Ubi-RealDude

Ubi-RealDude



05 Apr

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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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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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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
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Hey guys, thanks for the feedback on this. I'll be sure to pass this along to the team. What World Tier are you all playing in when you notice this happening?

03 Apr

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The talk of a PvE DZ is by no means new, and currently by way of the Requesting Backup feature, the moments of another Agent swooping in for a clutch save can - and do - still occur. While simultaneously allowing for people to opt in or out as they choose. With an additional World Tier and new content just few days away - the harder content you're looking for is just around the corner.

What do you feel the base game outside of the Dark Zones is lacking that only a public PvE instance provides? What parts of the DZ make it feel separated from what you're looking for? How might repurposing the DZs impact those who do commonly use them as they exist currently?
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Just a reminder everyone that while the discussions here can get heated, the forums is a place for conversation and sharing ideas; not mockery, insults, or flaming. Let's keep this thread on the up and up, please, it's a very interesting read.
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How difficult do you feel the most challenging content in the game should be? What might the benchmark be for what is currently the hardest difficulty? Do you feel it is fair if a game strong arms you into adapting aspects of your playstyle to fit the design of the game?
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Interesting conversation here, everyone. Are there skills themselves that you feel could make a bigger impact than they do? How did you end up using the skill layout that you use now?
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Originally Posted by BADA_187
So with other words, you guys only know Extreme Buff or Extreme Nerf? never heard of balancing? there is something off here and you know it.. unless.. you have not played the game..
Sorry for the confusion, perhaps a slight change in the phrasing will help clear things up.

How might the difficulty of the game be improved for players by means other than solely tweaking some numbers as was done throughout the beta stages?
I'm probing for thoughts and feelings from players besides just a "nerf" or "buff." Difficulty has a capacity to be far more dynamic than just numbers.
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Originally Posted by Sangersss
Gottta say, I like being able to direct the target of my turret. I use it to rush NPCs, I charge at them to shoot them out of cover. As I approach, the RB button indicator appears, so I can mark them. When they pop out of cover, my turret does additional damage. It's like having an extra team mate.
Couldn't agree more!

Originally Posted by Dwayne-Camacho
I'm not sure anybody would be crazy enough to suggest nerfing skill. There seems to be a maj...
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Originally Posted by PezZilla
I think they can maybe add inline skates or even them heelys shoes with a 8 second activate time and 5 min cool down.
Just my 2 cents.
While I don't necessarily disagree about the feasibility of that... how might it impact the overall tone and feel of the game and environment?
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Originally Posted by Zefa1979
Are you only looking for group feedback?
Because I have cleared all of the heroic bounties alone and I can say that it is extremely boring bullet sponges.
Nothing in that content feels challenging or heroic just boring, one simple turn in the lever should make that much more enjoyable, reduce the health and armor of the NPC's increase the damage output and mix them better, meaning, more medics that actually heal instead of charging me, shield users that protect the bosses instead of running around as nothing can hurt them, make good use of the elite class don't overuse them or we will be dependent on " damage to elites" too much.
The game is extremely focused on bullet sponge enemies, the red stats on gear beat anything else by 10 to 1,...
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Originally Posted by Natfrog
If you did this for PvP then you must do it for the hardest difficulty in PvE. If you start doing this and force PvE players back into the dark zones your game is going to bleed fans just as Div 1 did. PvE is where MOST of your player base is. Pvp was such a balancing mess in Div 1 you forgot about your PvE players and most jumped ship... ...This completely ruined PvE for the majority of fans as well. If you force players back into PvP who DO NOT WANT TO BE THERE then you will surely fail yet again to appease a select few players that want to do nothing but gank other players.
Would you think my previous statement more reasonable if it was, instead:
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