Thank you for your patience.
Thank you for your patience.
- Fixing an issue where SHD Levels added in Conflict would be regained outside of Conflict.
- Details available here.
Please follow this thread for updates and additional information as the maintenance progresses. Thank you for your patience, /The Division Team Read more
- Added more spawn points for reinforcements during Warhound Convoy activities.
- This will make the activity be more in line with other Open World activities in terms of completion time.
- Fixed an issue making it possible to kill Kajika in the Pathway Park Main Mission before the final encounter.
Please follow this thread for any updates as the maintenance progresses. Thank you for your patience, /The Division Team Read more
So by applying that same logic, why hasn't the eagle bearer been made available outside of the raid yet?
The faster, easier, most direct way of getting it should be the raid of course, but it shouldn't be the only way to get it. Why keep it out of the exotic loot pool? Even with an extremely small chance of dropping in say, heroics or legendarys.
The Raid doesn't close and become unavailable for the foreseeable future like the Season Manhunt does.
Hey Free-Striker - just a couple clarifying questions. What platform are you on, which Exotic(s) did this occur with, and did it still consume the components?
So then doesnt that make participating in the whole manhunt completely pointless? Because you can still get the end prize elsewhere?
Not exactly... we still don't know exactly how we want to implement the post-Manhunt acquisition method, and it may not be immediately accessible.
The faster, easier, and more direct way of getting the mod is through the Manhunt... it just won't be the only way to get it.
Talents like Creeping Death or Trauma while using the Flame Turret or Stinger Hive can make it pretty straight forward.
I've used a build collectively focused around the Carnage LMG and ended up dropping 1-3 Crossbow ammo in nearly every room on some missions.
Yes. The progression only counts in NY. Although the league missions are all in NY there nothing that says the activities only count there. But it’s working now. Thank you!
No, thank you! I'll be sure to pass this oddity along in case of future instances.
It would be interesting to see such multi-color cores where Red/Yellow would increase Weapon Damage by a bit and Skill Damage (by the amount of 1 Skill Tier) without all the other bonuses that come from a ST... Or Blue/Yellow cores that increase the health/duration as well as Agent armor, etc.
Haven’t tried that yet. But I will now. Thanks
Let me know how this turns out, please. Seems like we've got our source of the issue.
There probably still will be an alternate way to get the sticky on alts though. Otherwise people buying the game later would be out of luck.
Just want to pop in here to say that once the Season Manhunt is over there will still be a way to get the Sticky EMP skill mod through regular gameplay. We're not entirely sure of how we want to do it just yet, but it will not be locked behind participation in the by-then ended Manhunts.
Pestilence behavior in general is kinda janky. I've noticed many different instances where I will have an enemy marked with a large stack and they aren't actively taking any damage. I've also noticed that if enemies die from any source OTHER than my pestilence or a teammates weapons (i.e. My skills, friendly skills, other player's pestilence damage, grenades, environmental dmg, etc) the stack on that enemy simply disappears and doesn't make a jump to a nearby enemy.
Janky is an understatement - though I wasn't aware of that last quirk. Thanks for letting me know about its stubbornness when enemies die of non-DOT causes. Based on the wording of the Talent it might be intended.. but it might not. I'll see if I can find out what's up.
Well, I'll be, it actually was changed. I tested it just now with Special Ammo on, the True Sons can't cause Bleed through the shield and Outcasts can't cause Burn through the shield.
Shame that the shield doesn't stop more status effects, but good to know that this was looked into and changed.
Glad to hear it! I've gone and sent along this Pestilence behavior as well.
This happened to me as well over the weekend, Max-Sterling is right about the gap in the door but it's far from ideal. Thanks for the report on this.
If something similar happens at additional locations, please be sure to include details of the place/context of when it occurs so it can be quickly passed along.
You also get shocked, burned, bled, and can have every other status effect applied to you through your shield even if it's applied via a bullet and it hits the shield. Been like that since the first Division as well. It just goes along with the rest of the game.
Hey The_Soldier, this was supposed to be addressed with TU9... are special ammunition types still applying status effects through shields for you?
Bleed and Burn are not intended to go through shields, while Shock and Confuse still are.
Thank you for responding;
But I noticed your verbiage in the beginning of your response;I can personally assure you this is not the first time that an influx of community feedback has spurred a quick walk-back or change of course on a balance decision.
Noticed you didn’t say a Division balance decision, and I understand that it may have possibly been done in other titles but I was explicitly speaking on this series, The Division.
It's unfortunately a bit more complicated than that. Part of what helps with the quick turnaround on something like the M1A issue was that it was a relatively cut-and-dry change that a vast majority (though still not a unanimity) of the community was unhappy with.
Again, in relation to Division - there has been a ton of times between Division 1 and Now where We had voiced loud outcries in disagreement with you all’s choices and direction for our game - so are you insinuating that due to the outcry this time, you guys decided to please and placate our cries?
Yes, we can plainly see that the community is extremely frustrated with how loot and gear feels right now... but is the solution simply increasing the rate of drops? Increasing the attribute minimums by difficulty? Increasing the averages by difficulty? Making gear always generate with 2 attributes matching the core?
No, I would not say it’s to do any of those examples you’ve given as I realize it would saturate the loot pools and not entice grinding - but you guys have been at this for almost a 5-6 years and between 2 games. You all can not expect us to think you guys can’t figure out a proper formula which scales based on player numbers and items in the open world. I refuse to accept you guys and gals can’t figure out this loot issue. I have too much faith and expectation that you guys are good devs (not taking the piss, being serious) so I know y’all can do it, but to say “it’s not easy” for 4 years it should be somewhat easier.
Your response might be "Yes, yes to all of that and more," but someone else's response might focus on different things. Neither person is wrong. These types of changes require nuance - to say nothing of the feasibility of such changes - to say nothing of how long such substantial changes may take to create and implement.
Maybe this is the issue? Maybe seeing no suggestion as a wrong suggestion and trying to please everyone is the issue?
Why aren’t you all using in-game polling to see what active players want?
Your feedback is important, for sure, but I really hope the takeaway from this positive-outcome M1A situation is not, "the Devs don't listen when we're less hostile and less aggressive."
I sincerely appreciate you taking the time to respond; i am being hard on you (in a respectful manner) because I have faith you all can make this right - but Unfortunately no action from you all in the past between Div 1 and now have shown you all do not respond to our requests unless we get nasty and hopefully in the future and as time goes on, you all will change that image. But for right now, you guys have been the most open and ‘warm’ towards the community and this only came after we lost our shit (sort to say)
Obviously a lot to respond to here so bare with me if I jump around, cut things, or just ramble. I've been staring at this thread for like 40 minutes now and have thought through far more tangents than I've written.
Apologies in advance if any of this comes across as completely missing the point.
Noticed you didn’t say a Division balance decision, and I understand that it may have possibly been done in other titles but I was explicitly speaking on this series, The Division.
Fair - it was my intended implication that I meant TD2,but I should have been more explicit. From working in The Division 2's community since before launch, I can personally guarantee that this game has seen multiple balance adjustments and design changes due to a spike of community feedback about the topic.
Examples off the top of my head... Skill Builds/Skill Haste on the TU5 PTS... Gunner Spec's lackluster release... GS 515 items in the Dark Zone... and more.
Read moreAgain, in relation to Division - there ha...