Best posts made by Noxious81
I think the weakest feature of The Division are players who prefer to complain over playing The Division like The Division.
In other words:
Ever since launch of the game there have been a few players who weren't really interested in builds, in strategies or tactics, in taking cover, in taking on challenging gameplay or most of the aspects that make The Division The Division – and not Call of Duty. They kept on complaining how hard the game was – because they simply weren't good enough for the hardest difficulties, but yet somehow demanded to be able to complete them with ease. Gear? Too complicated. Loot? Too bad. Enemies? Too strong. Mechanics? Don't care.
Basically all those complaints nearly rendered the cover-feature useless (as the OP described), because the game has become so easy and some builds (especially builds with shields) have become so ridiculously overpowered, that taking cover is not even a necessity on heroic difficulty.
I really miss the times back when only invaded missions offered heroic difficulty and the missions were so [censored] hard that we sometimes had to fall back several rooms to regroup and make new plans. So maybe you could say that currently the weakest feature of The Division is the lack of really challenging content (which imho would go a long way concerning replayability and longtime-motivation for veterans). But since (imho) not The Division is to blame for this lack of challenging content but the group of players crying for an easier game (instead of playing on lower difficulty levels) I decided to pick them as the weakest feature.
I think they're referring to the heroic difficulty (...)
And I think, you're right. Possibly, they have set their global difficulty (and thus the manhunt mission) to "challenging", but felt the mission to be rather "heroic".
Yes, some missions per design are tougher than other missions, although being played at the same difficulty. But that's far away from what the OP describes.
Personally, I have to admit I really have a hard time I responding to people's questions and problems when there are statements like "most people quit because of such BS" or "my clan mates will stop playing if Ubisoft will not...". Sometimes just seeking a vent for frustration is totally fine – but projecting a personal incapability to the entire TD2 players is just something that makes me shake my head. Sorry for OT...
(...) Guess devs should add a new "journalist" difficulty that gives the best gear and removes weapons from enemies and make them all be lv1, that way the game truly will be acceptable of all people and no one would ge left behind. After all things such as heroic and legendary are just for bad and mean people who like to trash talk the others, anyone who likes challanges is just a masochist troll who wants others to suffer >:/
Very well spoken.
I still think that different difficulty levels are in a game to pose the right challenge for players with different skills and experiences. Doom's "Nightmare" mode hasn't been made easily accessible for new players just because the game got old. FIFA games never change the difficulty of their "Legendary" difficulty, even when the next installment of the series is available. For casual fun there are casual difficulties like "Amateur" or "Semi-Pro" or Hurt me plenty." – so why is it that seemingly only casual Division players demand to have the hardest difficulties practically removed?
Casual or new or unexperienced players totally should be able to enjoy the game on "Story", "Normal" or "Hard" or nowadays maybe even "Challenging" difficulty. They do have lots of difficulty levels to pick the correct one for their personal way of having fun. Why can't they just accept that higher difficulties should demand more experience, more knowledge, and probably also a bit more skill (and not overpowered gear or more nerfs to the difficulty itself)? Because there are players, a lot of players, having fun with the toughest difficulties. And players that actually want to go the way of slowly progressing and constantly getting better at the game. Don't remove exactly this fun for all those players. Don't remove challenges from the game just because some players can't (yet) tackle them.
(...) asking for others and new players for rework so they simply enjoy the game (...)
Have you ever thought about the fact that other players, however, have fun with grinding? That they see Expertise for what it is – an optional, long-term engagement and not a torment that you have to finish as quickly as possible?
Depends on the weapon you are using and for what range it will mostly be used:
If you're focussing on an SMG, you can easily go for the 60% CHC, because you will usually only trigger the +25% CHD of the mask.
When playing with an AR I usually try to sit at 50% CHC with my build – while getting +10% CHC and +15% CHD from the mask for the mid range bonus.
In case you prefer using Coyote's Mask with a rifle, you don't need more than 35% CHC on your build, because the mask will grant you +25% CHC in most cases.
(...) the post took longer to write than expected and I had to run, so didn't have time to fix it.
There is really not much speculation in there though, just taking what we've been told and pointing out what that will mean in practise. (...)
I gave it a like. Because I think you explained what could be understood from the Annex pretty well. Yes, the system does sound a bit complicated, but it becomes a bit easier once you realize that
Proficiency Ranks do not make your gear better, they just
- determine per item when this item becomes eligible to be upgraded (at Proficiency rank 10, not before).
- determine your Expertise Level by cumulating all Proficiency Ranks across all items (this number is not known yet – for example 200 Proficiency Ranks across all items might be needed to gain one Expertise Level).
And at Expertise Level 1 we can upgrade all items with which we are Proficient (aka Proficiency Rank 10) with to Grade 1. When at Expertise Level 2, we can upgrade eligible items to Grade 2. And so on. That's it.
This change is neither OP nor destroying Striker. It makes it viable.
You still need four pieces Striker including backpack and chest to get a damage bonus of 65%. After having stacked 100 hits.
Remember: With Obliterate and Vigilance you have 25% more damage right away and 50% more damage after only 25 hits.
And you have eight minor attributes and four Brand set bonuses with high end gear – in comparison to only four minor attributes and three stat bonuses with Striker.
Until now that sounds pretty fair to me. And not landing shots still means seeing your stacks going down quickly per second. Although this is a rather indirect penalty for missing, it still demands you to stay offensive and keep firing. Which at least for me is quite in line with what the Striker's Battlegear should be.
Latest posts made by Noxious81
As Imagine_Brata already pointed out, mods for weapons work quite differently compared with Gear Mods and Skill Mods. While the latter two are "regular loot" just like gear and weapons. So we can farm them. But we can then of course only use one specific mod for one mod slot at the same time.
Weapon Mods need to be crafted only once with the required blueprint. As soon as a Weapon Mod has been crafted once, it basically is "unlocked" for this character and you may freely attach it to every of your weapons.
Although I'd really love to have something to spend Textiles or Apparel Caches on – I wouldn't suggest mixing this up with crafting. Those systems/currencies/materials are completely detached and should remain so.
I'd rather like to see more options to spend Textiles on actual apparel! Or skins or dyes.
(...) But what does it matter if people can get them unlimited x per character? (...)
Reason 1 simply is because this would be contrary to the design of Expertise. Expertise is meant to be a reeeeeeally long lasting quest. It's supposed to keep people busy and striving for at least half a year or even a year. So adding shortcuts to a system that is meant to be a long-term system is just counterproductive.
Reason 2 is a little bit more complex. But it has to do with what exotic items used to be and maybe what they still should be. And what they shouldn't. So what they should be – well, they should be interesting, fun, inspiring and rare items to use in specific builds. Finding/getting an exotic item should always feel extraordinary and rewarding. There was a time, way before Optimization, in which you really got excited when an exotic dropped. Because even if it was one that you already owned, it still might have had better rolls.
Sadly, using exotic components as a "currency" for Expertise devalued the whole concept of exotics in The Division 2. Now people do not even care about the exotic item anymore, they just want to farm any exotic to right away dismantle it. That just feels so wrong for the rarest and the most special items in the game.
But that's something that either wasn't thought trough completely when designing Expertise. Or it was knowingly accepted in favor of not creating a completely new currency for Expertise. We'll never know...
(...) We had so much more in Division. (...)
To be fair – we only had more legendary missions in pure numbers. We had 7 missions in The Division, now we have 3 strongholds plus a legendary Summit. Soon we will have 5 strongholds (not just missions) plus The Summit.
This is pretty close concerning quantity and at least imho better in quality – since the legendary missions in The Division 2 all have a much more interesting and varying boss design than in The Division. That's by the way also the reason why I wouldn't see the need to generally add Hunters to legendary missions.
(...) One probably spawned in level 41, which I didn't check completely, (...)
I sadly can't help you concerning your main issue (although I have yet never encountered a key in The Summit which I couldn't reach) – but I can assure you that the key wasn't at level 41. Because keys never spawn at floors directly after a "Summit crate floor" or after a "boss floor" (and of course not at boss floors).
So they do not spawn at floor x1, x4, x7, x0.
Well, it's a good thing you found the "missing" baddy. In such cases you can either use an EMP pulse (optionally combined with the Vile exotic mask to also damage "living" targets with the EMP pulse) or the Oxidizer Chem Launcher to kill stuck enemies. This at least is a workaround that usually solves such issues if they should occur – but they cannot be prevented completely.
So did you start with the base game's campaign? Did you start at character level 1 – or did you use a boost to start at level 30? In case you did the latter, I'd strongly suggest starting the game at the very beginning. It will then teach you the most basic and thus necessary things while just plying through the campaign.
Everything you do not learn during either the base game's campaign or the expansion's campaign (Warlords of New York) is not relevant right then. There are quite a few mechanics and options to for example improve your gear – but they will not become relevant before reaching the expansion's endgame.
So just take your time... and take one step after another. Don't let YouTubers or Twitchers mislead you to thinking that you need to start at level 30 or reach the endgame asap!