Posts by Ubi-RealDude

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As others above me have mentioned, the Matchmaking mode for an easier difficulty of the Raid provides a good stepping stone for finding team, learning the mechanics, and going through the content.
It works on several levels as a sort of litmus test; if a team made through Matchmaking cannot complete the Discovery Raid whether it's due to communication, gear, or skill, that same team likely would have had those same troubles if not more on a higher difficulty. Sure, that team might have difficulty on the hard Raid, but by then they have worked together before, completed the Raid before, and may be more familiar with the builds everyone is running - and all with random players. Read more
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From what I've seen the changes have made it stronger and technically last longer but it's more awkward to use based on healing. Keep in mind that Phase 4 of the PTS will be focused on skill builds, balance, and Exotics. So please keep the feedback coming as we move forward.
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Finally, the Division 2 has its very own "Laurel vs. Yannny" or "Black/Blue vs. White/Gold dress" controversy.
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Could you please elaborate? If you're running into issues with Uplay, please reach out to Ubisoft Support.
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Are you receiving a particular error message before these crashes? What mission(s) is this happening on? Is it consistently the same part(s)?
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Thank you everyone for all the different bits and pieces of advice for the OP. I think tcarlisle touched on a good point, once you get into the World Tiers, the difficulty bumps up a notch (separate from the World Tiers and Gear Score). This is when the different nuances of your build can make or break your power curve.
Take care to pay extra attention to exactly what skills/weapons/gear/sets you're running - you might not need to be optimized, but having a slapdash setup will definitely weigh you down if you're not ready for the extra weight.
Good luck to you, OP! If you're on PC I'll be sure to keep an eye out for you. Read more
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I believe that is the case, yes.
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Hey BK, you mentioned that you made that progress with a buddy... have you tried restarting and, while playing solo, getting those last 2 kills?
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Spooky stuff...
I was on edge for that entire video, Cassious, just waiting for something to go horribly wrong.
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Originally Posted by SentorialH1
Does the Massive team even read these?
Yes, and the additional reports are appreciated. Thank you.
If anyone has videos, screenshots, or additional information regarding this, please reach out to me privately.
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Thank you for the detailed answers covering every platform, everyone!
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I've also seen that animals count towards the total... not that I'm suggesting anything.
I personally enjoy these sorts of challenges that require playing the game a different way/focusing on a divergent method than usual. Where along in the challenge did you first start to feel like it was becoming a tedious slog?
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Thank you for the detailed feedback regarding healing skills and general survivability.
You are forced to stay in one location to use armor, chem launcher, hive (so you are a sitting duck)
Armor kits are slow to apply, you are dead by the time you get one on, not to mention you can't move while applying
NPC's are aggressive and don't give you time to retreat/heal - and that would be fine if we had better healing skills, like applying armor while moving.
Armor kits and the relationship between healing/mobility have been a point of contention since the beta. I do not believe that this is something the team is looking at reworking at the moment. But additional healing skill and methods of healing is definitely a possibility as we move forward. With the Chem Launcher acting as static area heals, the healing drone as a fluid-follow (but exposed) heal, and the Seeker heal as a fluid-follow (protected) heal, what are the moment you're finding that these heal... Read more
Thank you very much for the feedback on the Recalibration system. I'm sorry to hear that such a small discrepancy ended up having such a large negative impact. I think we've all had those "so.... close..." moments with a new gear drop, but this hits particularly hard.
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I seldom see feedback and counter-feedback so at parity with each other... Safe to say that a sky blue skull is a happy medium?
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Originally Posted by NvTwist74
The range has nothing to do with anything outside of it. The range is great for players to compare against each other, a clan to make sure everyone close to each other & for a player to see progression in his toon the higher dps gets. Outside of group play, clans & the actual range dps numbers don’t matter at all in PVE open world.
I'd agree to a point. Shooting range targets don't move around too much, or shoot back, or get suppressed, or flail around on fire.
I recommend the range as a good litmus test for if your build can do what it needs to do, but the only true test is trial by combat. Read more
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Originally Posted by Shadow Viper vX
Some awesome news from this last week's State of the Game, a huge step in the right direction!!!
Any news in particular that makes you say that?
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Originally Posted by DarkKnight27us
This is exactly my problem with the way the Dark Zone is set up. It's set up so that a very vocal minority of players can camp, bully and grief the larger player base. What's even more frustrating is that the people who only care about PvP in the Dark Zone don't actually want a good or fun experience, they want to be able to gank unsuspecting players and pwn them over and over again even though the other players they're doing this to don't want any part of that kind of game play and it's not fun for them.
To play a bit of Devil's advocate; if the larger majority wants more safety from those who would do them harm, why not team up or make a form of truce within the DZ? Hunt down the hostile players, or at least keep each other safer in numbers for a more unified DZ experience. Read more
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Originally Posted by syn7ax69
That happened to me a couple of times and it did work for me when I go like 50-100 meters away from the mission point where you change difficulty, basically, get out of the mission area and change the difficulty from the map and then enter the mission. That's how worked for me when that bug occurred.
Thank you for the workaround. I recall topics similar to this being brought up a while ago but I guess it has made a resurgence. Read more
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That one Kotaku article that was making the rounds referenced this topic briefly. Though I don't believe reducing the player count to 4 was a part of the discussion at the time. That said, I appreciate your feedback nonetheless!