenience! I don't have a huge update so far but we were able to reproduce it internally, meaning we should be able to produce a fix for this but I don't have a time frame for that right now.

As a workaround some players have suggested that entering an ECHO can remove the sound from happening.

The cause seems to be abandoning a project.


03 Apr

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This should be fixed with the patch Friday.

*edit: Tidal Basin is coming Friday, not tomorrow. Sorry, my brain was only working off of one coffee.