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The Division

Discussion in 'Shiny Things' started by Jeffy, Mar 14, 2016.

  1. Jeffy

    Jeffy Hmm...

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    Agents,

    The servers will shut down for an unscheduled maintenance tomorrow, Friday, April 24th at 11:30 CEST, 05:30 AM EDT, 02:30 AM PDT.

    Estimated downtime is approximately 1 hour 30 minutes.

    Maintenance Notes:

    • M1A Classic/Baker's Dozen Rifle Rebalance
      • Revert 40% damage reduction.
      • 20% damage reduction in PvP
    • Fixed an issue with players not being able to attack generators and blocking mission progression.
    • Fixed an issue causing all Turret skill variants to fail on thrown deployment with the Cool Skills Directive activated.


    Since we're still working on these fixes, we will update their status tomorrow during the maintenance.
    Please follow this thread for additional updates as work on several issues progresses.

    Thank you for your patience,
  2. Jeffy

    Jeffy Hmm...

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    So far, the M1A feels great again. Maybe even more so. I've been playing Heroic and now that I've dropped down to Hard, it's really strong. Supposedly they tweaked the NPC's for a quicker TTD so that might be part of it.

  3. Jeffy

    Jeffy Hmm...

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    Finally got 4 of them to the full 10% buff. It does make a difference for sure. I think it's worth around 200K armor which is where all of the additional armor comes from. Now I have to work on CritC so I can switch some mods around to CritD and eak out a bit more overall damage. For Defence I'm thinking Hazard protection which will help against that sludge the cleaners shoot at you. Probably go with accuracy for Handling and Skill Haste or Duration for Utility.

    [​IMG]

    It's interesting to see the AAR for different type of players. Ivan is usually a tank though sometimes he's CC. Jim is a hybrid tank/dps I think. He's usually the one runnign around activating stuff. I'm a glass cannon DPS so I'm covering everyone when I'm not shooting the heavy's, warhounds or knocking out generators. Oh also repellers from the helo's. Those guys are fun since they can't shoot back.

    [​IMG]

    We also killed Saturn on the Manhunt. In these smaller areas I'm a real easy target. They also hit really hard. I almost always carry a revive hive so Jim doesn't have to come back for me as often. We have to finish Jim's then we can do it again. I'm glad they got rid of the message where it says you've finished this one Normal. Global Difficulty doesn't change Bounty's difficulty. No Hard will always be Hard no matter if it's on Normal, Hard Challenging or Heroic. I spent way too much time killing Jupiter on Normal, Hard and Challenging and there's no difference.

    Oh we also did Manning Zoo. They really nerfed it. At least for Challenging, there are no more mortars which is good. They were a PITA for Challenging and I know were a real problem for Heroic. This time it was a lot easier to finish and we ran through it in about 35 minutes. I'd one of the least liked mission because of how hard it is. We haven't tried DARPA since TU9 either.

    [​IMG]
  4. Jeffy

    Jeffy Hmm...

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    I haven't checked out crafting mods supposed to be better.



    This is the build everyone's talking about. Thought about trying it but I fon't have Tactition tiered up. Might still try it.

  5. Jeffy

    Jeffy Hmm...

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    Finally made it through all of the stages to "unlock" the specilizations.

    [​IMG]

    If you don't have any of these, it might be worth it to pick up. The Contractor Gloves are decent since they ade mad roll on DNG to Armor. They are being sold by Cassie in the Financial District.

    [​IMG]
    [​IMG]
    [​IMG]
  6. Jeffy

    Jeffy Hmm...

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    Well, there's a new Global Event, Reanimation. It's like in TD1 where there were events. Makes things interesting. You've got to pay attention to where the bodies drop and if they're going to reanimate or not. In some ways it's easier since it feels like they reduced the number of NPC's. The hard part is remembering where the bodies drop as you move onto another target. If you forget you might get flanked without knowing it. When they revive they have a green bar and it's only 1/3 health. If you shoot them in the head the green cloud erupts and acts like a toxin which will drop health and armor. One of the goals is to chain a headshots. Another is to do a headshot and then have it affect a group of NPC's.

    Also for those who started to collect the Nemesis parts like Jim and I did, Roosevelt Island is Invaded and the last part needed.
  7. Jeffy

    Jeffy Hmm...

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    I have to say some of the requirements for the Re-Animation Event suck. Taking photo's wasn't too bad but doing the Weak-Point kills was a PITA. You need 50 and you get maybe 1-2 in each group of NPC's... I've finished 2/4.
  8. Jeffy

    Jeffy Hmm...

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    I finished the Global Event and even farmed the Adrestia SR1 which is at Tidal Basin. I have two on my Alt.. The Global Event kinds sucks when you're farming. Oh and I now have a Level 40 Nemesis. Anyone else want to farm the Adrestia SR1 let me know as I have 4 more days for Tidal Basin to be open. Or if you need help with getting though the Global Event.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Here's the Nemesis. Looks like it stopped allowing me to get the Adrestia SR1 after 3 runs. So now I have a complete rifle, the parts so I can collect another and one Adrestia SR1 to store. I think I played Tidal Basin 5-6 times just today.

    [​IMG]
  9. Jeffy

    Jeffy Hmm...

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    A reminder that the next Manhunt starts in 11h.

    Title Update 9.1
    Introduction
    Title Update 9.1 focuses on addressing the NPC behavior outliers that were identified as frustrating and unintentional difficulty spikes. Besides that, it is also a bug-fix update that addresses problems like the frame drop issues in the Dark Zone.
    Maintenance
    TU9.1 will be released on Tuesday, May 12th
    Title Update 9.1
    This is an overview of the so far communicated changes - keep in mind, this is not the final list, the patch notes will be released on Monday.

    Bug Fixes
    • Framerate drops in the Dark Zones.
    • Friendly Oxidizers damaging ally Skills.
    • Recommended Activity tab not closing.
    • The Frenzy talent staying active when swapping weapons.
    NPC Balancing
    Title Update 9.1 will also include balance changes for NPCs, addressing enemy Skills, weapons, and abilities that stand out as causing difficulty spikes. The developers are still looking at further changes and adjustments, and the first pass includes the following:
    • Status Effect from NPCs
      • Reducing the damage that burn applies
      • Reducing the damage that bleed applies
      • This will also affect PVP
      • Duration will stay the same in TU9.1
    • Grenade Accuracy will be nerfed for NPCs
      • Accuracy is reduced further based on the distance to the target.
      • Less accuracy for Hyena Thrower
      • Less accuracy for Black Tusk Minitanks
      • Less accuracy for Cleaner Napalm Turrets
      • Elites have better grenade accuracy
      • Hunters and Rogues and Legendary NPCs have better accuracy than elites but you should still feel a difference to before TU9.1

        The throwers of the different factions have different throwing ranges. The Outcast thrower has an optimal range of 20m, so you will notice it earlier, while the Hyena Thrower has a 30m optimal range.
    • Nerfed damage and out-of-cover accuracy of the SMG used by red-bar Hyena Assault
    • NPC Blindfire accuracy will be reduced. That will be especially noticeable for Legendary NPCs (but while they start inaccurate, after 5 or 6 seconds they are also semi-accurate again).
      • NPCs will no longer blind-fire with a shotgun or sniper rifle; instead, they will switch to a pistol to blind-fire. Hunters, Rogue Agents, and some bosses are an exception and can break this rule. Also, Tank archetypes will no longer blind-fire.
    • NPC Aggressiveness
      • Causes
        • There is no easy global fix for that
        • There were no intentional changes for that in TU8
        • It was a combination of changes and also increased difficulty that highlighted some underlying issues.
        • More changes are still being worked on
      • Changes
        • Reduced the frequency and aggressiveness of NPCs to advance towards hidden targets. (when you were hidden for a longer period of time (8s), factions like the Hyenas would advance towards your position. They now wait longer and it was changed how they advance towards you)

        • Hyena / Cleaner / Outcast Assault had a bug that when you were closer than 5 meters they would start circle around the player. That would cause an aggressive loop until you would run away from them. That will no longer happen and they will back away.

        • Non-Tank NPCs under status effect like Blind or Burn will no longer run towards the player but hold the position or back away.
    • Hyena RC Car
      • explosion damage was reduced
      • the lingering fire duration was reduced
      • how often they spawn was reduced
      • How long burn / confuse status is applied to the player
    • NPC Skill Balancing
      • Black Tusk Drones do less damage and it was lowered how often they are deployed.
      • Black Tusk Support Station will no longer heal mechanical NPCs (Warhounds and Minitanks and items that should be destroyed)
        • The Legendary version of the Support Station now has healing cap amounts like the normal version.
    • Cleaners Tank flamethrower range was reduced
    • Further lowered likelihood of Tank archetypes rushing toward player hives or turrets to stomp them.
    • Armor kits from NPCs have been changed that they are no longer completely heal them. That change was not applied to bounties and few bosses in the last update. So they only heal to 80% or 70% / 60% when they have multiple armor kits. (Hunters still heal completely)
    • New Status Effect Priorities for NPCs: Ensnare is now more important than blind or burn. Ensnared NPCs will no longer run around when they were burning first.
    • NPC Fireflies of NPCs will no longer do an extensive amount of damage. (it should not one-shot player anymore)
    Player Balancing
    • Reduced how much damage player Skills take from NPCs
    • Player Status Effect buffs (only PVE)
      • Increased damage of bleed, poison, napalm ensnare against NPCs
    • Reduced the size of player hitboxes (against NPCs) when players are blind-firing from behind cover. This should make it feel less risky for players to blind-fire at NPCs.
    • Reduced Burn and Bleed damage against players in PVP
  10. Jeffy

    Jeffy Hmm...

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    Hello Agents,

    We previously mentioned that Title Update 9.1 was meant to be deployed during a maintenance tomorrow but we made the decision today to delay the update, as we feel further testing is needed to ensure we avoid the introduction of new issues and deliver a high quality patch. We aim to get TU9.1 into your hands as soon as possible and our current goal is to deploy the update this week.

    Thank you for your understanding in the meantime.​
  11. Jeffy

    Jeffy Hmm...

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    So the Manhunt for Mercury and Jupiter are unlocked.

    [​IMG]
  12. Jeffy

    Jeffy Hmm...

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    So, I have to say Massive did a good job with the Manhunt. The end mission is pretty good. I hate the EMP things though. They used the same ones that were at Manning Zoo on Challenging. The layout for Roosevelt Island is slightly different and the paths have been changed. It's refreshing actually.

    [​IMG]
    [​IMG]
  13. Jeffy

    Jeffy Hmm...

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    State of the Game - May 13th, 2020
    Massive
    State of the Game
    This State of the Game focused on the launch of Title Update 9.1 and the end of Season 1.
    Priority Alerts
    Known Issues
    Delta Issues

    TU 9.1 has more fixes for that problem, but it is an ongoing issue.

    Targeted Loot

    They had reports, that Targeted Loot changes at the end of a mission. This is not intended, it should switch once a day. That is being looked at.

    => you can check out the Known Issues here: Link
    The Division 2 - Title Update 9.1 - Patch Notes


    Massive // Massive Response
    Maintenance
    The servers will shut down for maintenance on Thursday May 14th at
    • 09:30 CEST,
    • 03:30 AM EDT,
    • 12:30 AM PDT.
    Estimated downtime is approximately 3 hours.

    Maintenance Notes:
    • Implementing Title Update 9.1.
    => Source.

    PTS

    For Title Update 10 there will be a PTS to test all the changes and fixes.

    Since Title Update 10 will have new Talents and gear, it is good to have a PTS to see how players will use that gear.

    What is PTS
    • This is a public test server, where they deploy an update that is not on the live servers.
    • All PC Players that own the game will have access to the PTS.
    • Console PTS are still difficult since all updates have to be verified by Microsoft, Sony, and Google and that takes time. Since PTS should be very dynamic and fast to test things (3 days topic 1, 3 days topic 2 for example) it would just take too long and delay things more.
    Goals
    • The plan is that the players will have an exact list of what they should be testing.
    • There will be multiple phases (bugfix/gear etc) that will focus on specific topics.
    • There will also be patch notes that will be as complete as possible to highlight the changes
    • More information about that will follow.
    • A date has not been specified as of now since it has to be synched with the Title Update 10 development to get the most of it.
    The raid should not be part of the PTS.

    Dates will be communicated as soon as possible.
    Season 1 Reflection
    Time Trials highlight Issues
    • When there are time trials in the game, that requests to finish missions in a short amount of time, it also highlights issues with NPCs and balancing.
    • These are some of the issues that will be addressed with TU9.1
    Seasonal Manhunt has been well received
    • One of the consistent pieces of feedback was, that the Seasonal Manhunt aspect and the story revolving around Jupiter and her crew have been well received.
    • That there are now Cleaners in D.C. has also been highlighted
    • Also the discussion “are The Division the bad guys”, especially after the Jupiter Collectibles has been great.
    Season 1 Wrap Up
    The four Manhunt Targets are now available and you can also unlock Jupiter and get the EMP Sticky Bomb.

    The last encounter against Jupiter is in a reworked Roosevelt Island mission and you will not only hear, what exactly Jupiter’s goals are but also face some new challenges, that are new to The Division.

    The Mission is replayable and you can select it on the mission like when it is invaded.

    Once Season 1 is over, you can unlock the mission again, after unlocking a specific amount of levels in Season 2 and then it will be permanently available. This is also how you get the EMP Sticky Skill when you have not finished the Seasonal Manhunt. So it should stay around like a “legacy mission”.

    Season 1 ends on June 1st.

    With TU9.1 You can buy Season Levels from the store for 100 Premium Credits and finish the reward track that way if you had not the time to finish the Season Levels.

    This will also be the case for Season 2.

    => Link

    Season 2 Discussion
    There has been a lot of feedback about the seasons.
    • One thing they are looking at the ratio of things that you can do solo and things that don’t work so well solo.
    • They are also looking into Global Event progression what advances you on the Reward Track and what not when you play solo or in a group. (Things like Kills should be competitive but some things should be shared. But as it turned out, some of those functions were bugged) They will address some of these issues with the next Guardians GE.
    Since TU10 should be as stable as possible, the PTS and that will be the focus, so they currently have no specific date when Season 2 starts.

    In essence, the PTS will decide when Season 2 will launch – if they find a lot of issues, Season 2 will start later.

    The Season Pass for Season 2 will also be purchasable in the Store.
    Raid 2
    The second raid still has a spring release date and there will be a 2-week heads-up before it drops so that you can get ready.

    The PTS will also affect the raid release date. (a big balance pass is not good right before a raid-drop)
    Crossplay
    Stadia and PC have crossplay now. That is not something that will likely happen for consoles any time soon. The game was not made with crossplay in mind, so the efforts to make that happen would be quite big.
    PVP
    Some of the TU9.1 changes have an impact on PVP, TU10 is an overall balance pass, that one will also have an impact on PVP.

    When they have more details, they will communicate it.
    Roadmap
    Community Resources
    The community has provided many guides, tools, and lists: Link
    Important links
  14. Jeffy

    Jeffy Hmm...

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    As another reminder Season 1 ends June 1st so if you haven't unlocked everything yet, you've got some time to do it still. That means the Manhunt will also end.
  15. Off the grid

    Off the grid Morally flexible Supporter

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    I've done the entire Jupiter manhunt on Challenging....what other things are there to unlock?
    Looks like there's another Manhunt in que in a few days.
  16. Jeffy

    Jeffy Hmm...

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    The funny thing about Manhunts is that the Global Difficulty doesn't seem to matter. Like with Bounties a Hard is a hard. If you're on challenging, it's still a hard and doesn't seem to scale up at all. I've killed Neptune several times on Normal, Hard and Challenging. Doesn't seem to be any difference at all. I've got all the other ones at their last mission requirements but I'm not sure if I want to do Darpa or Coney Island again unless someone else needs to still do them. Those missions suck. I have one more for Mercury which I think will still open up Jupiter without doing the others. Been waiting on that to see if Jim or anyone else will come back or not.

    There's 100 levels of the Season 1 which give you rewards. In 6 days there will be another global event but it's not a Manhunt. It's a status effect event like Reanimated was. I didn't care for Reanimated since it made the manhunts take longer to do.
  17. Jeffy

    Jeffy Hmm...

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    Welcome to the PTS!

    We’re glad to see that you are participating in the Public Test Server for the upcoming Title Update 10. The PTS is a developer build meaning that some things you encounter will be a work in progress, bugs might be present and balance changes might not be final. We want you to be a part of the journey to make TU10 the best it can be, and we highly encourage you to leave your feedback and bug reports on the dedicated PTS forums.

    For the first PTS phase, we’d like feedback on these topics in particular:
    • Weapon Balance (Exotics and Sidearms balancing is still being worked on, and changes will be available in Phase 2)
    • Gear Set Balance
    • PvP Weapon Damage & TTK (time-to-kill)
    • Difficulty / Player Power
    • Loot / Rewards

    If you have thoughts on other aspects of the game, don’t hesitate to let us know!

    The following content will be disabled during the TU10 PTS and is not accessible to participants.
    • Raid 2 – Operation Iron Horse
    • Season 2
    Additionally, some changes mentioned here have not made it onto the Phase 1 version of the PTS.
    Such items that are planned for the PTS but were not implemented are marked with this color.

    New Exotics
    SRS Sniper Rifle: Mantis
    • Your scoped view displays additional information about enemies not targeting you
    • Headshot and weak point damage against enemies not targeting you amplified by 50%
    • Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
    Mask: Vile
    • Status effects also apply a damage over time debuff for 10s
    • Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
    Double Barrel Rifle: The Ravenous
    • On trigger-pull, fire both barrels at once
    • When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
    • Hits from one shoulder will detonate all of the opposite shoulder's primers when present
    • When detonated, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
    • Primer effectiveness is doubled at 10 stacks
    Magnum Revolver: Regulus
    • Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
    • High base damage
    Developer comment: The Ravenous & Regulus are exclusive to the upcoming Operation Iron Horse but are present on the TU10 PTS for balancing and feedback purposes

    New Gear Sets

    Eclipse Protocol
    • Core: Skill Tier (Yellow)
    • 2: +15% Status Effects
    • 3: +15% Skill Haste and +30% Hazard Protection
    • 4: "Indirect Transmission" Enemies that die while affected by your status effects spread those status effects to another enemy within 15m and refresh 50% the duration
    • Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
    • Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
    Foundry Bulwark
    • Core: Armor (Blue)
    • 2: +10% Armor
    • 3: +3% Armor Regeneration
    • 4: "Makeshift Repairs" Whenever you or your shield take damage, 40% of that amount is repaired to both over 10s
    • Chest talent: "Process Refinery" Increases Makeshift Repairs from 40% to 60%
    • Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 10s to 6s
    Future Initiative
    • Core: Skill Tier (Yellow)
    • 2: +15% Repair Skills
    • 3: +15% Skill Duration and +15% Skill Haste
    • 4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
    • When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
    • Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
    • Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
    New Gear Brand
    Walker, Harris & Co.
    • Core: Weapon Damage (Red)
    • 1: +5.0% Weapon Damage
    • 2: +5.0% Damage to Armor
    • 3: +5.0% Damage to Health
    New Talents
    Weapon Talent: Future Perfect
    • Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
    • Weapon kills at skill tier 6 grant overcharge for 15s.
    • Overcharge Cooldown: 90s
    Weapon Talent: In Sync
    • Hitting an enemy grants +15% skill damage for 5s.
    • Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
    • Damage increases are doubled while both buffs are active at the same time.
    Backpack Talent: Adrenaline Rush
    • When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
    • Cooldown: 5s
    Chest Talent: Headhunter
    • After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
    • This damage is capped to 1500% of your weapon damage.
    Gameplay Changes

    Missions
    • Reduced how many elites will spawn in the following mission:
      • Manning National Zoo
      • Coney Island Ballpark
      • Coney Island Amusement Park
      • Camp White Oak
      • Space Administration HQ
      • Federal Emergency Bunker
      • Wall Street
      • Liberty Island
      • Pathway Park
      • Stranded Tanker
      • The Tombs
    Loot
    • General
      • Added all new season 2 weapons/gear to general loot pools
    • Targeted loot
      • Increased targeted loot drop chances for all mission and Control Point difficulties
      • Added new season 2 brand to targeted loot rotation in New York
    • Named Items
      • Increased named item drop chance in regular Dark Zone loot
      • Increased named item drop chance in targeted loot everywhere
    • Exotics
      • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
      • Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
      • Coyote's Mask drop from Coyote no longer has a minimum season level requirement
    • Control Points
      • Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
      • Increased the amount of scaling loot from the big Control Point reward container
    • Legendary
      • Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
    Vendors
    • Added Named Items to both Open World and Dark Zone vendors
    • Increased prices for Named Items
    • Increased item quality for all vendors
    • Vendors no longer sell Superior quality items at maximum level
    SHD Levels
    • Added Field Proficiency cache to SHD level-up after reaching the maximum season level
    • Increased crafting material rewards for spending SHD level points in the Scavenging category
    Conflict
    • Added Season/SHD experience gain on Conflict level-up
    Rogue Agent Encounters
    • Every Rogue Agent killed will now drop loot
    • Rogue Agent encounters no longer occur during time trials
    Control Point Officers
    • Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
    • Reduced the likelihood of Control Point Officers being downed in combat
    Bounties
    • Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
    • This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
    • Scheduled bounties, such as daily and clan bounties, are unaffected.
    Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.

    Projects
    • New Season Pass Holder Project Slot.
      • Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
    • Weekly SHD Requisition Project Slot
      • Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache.
      • (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
    • Legendary Mission Project
      • After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
      • Completing the designated legendary mission will reward you with an exotic cache.
    Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.

    PvP


    Developer comment: This is a first pass at addressing TTK (time-to-kill) in PvP via global/individual weapon damage adjustments, and is not necessarily representative of final values. We will be closely monitoring PTS1 feedback in order to make further adjustments as needed, with additional tuning planned for PTS2.
    • Global Modifiers
      • Increased MMR PvP weapon damage by 12%
      • Reduced global PvP weapon damage by 20%
      • Reduced Assault Rifle PvP weapon damage by 15%
      • Reduced Rifle PvP damage by 5%
      • Reduced SMG PvP damage by 10%
    • Skill Modifiers
      • Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
    • Weapon Specific
      • Increased Double Barrel Shotgun PvP damage by 20%
      • Reduced Pestilence PvP damage by 10%
      • Reduced Classic M1A damage by 5%
    Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate.

    Note: Assault rifles are still tuned to be 10% stronger than default in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes.


    Additional PvP Balance Adjustments (Coming in PTS2)

    • Negotiator’s Dilemma
      • Reduced the range at which marked targets can damage each other when critically hit (PvP only).
      • Added visual UI feedback when in range of another marked target.

    • Imperial Dynasty
      • No longer automatically applies burn status effect to the nearest enemy in range.
      • Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
      • Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
    Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.

    • Pestilence
      • Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)

    Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.

    Weapon Balance

    Weapon Handling Changes
    • 1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
    • Reduced the maximum amount of Weapon Handling rolled on gear by 4%, to a maximum of 10% at level 40.
    Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +10% Weapon Handling will now give you:

    • +10% Accuracy
    • +10% Stability
    • +10% Swap Speed
    • +10% Reload Speed
    This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.

    Weapon Damage Changes
    Developer comment: Sidearms and Exotics are still being adjusted and will be updated in PTS Phase 2.
    Some damage increases are large and might be toned down after testing.


    Assault Rifles
    • AK-M – 15.8% damage increase
    • F2000 – 14.3% damage increase
    • Military AK-M – 13.2% damage increase
    • Black Market AK-M – 13.2% damage increase
    • FAL – 12.0% damage increase
    • FAL SA-58 – 12.0% damage increase
    • FAL SA-58 Para – 12.0% damage increase
    • SOCOM Mk 16 – 11.4% damage increase
    • Tactical Mk 16 – 11.4% damage increase
    • Mk 16 – 11.4% damage increase
    • AUG A3-CQC – 11.2% damage increase
    • Honey Badger – 10.9% damage increase
    • FAMAS 2010 – 10.6% damage increase
    • ACR – 9.7% damage increase
    • ACR-E – 9.7% damage increase
    • Military G36 – 9.5% damage increase
    • G36 C – 9.5% damage increase
    • G36 Enhanced – 9.5% damage increase
    • Carbine 7 – 7.6% damage increase
    • Military P416 – 7.4% damage increase
    • Custom P416 G3 - 7.4% damage increase
    • Police M4 – 6.8% damage increase
    • CTAR 21 – 6.2% damage increase

    LMG
    • Classic M60 – 12.5% damage increase
    • Classic RPK-74 – 12.4% damage increase
    • Military RPK-74 M – 12.4% damage increase
    • Black Market RPK-74 E – 12.4% damage increase
    • Military M60 E4 – 9.2% damage increase
    • Black Market M60 E6 – 9.2% damage increase
    • Military L86 LSW – 8.5% damage increase
    • Custom L86 A2 – 8.5% damage increase
    • IWI NEGEV – 2.6% damage increase
    • Stoner LAMG – 2.0% damage increase

    • M249 B – No changes
    • Tactical M249 Para – No changes
    • Military MK46 – No changes
    • MG5 – No changes

    • Infantry MG5 – 3.2% damage decrease

    MMR
    • Model 700 – 14.9% damage increase
    • Hunting M44 – 13.5% damage increase
    • Classic M44 Carbine – 12.5% damage increase
    • G28 – 11.4% damage increase
    • SOCOM Mk20 SSR – 9.3% damage increase
    • SR-1 - 8.6% damage increase
    • Custom M44 – 8.1% damage increase
    • M700 Tactical – 8.1% damage increase
    • M700 Carbon – 8.1% damage increase
    • Covert SRS – 6.0% damage increase
    • SRS A1 – 6.0% damage increase

    • Surplus SVD – 2.9% damage decrease
    • Paratrooper SVD – 2.9% damage increase

    Rifles
    • UIC15 MOD – 21.6% damage increase
    • 1886 – 21.3% damage increase
    • LVOA-C – 12.1% damage increase
    • M1A CQB – 10.7% damage increase
    • Lightweight M4 – 10.5% damage increase
    • SIG 716 CQB – 8.7% damage increase
    • SIG 716 – 6.7% damage increase
    • ACR SS – 3.7% damage increase

    • SOCOM M1A – No changes
    • M16A2 – No changes

    • USC .45 ACP - 2.8% damage decrease
    • Urban MDR – 5.5% damage decrease
    • Military Mk17 – 11.8% damage decrease
    • Police Mk17 - 11.8% damage decrease
    • Classic M1A - 12.6% damage decrease

    SMG
    • Tommy Gun – 38.8% damage increase
    • PP-19 – 29.6% damage increase
    • Enhanced PP-19 – 29.6% damage increase
    • MP7 – 27.5% damage increase
    • MPX – 20.8% damage increase
    • M1928 – 20.0% damage increase
    • P90 – 15.6% damage increase
    • Converted SMG-9 – 15.8% damage increase
    • Black Market T821 – 15.4% damage increase
    • Police T821 – 15.4% damage increase
    • Vector SBR .45 ACP – 14.7% damage increase
    • CMMG Banshee – 12.5% damage increase
    • Police UMP-45 – 12.0% damage increase
    • Tactical UMP-45 – 12.0% damage increase
    • AUG A3 Para XS – 11.8% damage increase
    • Enhanced AUG A3P – 11.8 % damage increase
    • Tactical AUG A3P – 11.8% damage increase
    • Converted SMG-9 A2 – 11.6% damage increase
    • MP5A2 – 10.0% damage increase
    • MP5-N – 10.0% damage increase
    • MP5 ST – 10.0% damage increase
    • Tactical Vector SBR 9mm – 5.9% damage increase

    Shotguns
    • M870 Express – 23.3% damage increase
    • Military M870 – 23.3% damage increase
    • Custom M870 MCS – 23.3% damage increase
    • Super 90 – 23.2% damage increase
    • Marine Super 90 – 23.2% damage increase
    • Tactical Super 90 SBS – 23.2% damage increase
    • SASG-12 – 21.3% damage increase
    • Tactical SASG-12 K – 21.3% damage increase
    • Black Market SASG-12 S – 21.3% damage increase
    • SPAS-12 – 18.6% damage increase
    • KSG Shotgun – 9.0% damage increase

    Gear Set Changes

    Ongoing Directive
    • Main Talent
      • Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
      • Backpack Talent (New)
    • “Trauma Specialist”
      • Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
      • Increased 3-piece Reload Speed bonus from +20% to +30%

    Tip of the Spear
    • Main Talent (PVE)
      • Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
    • Main Talent (PVP)
      • Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
    • Backpack Talent (New)
      • “Signature Move”
      • Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon

    Aces and Eights
    • Main Talent
      • "Poker Face" backpack talent is now a baseline effect:
      • Flip an additional card on headshots
    • Backpack Talent (New)
      • “Ace in the Sleeve”
      • Amplifies 1 extra shot when revealing your hand

    System Corruption
    • Main Talent
      • Now repairs 20% of your armor in addition to granting 50% bonus armor
      • Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%

    Striker’s Battlegear
    • Main Talent
      • Reduced the number of stacks lost on missed shots from 3 to 2
      • Backpack Talent
      • No longer reduces number of stacks lost on missed shots
      • (New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.

    Brand Set Changes

    Overlord Armaments
    • Increased 2-piece Accuracy bonus from +10% to +20%

    Douglas & Harding
    • Increased 2-piece Stability bonus from +10% to +20%
    • Increased 3-piece Accuracy bonus from +10% to +20%

    Fenris Group AB
    • Increased 2-piece Reload Speed bonus from +10% to +20%
    • Increased 3-piece Stability bonus from +10% to +20%

    Developer comment: This together with the change to Ongoing Directive was done to make Accuracy/Stability/Reload Speed have a more noticeable benefit on brand/gear set bonuses alongside the improvements to Weapon Handling.

    Talent Changes
    • Leadership: Bonus Armor increased to 15% from 12%
    • Spike: Skill Damage Duration increased to 15s from 8s
    • Reformation: Skill Repair Duration increased to 15s from 8s
    • Creeping Death: No longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.

    Skill Changes
    • When Shock Trap’s active duration ends, its cooldown is refunded an equal number of seconds that it was active.
    • Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration

    Bug Fixes

    • Fixed the Gunslinger talent icon. No longer uses the Gunslinger emote icon
    • Fixed Empathic Resolve talent to no longer buff’s a skill’s owner when a skill proxy is healed
    • Fixed Trauma talent to correctly scale with the Status Effects attributes
    • Fixed Unstoppable Force talent to no longer trigger when your own skills die
    • Fixed FPS drops related to having Rogue Agents in your proximity
    • Fixed FPS drops in Invaded Dark Zone during extraction
    • Fixed FPS drops in Invaded Dark Zone when new group member joins the session
    • Fixed various FPS drops encountered in main missions.
    • Fixed crashes experienced by AMD Ryzen 1000 series CPU’s users
    • Fixed Striker’s Battlegear gear set gaining stacks from shooting group members, dead bodies and friendly NPC’s
    • Fixed a location in Tidal Basin stronghold where players could get stuck
    • Fixed a location in Roosevelt Island stronghold where players could get stuck
    • Fixed an unreachable ammo box in the Roosevelt Island mission
    • Fixed a bug causing players to be unable to abandon the Liberty Island mission under certain circumstances
    • Fixed not being able to see chat when in a downed or dead state
    • Fixed a location in DARPA Research Lab that would not drop loot near the player from enemies in an unreachable area
    • Fixed a bug allowing players to bypass the Liberty Island boss fight
    • Fixed multiple occurrences of the respawn button being available despite group wipe when fighting Rogue encounters
    • Fixed control point UI incorrectly displaying normal difficulty regardless of global difficulty
    • Fixed not being able to choose difficulty on sub Level 40 characters, if a Level 40 character have Heroic global difficulty active on the account
    • Fixed the Hard Wired talent resetting the Chem Launcher cooldown when firing the Chem Launcher
    • Fixed weather effects and grass sometimes present in sewers
    • Fixed an issue causing the True Sons tank firing animation to desync
    • Fixed Cleaner engineer weakpoint being targetable by the Firefly despite being destroyed
    • Fixed players being able to see enemy health bars while blinded.
    • Fixed missing blueprint name in the reward unlocked UI prompt.
    • Fixed an issue causing the Airburst Seeker Mine to not explode under certain circumstances
    • Fixed various occurrences of NPC’s getting stuck
    • Fixed a location on the Wharf Conflict map that would render players invulnerable
    • Fixed Tidal Basin stronghold not being on the leaderboards
    • Fixed a placeholder icon present when the Shock Trap is affected by a debuff
    • Fixed Negotiators Dilemma marks incorrectly staying active on players after respawning
    • Fixed inconsistencies in the weekly invaded mission rotation
    • Fixed players being able to detonate Sticky Bombs when affected by the disruption effect
    • Fixed friendly control points sometimes showing manhunt symbols when in another players group
    • Fixed SIG 556 not granting materials when deconstructed
    • Fixed a T-pose caused by interacting with the in-game store when having the minigun equipped.
    • Fixed the leaderboard incorrectly showing information from the previously viewed mission
    • Fixed some UI elements being partially off screen when in the Seasons menu
    • Fixed the Plague of the Outcasts debuff incorrectly spreading to mechanical NPC’s.
    • Fixed Reanimated Global Event kills from group members not counting as progression
    • Fixed Reanimated kills not counting if the reanimated NPC does not shoot after being reanimated
    • Fixed “Improved Sticky Payload” not increasing stats for several Sticky Bomb variations
    • Fixed several ladders not being climbable in the open world
    • Fixed a Grand Washington Hotel progression blocker caused by enemies getting stuck in spawn closets
    • Fixed Polarity Switch Global Event progress counting in missions with no Global Event modifier active
    • Fixed inventory UI showing an incorrect number of mods stored
    • Fixed “Decoy Housing Shell” not increasing health value of the Decoy
    • Fixed “Trap Charge Improvement” not increasing duration of Repair and Shrapnel Traps
    • Fixed Polarity Switch Global event modifier not updating if activated after starting a mission
    • Fixed an issue allowing instant reload of weapons by swapping over to an empty weapon and back
    • Fixed the Space Administration HQ mission being completable without defeating all enemies.
    • Fixed incorrect Skill stats shown when having a skill at least at Skill Tier 1 and which is not equipped
    • Fixed description inconsistencies between the Pulse skill and its skill mods
    • Fixed description inconsistencies between the Hive skill and its skill mods
    • Fixed players incorrectly taking armor damage when reviving a teammate with the Shield equipped
    • Fixed multiple skill mods not increasing the radius of Airburst and Mender Seeker Mine
    • Fixed multiple skill mods increasing the charge speed of the Jammer Pulse
    • Fixed the loading screen not updating the progress bar when accepting a group invite on PS4
    • Fixed Drone skill pathfinding causing it to get stuck under certain circumstances
    • Fixed the Plague of the Outcasts debuff occasionally not jumping over to another target
    • Fixed an incorrectly setup spawn closet near the Ivy Tunnel Control Point, causing NPC’s to get stuck
    • Fixed Striker’s Battlegear not counting shotgun pellets individually for stack gain
    • Fixed Public Executions spawning too many NPC’s on Challenging difficulty and above
    • Fixed various locations where players could get stuck in the open world
    • Fixed a location where the player could fall through the map in the open world
  18. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    Lots of new Named Weapons and Exotics. You can unlock a bunch at the Vendor in the BoO. Problem is they're all mediocre rolls. Strangely enough when on the PTS my SHD level drops 25 levels which throws off a direct comparison to any current get you're running.

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  19. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    Interesting build on the PTS. I'm sticking with my Crit DPS rifle build. I don't really like t face tank.



    Crazy armor regen in TU10. Would be great for Heroic and Legendary tuff.

  20. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    Anyone still need to take down Jupiter? I've done all the missions a second time and I'm ready for the Stronghold with Jupiter. There is one week left to do this event.

    Also, I ran DAPRA solo and one thing I can confirm, if you take out the sniper Boss at the end really quick you don't have to deal with any of the mortars. It's still a sucky missions though. Especially with the drone room. I also found out you can destroy the big drone at the end of the Pentagon before you have to protect the server. It makes it really easy to finish with it gone.