Best posts made by ArthurFriend
Anyone who claims that Heartbreaker isn't too strong either doesn't know the numbers on this set, doesn't understand what balance actually means, or simply isn't very good at this game and is now happy that Heartbreaker makes up for it.
To the clarification:
Imagine a set that always has the coyote mask and always has the fox's prayer. These parts always stay the same so we can only compare the other four slots.
If you use the perfect glass cannon, perfect vigilance, one piece fenris, one piece W&H and 4 times weapon damage as attribute you will have a full red DPS-build with 80% weapon damage and 55% multiplicative weapon damage. 0 armor. 0% bonus armor. And 60% more incoming damage!
Striker completely rolled with armor attributes has with four pieces 680k armor and fully stacked 65% multiplicative weapon damage. 0% bonus armor.
4 parts Heartbreaker completely in blue also have 680k armor but fully stacked 100% multiplicative weapon damage. And 200% bonus armor.
Even though Heartbreaker goes full armor instead of full weapon damage in this direct comparison, it does more damage than the build that goes full weapon damage. Thanks to multiplicative damage. There's no way that should stay that way. Especially because the set with weapon damage takes 60% more damage and Heartbreaker gets 200% bonus armor instead. And Striker doesn't matter anymore in direct comparison anyway.
@traumahawk I understand why you ask that question. Stop being a bully! If you want more players to play legendary missions with like you claim you do, maybe start encouraging instead of criticizing them. Show them how to become just as good as you are.
That's not what the folks want the OP criticizes. These poor to mediocre players don't want to get better at tackling heavy content. They want the hardest content to be made so easy that they can master it without actually becoming skilled. Or why do you think so many newcomers are playing heartbreaker right now?
This set is not balanced.
It totally isn't and it needs a nerf badly! Of course some people will love playing this set because they want the game to be a power fantasy even on heroic difficulty even for the least skilled players. But this is not right. This is why a game, every game like the division, tries to maintain a gear balance.
And heartbreaker is off this balance. Way off this balance. Now the best damage dealing build is build with zero investment into damage attributes. Seriously?
Nobody wants to have the set completely destroyed. But if you want to bring it on par with for example striker, it should deal the same damage, but also offer some bonus armor in return for the downside of having to pulse enemies.
So a proposal would be to reduce the damage by half to 0.5% per stack and the bonus armor by half to 0.5% per stack and 1% with the backpack. This way a complete striker set with backpack and chest would have 100 stacks with 0.65% multiplicative weapon damage for just hitting enemies. And heartbreaker with chest and backpack would also have 100 stacks but with 0.5% multiplicative weapon damage and 1% bonus armor for hitting pulsed enemies.
It's a recalculation correcting an until today wrong calculation. Nobody loses anything, from today on the system will work just as promoted. A lot of people just got mislead by stupid streamers and youtubers telling them to abuse the tombs and level up quicker thanks to wrong calculation. Which now has been corrected. If those great content creators knew enough about the game, were serious enough and really interested in their communities they wouldn't have told their viewers to exploit a game error, but rather would have helped to clear some confusion and told people to stay calm.
Op is right. Recent updates have constantly added gear and mechanics that make the game easier and easier for people who should rather be playing CoD.
Players who seek challenges don't really get them from the game anymore. When veterans and regular players will very soon be able to bring 10 to 20% more damage into raids and legendary missions, they will quickly become just a walk in the park too.
The entitlement on display here is disgusting! As if your gaming achievements are important, the audacity to think that that will intimidate others. You label yourself as the 1% elites and think you are above others. Its pathetic really.
Isn't it also pathetic to demand rewards others have earned with hard work and vast knowledge without being willing to make the same effort? Isn't also pathetic for players who already can play on five easier difficulties to demand to have the hardest difficulties made easy as well, thereby selfishly ignoring that this hard content is the last activity left in the game for players who actually enjoy hard content?
The only players that don't want it nerfed are the ones that need an OP build to do difficult content.
I would buy the whole "Don't use it if you don't want to" argument if we were all in a bubble and it only affected ourselves, but it doesn't. It's a Co-op game
I agree. I totally agree. If the division was an offline single player game I wouldn't care at all. But this is an online game with a very important multiplayer and coop portion. Therefore this game needs to have a balance not to ruin the otherwise great coop experience.
I have to admit I sometimes do not get all the fuzz about expertise. It's a system for the most hardcore players investing hundreds, no, thousands of hours into this game. Give them something to grind, I am completely fine with that.
In the current live game I have to use neither optimization nor expertise and I can solo legendary missions. On a good day. On bad days I can still finish them with matchmade players. No player with less than 1000 hours should even worry about this system as it will not, or rather should not, touch their gaming experience in any way. It's not an addition meant to do so. It's for the vets.
Latest posts made by ArthurFriend
or better not inventing things like Expertise again and better provide good playable content instead
Expertise neither has anything to do with the question whether to also add underground to division 2 although we already do have a very similar mode with the summit, nor is it a excuse for cheating, nor does adding a progression system exclude adding new content (proof: countdown).
in principle I agree, all known exploits should be eliminated.
seriously? Who cares about the exploits?
So which one is your actual opinion? You can't have both, I am afraid.
Or is it just like I mentioned before – only the exploits you don't use yourself are bad?
I propose a new feature where we can exchange credits between the types. This could be in the form of a new vendor type character (currency exchanger / forger?) or built into the existing crafting bench feature. We would sacrifice some credits of one (or more) type - and probably some materials too - in exchange for an alternative desired currency. Obviously the exchange rates and material requirements can be set and tweaked approriately to discourage abuse. I would actually expect them to be pretty severe, but at least provide another option.
Absolutely against this, sorry. It's not that any vendor would regularly sell items that you can't get other ways as well. Even the dark zone exclusive named items can be obtained by buying named item caches. So there's really no need to make every item available at every vendor or for any currency.
Certain currencies are tied to certain activities. Period. Certain loot is tied to certain activites. Period. And in the dark zone we earn dark zone XP and in conflict we gain conflict ranks and in pve we gain regular XP.
And I don't even want to think about implementing this: which currency would be exchangeable into which currency at what rate? Which currency is the most valuable? How much easier is it to earn countdown requisition than e-credits and how much more expensive will the currency exchange then be? What about players who have millions of e-credits who could suddenly just buy other currencies? How would that be fair? Would that even be possible to balance? When would players start using character boosts to get e-credits from the shd watch to buy dark zone currency without ever having entered the dark zone? That just gives me headaches. Just leave the currencies where they are.
We do always have something to grind. Expertise gives us enough to grind for. Sure, some people cheat their way up on floor 10, but that's no reason to not so see expertise as what it is meant to be.
Instead of adding another grind to repeatedly bring you to a point where you have already been before they should just fix damn floor 10 to make expertise a worthy long term task.
What do you mean by "gone"? The project isn't visible anymore in your projects list? Or the donated materials got reseted? The latter always happens when an unfinished projects expires.
squeeze in a few GE challenges, only to do so and later notice that the GE was deactivated!
So now I don't know how to ask this without sounding insulting. But it's really not meant that way! I swear.
I'm just interested in how you can play multiple activities without noticing if a global event is activated or not?
I mean, there are also people who don't notice that they have a GE activated and then complain here in the forum that the game has suddenly become harder.
Sure, it's understandable that it would be nice if the game would remember the GE setting - but obviously, simply turning GEs on and off already overwhelms some users. How should the game then decide whether the player wants to play with GE activated in the open world after playing in the dark zone, in raids or in countdown without GE?