Best posts made by LateNiteDelight
@gt-hades I think the better nerf would have just been to drastically reduce the bonus in PvP only, like they do with Unbreakable
But a nerf of Intimidate was needed in PvP. I can also understand why they did it for PvE [how they think about balance], but don't necessarily feel like it was needed.
• add all the directives as options, like the Summit. Also add manual group scaling, so a smaller group could play 4man scaling if desired.
• Tweak Elite Patrols: Rogue Agent + Chunga + Veteran/Elite friends. Add a Directive that allows them to be White Tusk, tweaking their AI to tether them to their Rogue Agent?
• Allow us to respawn Hunter fights, by simply doing the last task if we've already defeated the Hunter's [and remove the time of day requirements for those with them].
• Add new Bounty locations
• Add new spawn closets for CPs, with randomization
• Add Unusual Fireteams from the Summit
• Project to rebuild Castle into a working Settlement
• New Open World Activity: start at White House, and need to defeat multiple Blockades on our way to defend a Settlement
• Turn each Quarantine Building into an activity - maybe featuring the Sewer Faction? Or Rogue Agent nests?
A dynamic battle over the map between all the factions, with the settlers on our side. End goal is to drive the factions back to their Stronghold, for a reworked version leading to final defeat of the faction. They'll mount dynamic attempts to retake territory, while you'll be alerted by settlers to come help. Like GTA San Andreas, but better, thanks to advances in computing power and game engines since.
Or adding difficulty scaling to Classified missions + Legendary for Open World, that swaps all Black Tusk troops for White Tusk.
@jonwickboomstik currently - no scaling - perma set to 8
I'll be giving it a shot, but add me to the disappointment list. Raids sucked up a ton of resources that few took advantage of. Why you would make anything that couldn't scale from 4-8 players is beyond me - I thought the Destiny obsessed clown that forced Raids to replace Incursions was let go, but it seems many left at Ubi agreed with him. But hey, Raids might get more YT views, so let's be a bunch of followers instead of sticking with something that was better than the rest.
I game solo or with a few folks. Maybe we'll get lucky with 5 or 6 on. As long as it doesn't have annoying mechanics like the Raid, maybe it will be doable without resorting to MM.
@oatiecrumble they have 35 devs, who up until last April had never used SnowDrop ¯\(°_o)/¯
Yannick said this seasons takeover was the baseline test of their new automation system that can fill in any faction to any mission - randomly selecting spawn closets, etc. They'll continue improving that system over time to make future season takeovers more robust than this one. The focus of the seasons is more on the story it's telling - hence why they trimmed down the activities involved too - get in, get the story, go back to whatever you prefer doing.
Countdown was those Devs learning an entirely new system, in under a year. It's pretty darn good for such a small, new team if you ask me. Hopefully they keep iterating and expanding on it.
@categorytheory I mean, most PTS drop with OP ideas - did you play the first iteration of Foundry Bulwark? It was nuts.
They come in too high, they nerf too low, then find a spot relatively ok. Then next TU they get a little closer.
Spotter is good, the problem is Flatline being Amplified damage. Swap that to just 20% Weapon Damage and you're probably fine - though I think the new gear should have 40% Pulse Resistance instead of 5% Total Armor [already have Gila for that].
Gearset sounds a bit OP as well, but I want to see it in action. Sounds like my Div1 preferred Perk, which was Pulse on Headshot - expanded out into a strong Gearset.
Same with the SVD. As someone who lands a high HS%, it sounds awesome, I just don't think it makes it into the game as described. Unless they caved and are ok letting this game become a power fantasy.
@merphee it makes me anxious in an angry way. The orange glow finally dropping makes me curse the clown that came up with such a dumb system. It makes me want to walk away from this game when RNGesus decides to forsake me for a fortnight, but fortunately the rest of the game makes up for that sleazy, garbage mechanic. F looters in the ear, and they took a potentially amazing game and downgraded it to simply, really good. I only celebrate that I am done with that moronic endeavor when I finally get the drop.
RNG makes sense when you have a giant pool of potential pieces, and keep the exotics in the pool once you get one for the chance of a better one to drop - but give me a well defined, difficult task that can be handled solo for when I want an exotic.
@xcel30 they don't follow the same formula, their AI is better and they are stronger.
Play the Schaefer mission. The Manhunter is both a far more interesting and difficult fight than the whole Schaefer fight [which was a huge disappointment - I nicked some mobs, them Rock'n'Roll dumped his [censored] while he cowered in cover, like any other Named Elite]. I run up to Rogue Agents and mag dump them. That's not possible on a Hunter.
With Hunter's I have to think about positioning. With Hunter's I need to consider my timing, how I use my skills, etc. Rogue Agents are just stronger cannon fodder with a skill they can deploy.
Latest posts made by LateNiteDelight
@hralex1951 Can we stop with this moronic canard?
Heartland is not TD3. It's not even a "The Division" Game. It's a game set in the Universe. It is notably different from a Division Game, it just happens to be a 3PP, cover based shooter in a world ravaged by $Flu [and maybe some new variant].
I'm still partial to SW Afghanistan as the setting. Bordering Iran & Pakistan, it provides fertile grounds for factions/etc. Plus, we can go back to the Bodark well with the story centered around recovering old Soviet arms left behind, in a similar to TD2 invasion mechanic once you clear out the original factions.
Anywho, I just hope for Urban combat. Don't really care where to be honest.
@x0nemanarmyx There is no risk reward in the DZ, because of crying gankers. Instead, the PvP folks get nanny hands, like Extraction Notifications. They can go Rogue, kill someone in a landmark, then just wash away the sin as if it never happened to gank someone else. I go in regularly, because I don't care about losing loot [I just crush everything] - it's just the fastest way to farm Recon Mats and Landmarks are better than CPs in terms of fun.
I've made many suggestions for having a real risk reward. Like losing access to your skills, but gaining the Hunter Pulse + 5% WD/Armor when going Rogue. Rogue lasting 24 real world hours - but you get access to the Thieves Den [if you reach Manhunt] which rotates a new Named Item every day. No more extraction notifications. Is ISAC there and paying attention or not?
There is ZERO risk to going Rogue at the moment - and your reward is [censored] loot. So compelling...
They could just bring back Allegro as a talent.
Massive was told by Ubisoft to make a new Mastery System, as well as continue the story until told to turn it off. Same thing happened with Ghost Recon & Assassins Creed.
It was up to Massive to figure out what that system looked like, and what the new story content looked like. It was an attempt to extend earnings for this entry of the franchise, because Covid delayed Ubisofts F2P offerings they thought would drop over the winter to tide people over until the new releases later this year [Avatar being the biggie]. I'm still a little concerned they may have taken their TD3 pre-development and skinned it over to Star Wars..
We can all debate the Power Fantasy/Creep Vs non-Power Fantasy/Creep approach to this game, but time and time again the Devs have landed on the non side of the argument. I assume because it's far easier from a balancing perspective. Stick with the same difficulties and you just need to tune new pieces into band. Allow Power Fantasy/Creep and you constantly have to work on new, harder difficulties, and then balancing up old gear to match the new levels. I still think the better option is to turn Hardcore into a more shooter targeted variant, with less sponge, but deadlier enemies
HB is still really strong. They didn't nerf it back into oblivion - it's still fun, according to my clan members that enjoy it.
@sock_monkey (WD + Crit*WD + HS*WD)*(MultiplicativeWD)
For simple, easy numbers - assume you do 100 damage and have 136 CD. You'd do 236 damage without pKiller, but 286 with pKiller - which is 21% more overall damage. It's not always 21%, that will depend on your WD and your Crit numbers.
Though reading your post, I'm now questioning how the talent reads. I always thought it was 50 more Crit, not 50% more Crit.. hmm..
Edit: even if 50% more, you're not adding 50% more damage to your build - marginal utility and all that jazz. Ultimately the impact of Killer comes down to multiple factors, including your WD.
@sock_monkey Crit is additive after your base weapon damage. With Crit Chance at 60%, you'd expect a smoothed 30% increase in WD, but that 30% is on top of your base WD, so reality for you is less than a 30% gain due to how the additive math works.
Crit Damage isn't like Weapon Damage.
@upora Ubisoft has elevated Massive to the crown jewel in the portfolio. Not only were they entrusted with Avatar & Star Wars, but they also built Scalar off the work Massive did for The Division.
Ubisoft will not be closing down Massive. Doubly so over something so minorly inconsequential as a slight nerf to a Gearset that still leaves it one of the strongest. Y'all are hilarious.
@the_kettle Massive was smart to not borrow that from the Looter side of things.
Not needing to constantly work on balancing a new harder difficulty, and then having to rebalance old gear, sounds like good planning. Certainly easier to just balance new items and systems to fall in band with the current difficulty levels.
The folks expecting power creep will grouse, but then get over it as long as you have other stuff to engage them [aka, new loots to collect or systems to maximize their power].