PDA

View Full Version : Let’s talk about Skills



Ubi_Yannick
08-29-2016, 05:01 PM
Agents,

It’s no secret that while The Division offers a variety of skills, skill mods and signature skills to choose from, only a few of them actually prove useful in the End-Game. This is something that we need to look at. Before we start making decisions however, we want to make sure to take the time to pick your brains on what you think about each of the skills, and get a more complete overview.

In this topic, we would like to ask you to rate the usefulness of each of our skill mods and signature skills, by filling out a very quick survey.

Click here to access the survey: How often do you use each of the skills and why? (https://www.surveymonkey.com/r/tdskillsmods)

Do not hesitate to leave a comment in this thread, if you’d like to discuss the matter further with the rest of the community, we’ll be watching!

Thanks,
The Division Dev Team


As a reminder, here’s a list of all the Skill Mods available:
Pulse: Recon Pack
The pulse has an increased range and is capable of locating nearby loot containers.

Pulse: Scrambler
The pulse protects the user and all allies from hostile pulse scans.

Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.

First Aid: Defibrillator
The device can revive downed allies and grant them a portion of their normal health.

First Aid: Overdose
The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.

First Aid: Booster Shot
Temporarily increases the damage for affected targets in addition to the normal healing effect.

Support Station: Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.

Sticky Bomb: BFB
Increases the damage and radius of the explosion and may cause targets to bleed.

Sticky Bomb: Flashbang
The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range.

Sticky Bomb: Proximity Fuse
The bomb explodes automatically when a hostile target is within range.

Turret: Active Sensor
Increases the turret's damage and pulses attacked targets, making them visible to all allies.

Turret: Dragonbreath
The turret has reduced range but shoots a column of fire.

Turret: Zapper
The turret shoots electrical darts that damage and shock multiple targets.

Seeker Mine: Airburst
Upon impact, the mine is launched into the air and releases a cluster of small incendiary explosives.

Seeker Mine: Gas Charge
Upon impact, the mine moves between multiple targets and releases a cloud of gas.

Seeker Mine: Cluster
The mine separates into smaller mines that seek out multiple targets simultaneously.

Ballistic Shield: Reactive Targeting
Equips a stronger and lighter shield that pulses hostiles who shoot at it.

Ballistic Shield: Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.

Ballistic Shield: Kinetic Breaker
Grants the user a small portion of incoming damage as healing.

Smart Cover: Trapper
Hostile targets using a reinforced cover deal less damage, while taking increased damage.

Smart Cover: Recharger
Allies using a reinforced cover slowly recover their health and get their skill cooldowns reduced.

Smart Cover: Concealment
Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot by allies from behind the cover are pulsed.

Mobile Cover: Extension
The cover provides more protection and extends to protect two persons.

Mobile Cover: Blast Shield
The cover is fitted with remote explosives that damage hostiles in front of it when the shield is disabled.

Mobile Cover: Countermeasures
While using the cover, the user deals increased damage and becomes immune to pulses.

Signature skills:
Recovery Link
Heals and cures the user and nearby allies. Revives downed allies within range. Can "overheal" beyond maximum health.

Tactical Link
Increases damage and critical hit chance to the user and all nearby allies.

Survivor Link
Increases damage resistance and speed for the user and nearby allies.

anekkidcowboy
08-29-2016, 05:21 PM
I just want to post a clarification: I use booster shot heals only because I have a vigorous chest. The more important part of this scenario is the overheal, but both are marked as the highest usefulness on my survey.

When I'm running folks through Heroic UG, being able to stack as much damage resistance and healing is absolutely imperative due to the "situation" with the burst damage of yellow 35 mobs.

Additionally, I might add a clarification that this is for the PVE end game. It's implied I think, but what I am using when fighting in DZ06 and Heroic UG are absolutely different, despite the NPC enemies being effectively the same.

Cheers, and i'd love if you took a peek at the post linked in my sig if you haven't already. It's one of the things I'd love to discuss at length if given the opportunity.

Melantrix
08-29-2016, 05:24 PM
To clarify: I have filled it in with the fact in mind that you need more than 2 skills in a squad, so i took into account that you have 4 players so 8 skills :)

Also, the fact why i put recovery link @useless is because of the delay bug in reviving. I have -never- experienced a succesfull recovery link moment, it always failed because of a delay in etc. If this is fixed or improved it would be a lot more usefull!

Hugo-FOU
08-29-2016, 05:24 PM
I'd love to see skills become useful again with 1.4. Being able to deploy seeker mines, sticky bombs and turrets that did more than tickle the enemy would be great! :)

Also I've based my survey answers on post level 30 content.

anekkidcowboy
08-29-2016, 05:26 PM
To clarify: I have filled it in with the fact in mind that you need more than 2 skills in a squad, so i took into account that you have 4 players so 8 skills :)

Also, the fact why i put recovery link @useless is because of the delay bug in reviving. I have -never- experienced a succesfull recovery link moment, it always failed because of a delay in etc. If this is fixed or improved it would be a lot more usefull!

Both important points. You just can't effectively run heroic content without a strong smart cover, pulse, and lots of heals, and almost always need an ammo crate, frequently an immunizer, etc.

MDHBLUEHYDRA
08-29-2016, 05:28 PM
A exstention of the medical revive. If it could revive dead enemies would be better

Sgt.Arbalest
08-29-2016, 05:34 PM
The problem is there are only 2 skill that mitigate damage, smart cover and survival link. Because the npc hit so hard, we left no choice but to use this 2 skill.

Ayyronio
08-29-2016, 05:34 PM
First of all; just want to reiterate that I think Massive is doing a great job of trying to make changes for the betterment of the game/community.

The large majority of the skills not used are mainly because they're not AS relevant as the others. Or they're very situational. For instance, Immunizer is extremely situational in my opinion as is typically only use it in Dragon's Nest. Or in the example of Mobile Cover Countermeasures; it's just not AS helpful as having Smart Cover Recharger or something else relatable.

In re-leveling, I'm trying to use all of the skills I never normally would, and it really does come down to this e fact that certain skills are either too good or lots of skills aren't good enough. I love the idea of all of them and hope they become more relevant in some way! Thanks.

Hugo-FOU
08-29-2016, 05:46 PM
First of all; just want to reiterate that I think Massive is doing a great job of trying to make changes for the betterment of the game/community.

I'll second this. Great work.

Wastedyuthe
08-29-2016, 05:52 PM
The problem is two of the skills are essential in end game. Smart Cover and Overdose. I have a skill build and use Smart Cover and Pulse, so long as there's at least one other team member with overdose. It gets BORING when all we do every time we see bad guys is lay down smart cover, hide behind it until they're all dead. That's it! The reliance on Smart Cover just so we can survive the level 34's and 35's means we are not able to use other tactics such as suppress and flank. I'd really love to flank round the enemy! Alas we need to keep sticking together under SC just so we don't die.
Oh and the reason we don't use Ballistic Shield is it's totally broken! If it wouldn't glitch out as much as actually proved a viable solution in end game, I'm sure it would be used a lot more.

iamMel
08-29-2016, 05:55 PM
Well honestly ,
*) First aid
*) Pulse and
*) Smart cover are the most commonly used skills in game and mainly from all that the "Survival Link"

In pve for different tactics we kinda start using seeker mine,support station,shield etc..But nop,no can do these in pvp (in current situation).

Kahdir
08-29-2016, 06:02 PM
First of all; just want to reiterate that I think Massive is doing a great job of trying to make changes for the betterment of the game/community.

Agreed.

Mainly play solo so I use Tactical Scanner and Overdose (early on I used Turret and Sticky Bomb -used to be in the top 10 Skill Kills).

exhya
08-29-2016, 06:09 PM
This survey is terrible ... You already know with the amount of data you probably already collected wich skill are usefull or not. The real question is "wich skill should we keep" ?
I think it's not a difficult question to answer , you should remove all of them.
Most of the skills are useless or just break the game , for exemple mobile cover is totally useless and it's only use it glitching the game ( i am amazed it's still in the game ), then you look at First Aid , yes this skill is very usefull and everyone use it but it's breaking the balance of the game and the diversity of builds.

If you want to change skills you need to ask better questions like " what are skills for and why are they in the game , do you want everyone to be a healer with first aid and a tank with the special ability ?

Btw i apologize for my broken english , i am not a native speaker.

Silverstreak33
08-29-2016, 06:21 PM
In the survey I responded I use Pulse, Smart Cover, and Overdose just like everyone else, but I wish this wasn't the case. Unfortunately, "end game" requires you to use these skills to be successful. I would love to see a solution for skills where everyone wouldn't have to run heal. Either some way to have a "healer" who could heal everyone in a group, or some other reliable method of staying alive. I would love to use Ballistic shield, but until you can actually be a "tank" in this game there is very little point. If you are looking to simplify the skill selections I think Mobile Cover should just get the axe. I feel it has limited usability, and has been problematic from a design standpoint. Thanks for the effort you guys are putting in to fix the game!

MIDJULIP
08-29-2016, 06:23 PM
The problem is there are only 2 skill that mitigate damage, smart cover and survival link. Because the npc hit so hard, we left no choice but to use this 2 skill.

True to this, fix the rest of the game and some of these might be used more often.

CLANK_32
08-29-2016, 06:34 PM
I really wish there had been a column for " I would like to use it but it is woefully underpowered". I want to run with Sticky Bomb and Seeker Mine but I can't because I have to use Pulse and Smart cover just to survive.

johnny_woker
08-29-2016, 06:40 PM
The problem with this survey that it may tell you that people don't use certain skill but won't tell you why, also it will tell you that people find some skills a must have but also don't tell you why.

Lets see a few examples:
-Pulse Recon Pack it's pretty much useless since the loot containers aren't really hidden and we need the pulse to increase our damage output via crit chance and crit damage with the tactical scanner or hide from other players within the DZ via the scrambler.
-Sticky bomb (BFB), every griefers 1st choice. Excelent for griefing weaker players since its damage remains the same within blast radius and easy to max out but equally crap against mobs because the veterans and elites has millions of Armor/HP. The flashbang variant has only moderate use against NPCs or players. Its damage has to be tuned to be useful against NPCs but cannot be used as an "I Win!" button against players (like the damage should be decreased against players also the damage should decrease from the center).
-The turrets has a very limited use in PVE because the mobs will destroy them under a blink of the eye and in PVP you will only need the zapper.
Survival link is a must have for PVP or PVE otherwise you are dead within seconds in a hairy situation let it be that against players or mobs. Same goes for smart cover and immunizer which are essential for the CM/Heroic incursions and you cannot survive without them and this eliminates the tactical part from a tactical shooter because you are forced into a 1 dimensional tactic. Mobile cover and ballistic shield is pretty much useless since the mobs are doing insane damage and they will destroy it in short order. The ballistic would be much more interesting -in game mechanic sense- if they would be similar to the LMB gunner's (the one which carries the impenetrable tactical shield), indestructible from front (except the view port on the top) but would provide no bonuses and would also nullify the sentry set bonus and would slow you down to a crawl while deployed and somewhat when the skill is equipped also the mobs would be more likely to aggro you. Also a turret variant would be useful which destroys incoming grenades in a certain area (like in BF4 the MP-APS). Also why isn't there a skill which lets you hack enemy turrets/seeker mines/drones because the LMB agents are damn annoying that you cannot use any of those because they will hack it in seconds and send it back to you?

Arafys
08-29-2016, 06:41 PM
I run SC Recharger and Tactical Pulse exclusively.

Unless I'm trying to solo challenging content, then I swap Pulse for Ammo Box.

Everything else is useless to me.

xxxSnowballxxx
08-29-2016, 06:47 PM
I don't envy you guys, you have a great game but a big task ahead of you with the amount of ppl you have to please
All i would say is please don't leave your team / cover based roots. Please don't make the whole game into underground hard where you need no skill to just run around and shoot things if you have enough toughness, I really like you have to think and work as a team to get stuff completed, don't wreck this please!

The other thing i would say thats slightly off topic is.... OCTOBER!!!! I know Destiny lands in September so it doesn't make commercial sense to release in the same month but when you said the fixes wont be in until October and we wont get new content until the end of the year a lot of my friends just gave up... you need to give us something in the meantime you cant just expect us to sit around for 2 months waiting for a fix without ANY new content.. come on!

BOT_Coyote
08-29-2016, 06:49 PM
I'm responding as a primarily PvE player, I'll now provide some insight into why and what I've chosen:

Pulse

I find the Recon pack nigh useless, it might be decent early one but its viability gradually degrades as the player gets more accustomed to the game and simply memorizes the location of everything. Most of the relevant items are present on the minimap anyway.

Scrambler, its usefulness in PvE is arguable while it can be a lifesaver in PvP.

Tactical Scanner, one of the most potent damage buffs in the game, this skill has proven to be a must-have for me to both support the team and to make up for my otherwise poor damage output.

First Aid

Defibrillator, I can see some potential in it but more often than not, it's easier not to get downed in the first place. In the case of PvE, players are usually close enough together for a manual revive or under the effect of a support station. Otherwise, while quite inconsistent, Recovery Link is faster to deploy as it doesn't require aiming (and both skills have delay before the player actually gets up).

Overdose has to be the most used skill in the game, it greatly increases survivability, removes status effects and is paired with Triage every single time to completely invalidate the existence of skill cooldowns. It's so good it's nigh gamebreaking, especially with Triage. I believe the effect of Triage and multiple ticks off a single healing instance should be looked into.

Booster Shot: Wins every single time when paired with a Vigorous chest, has its uses overall, especially when paired with e.g. Smart Cover as it provided much greater effective HP than Overdose would.

Support Station

Life Support only increases health regeneration rate as well as automatically revives players in range, it's not particularly bad but both Immunizer and Ammo Cache are more viable when facing endgame content (Ammo Cache is going to see a huge decrease in popularity once the game gets rebalanced once again).

Sticky Bomb

BFB only allows the player to reach the max damage quicker than other options, it's quite popular in PvP as far as I know. A squad of Overdose users can pretty much have 100% uptime and stunlock whoever is unlucky enough to stumble upon them.

Flashbang, one of the best crowd control abilities in the game, especially against NPCs. Its usability in PvP is usually limited to disabling players skills as blind/death effect is hardly an issue and has really short duration. Disrupt also has no line of sight checks while Blind/Deaf does.

Proximity Fuse, great when trying to hunt rogues without harming self or turning rogue due to other players wandering into the AoE. Removes both significant amount of risk and skill required to effectively use this skill in PvP while having no drawbacks other than slightly higher skillpower requirements.

Turret

As a whole, Turret doesn't usually survive long enough to affect the battlefield in any meaningful way (drawing aggro away) nor does it deal much damage.

Active Sensor is pretty much invalidated by the existence of Pulse, Precision and Concealment modes for Smart and Mobile Cover.

Dragonsbreath can provide some CC when facing NPCs but both the turret and players need to be located in specific spots to actually benefit from such strategy, I have not once seen Dragonsbreath actually be used in PvP.

Zapper, the number one crutch in PvP, the mod appears to be a straight upgrade to Dragonsbreath, providing nigh the exact same advantages while having much better range.

Seeker Mine

Airburst is nice for FireCrests to kickstart their gearsets, to keep enemies under the effect of crowd control or to bring self back from the brink of death when coupled with Relentless backpack.
Besides that, more often than not the mine doesn't live long enough to even deliver its payload, as well as the effects of such payload aren't guaranteed status effects on top of overall very low damage.

Gas Charge, used to be hilariously powerful when it gave the player 10m aura during cooldowns, Gas Charge overall is a better Airburst in terms of Crowd Control.

Cluster, I cannot recall a single moment I've actually seen someone use it in the "endgame", it doesn't provide damage nor crowd control.

Ballistic Shield

The skill is overall considered to be completely broken and useless.

Smart Cover

Overall a good skill.

Recharger, trades a third of its duration for 20% increased haste, improving uptime of all skills in the squad.

Trapper, on top of the usual bonus it also provided small decrease to both enemy damage output and damage resistance.

Concealment, generally useful in PvP, as it provides a counter to the huge damage buff Pulse can provide.

Mobile Cover

The mighty glitching tool, doesn't necessarily see much use nowadays. It doesn't provide much of an advantage in the case of PvP interaction as well as isn't nearly tough enough to withstand an onslaught of high level enemies.

Signature skills

Recovery Link, can be sometimes useful in a pinch, but it's usually the skill people switch to if they happen to have enough time instead of running it as their primary choice. Offers generally low range, revive is inconsistent and delayed, provided health regeneration is rarely enough to actually increase player survivability.

Tactical Link, sees some use whenever a group of players wants to plough certain content as quickly as possible (e.g. 4 horsemen farm usually features at least a single player running Tactical Link).

Survival Link, the bread and butter signature skill for literally everyone in the game, providing huge survivability as well as mobility buff.

Now, as I've shared my opinion on the skills, I would also like to present you a few ideas I had regarding skills.

Every deployable skill (Support Station, Turret, Mobile Cover) should benefit from both player's armour and exotic damage resilience, it would allow it to scale better into the high level content and prevent it from being destroyed so quickly.

While Recovery Link needs a huge buff across the board (both range and health regen need to be drastically improved), it needs many consistency changes (lowering the revive delay as much as it is possible, preferably bringing the players back from the dead state if the skill was used before they bled out, could be applicable to PvE exclusively).

Survival Link is usually considered to be an issue in PvP and people are demanding a nerf to it, the issue with the skill lies in the fact that people don't use it to run away or to relocate into a more advantageous position, instead it's the dedicated "tank for 15 seconds" skill. While it could remain in its current form for the PvE part of the game, it should be drastically changed for PvP, e.g. to also apply 20% damage modifier to the user so its role as a run-away tool is more pronounced.

xWhiteDevilx
08-29-2016, 06:53 PM
Completed the survey..There were two obvious things that none of us use..Ballistic Shield and Mobile Cover..But when i read their description, they seem to be some useful skills which needs rework..

WRFinger
08-29-2016, 06:56 PM
It's my belief that the most underutilized skills are too situational, or not powerful enough to warrant using. A skill mod like Defibrillator should not only revive a downed player, but restore all health. Shock turrets should cause major damage just like a shock drone in FL and have the effect of immobilization last accordingly. These are just examples, not specifics I'm advocating.

Cpt Ignoramus
08-29-2016, 06:59 PM
Just to clarify I only use boostershot because I have a vigorous chest. The important part here: over heal.

Also recovery link is only rated so low because of the delay with reviving people. As I've seen elsewhere in this thread; I have never once successfully revived someone or been revived during a frantic encounter, (which is when we're supposed to use it right?!)

Also, just wanted to say thank you for listening to the community!

Itaimeister
08-29-2016, 07:01 PM
Just to put this out there. I play a lot of games and this is the first one that actually involves the community and ask them what would they like to see in the current game and the next one to come. (look at bungie they started something similar after the division came out, not to trash talk i like both games equally)

I mostly play solo so over dose and pulse are a must for me. sticky bomb was one of my favorite until end game where different builds and skills power started to matter more.
It really depends on my skill power which skills i am using or if I am in a group or running UG with directives, to dictated what to use: but the main ones i use are: Over dose, healing station immune/ammo, smart cover recharger, pulse Tactical Scanner.

for signature skill I use mostly Tactical link and change as needed when I'm in a group .

Btw are you also going to address talents or just skills?

WRFinger
08-29-2016, 07:08 PM
I'd love to see skills become useful again with 1.4. Being able to deploy seeker mines, sticky bombs and turrets that did more than tickle the enemy would be great! :)

Also I've based my survey answers on post level 30 content.

I agree the skills you've mentioned need to be scaled accordingly. No reason a LMB turret should shred a lvl 30 agent with lvl 33 armor and an agent's turret does next to nothing

WRFinger
08-29-2016, 07:11 PM
Just to clarify I only use boostershot because I have a vigorous chest. The important part here: over heal.

Also recovery link is only rated so low because of the delay with reviving people. As I've seen elsewhere in this thread; I have never once successfully revived someone or been revived during a frantic encounter, (which is when we're supposed to use it right?!)

Also, just wanted to say thank you for listening to the community!

Only time I've successfully used Recovery Link was when I was power leveling a player. I need it to work when we're neck deep in LMB sh*t!

SuspiciousPixel
08-29-2016, 07:13 PM
Each skill has it's usefulness whether it is for PVE or PVP. Chosen Skill depends on the situation - Mission/Incursion/UG/DZ or Gear Pieces chosen.

For example I will use Booster Shot if I am using a Vigarous chest. I can even forego healing if I am playing as a support role during Incursions and provide my team a strong pulse and smart cover instead and rely on them to heal me.

Depending on the strategy employed to complete the Incursion we chose differing skills but more than often due to the mundane nature of it the same skills are used. We can always communicate and swap if someone disconnects or dies.

Depending on the team's build and task at hand I will chose whatever skill fits accordingly so that the job gets done.

During match-making this is sometimes not possible if a build is on another character, hence why I carry the two most common/useful ones for PVE - A skillpower Reclaimer (Support) A Sentry (Pure DPS).

I think you have the data and know which are commonly used therefore I will explain the ones I don't use or use very little and why in addition to filling out the survey.

Medical

Pulse: Recon - Used very little for PVE/UG when I first wanted to find loot containers. Even though it has the greatest range it is not as effective as the other Pulse types.

First Aid: Defibrillator - Don't use. I don't find this effective. In PVE If a player goes down near to you or crawls their way back they can be revived normally. If in PVP a player goes down more than often they will be dead so there is no point in using this.

Support Station: Life Support - Don't use. A player can also revive themselves by crawling to other station types if they aren't revived by team mates already. For PVP same reasons for the Defib why I don't use it. Would be nice if it revived players back to full health and procs Battle Buddy then it "may" be useful.

Tech

Sticky Bomb: Proximity Fuse - Don't use. Never found a purpose to use it.

Turret: Active Sensor - Don't use. Never found a purpose to use it. For all turrets they get destroyed far too quickly in PVP unless you have high skillpower in which case other skills are more useful to the team. You can always spec your build into Turret health but most competent players can destroy it in 1.5 clips or slightly less. For PVE/DZ they get hacked far too quick and become a nuisance, why we can't hack turrets or have an anti hack feature is beyond me.

Seeker Mine: Airburst - Don't use. Causes screen shake and can destroy smart cover if detonated too close.

Seeker Mine: Cluster - Don't use. Causes screen shake and can destroy smart cover if detonated too close


Security

Ballistic Shield: Reactive Targeting
Ballistic Shield: Assault Shield
Ballistic Shield: Kinetic Breaker

Don't use any of them. The Ballistic Shield currently is broken and has been for a very long time. Therefore I don't find a purpose to use any of these skills.

Mobile Cover: Extension - Used very little where there is no cover for the begining phase of Dragon's Den. Provides effective shielding and vantage point for speed runs.

Mobile Cover: Blast Shield - Don't use.

Mobile Cover: Countermeasures - Used very little where there is no cover for the begining phase of Dragon's Den. Provides effective shielding and vantage point for speed runs.

Mobile cover is controversial the only use people have found for it is from exploiting but apart from that there is very little purpose for it in a cover shooter game where there is an abundance of cover. Apart from the above example in Dragon's Den I have found no valid purpose to use it.

Signature

Recovery Link - Used very little in PVE and never in PVP. Only ever used in PVE when it's critical and I swap my signature ability to it to get a team mate up. For example the fuse carrier in Clear Sky or the C4 charge planter in Falcons Nest.


HTH

Da_Only_Ape
08-29-2016, 07:29 PM
All skills are great from Level 1-30. They are effictive!

Right now in Endgame there is no room for versatility.

First Aid Overheal / Triage combo is mandatory.
That means, in a 4 player group there is only room for 4 more skills.
(And also 1 of 4 Talents already blocked.)

Damage Pulse / Smart Covor is mandatory.
Kill speed and damage reduction is necessary to survive long enough and skill fast enough the one-hit-player-kill spongy enemys.
And only 2 skills left.

Ammo and/or Immunizer Box also mandatory.

Thats it for current PVE content. Using other skills will make you progess slower or are just not powerful enough.




Turret gets insta-killed before its gets useful or gets hacked.
(Why can't we hack enemy skills? For example the hostile turrets. Also, why can one Technition can keep more than one turret alive and mine dies when I die. Wrong thread for this, but just saying.)
Mobile Cover and Ballistic shield are bugged from day one.
Seeker Mine is useless. Maybe to smoke or ignite the enemys but its make the screen shake like crazy and i dont like it. Aaand it gets hacked (see Turret above).
Some skills are more PVP related and thats ok. I wont talk about them since i am not a pvp guy.
(Sticky Bomb Flashbang most used in PVP can be usefull to stop running NPC's. But there no free room for that skill. (see above).



In my eyes some of the skills are just not correctly scaled. Best example is the Turret. While leveling it kills one hostile right after another. In Endgame the first segment of armor doesn't even move and it gets instakilled.

Buffing the weak skills to a point were they are equal usefull to the mandatory ones i named above would motivate people to use them.

powdernitz
08-29-2016, 07:33 PM
some of the skills are trash because they don't work. like the ballistic shield. but if you fixed it, i'd love to test that sucker out. but balance would have to come to allow for tanking. right now 400K or 700k toughness i'm still getting 1 or 2 shot. that can't still be how it is if i'm gonna use the ballistic shield at endgame. right now, if it worked, it'd be a toy i use for 32 enemies and down. but balance would really have to come for it to be viable up against 35 elites.

so the ballistic shield is not only broken, but game balance right now wouldn't allow it to have utility against 34-35 elites anyway. needs to be fixed and game balanced to then be able to test it to see just how viable it could be.

Tarantula5
08-29-2016, 07:44 PM
Like the rest of the community, I second the notion of: Pulse / Smart Cover / Overdose. They are the only real useful skills that work in the endgame.

The only other offensive skill that I use outside of Pulse and Smart Cover is the Gas seeker mine. Even though I use it, it's situation dependent. Mainly because of it's ability to be hacked. If I am going to employ a gas seeker mine against enemy agents, they must be suppressed first. If not, it just ends up getting hacked every time. I chose the gas seeker mine over flashbang because of the glitch that allows smart cover to be broken when a flashbang sticky bomb is used near the smart cover.

Hugo-FOU
08-29-2016, 07:44 PM
Seeker mine, Sticky bomb and Turret. I feel these should be the solo players best friends. Especially turret.

The problem is they don't do anywhere near enough damage. Whilst a highly enhanced Division agent gets floored by a grenades thrown by hoody wearing thugs, our highly technical, high explosive seeker mines and sticky bombs do no more than an angry mosquito and the Turret may as well be a water pistol.

From 1 to 30 these were good skills. They made a difference.They all did decent damage and Turret would also draw aggro.

IMHO we need to get back to this!

Sax-Max
08-29-2016, 07:48 PM
Good job, nice to see that you guys really seem to be ready to even re-work some key aspects of the game.
I'm not 100% satisfied with the possible answers though. Would have been nice to be able to add some comments on why we chose the option for each skill.
And we can't differentiate between missions/incursions (PvE) or Dark Zone incl. PvP.

But the survey should still give you a decent overview and we can at least post our opinion here, so that's good.


The problem is two of the skills are essential in end game. Smart Cover and Overdose. I have a skill build and use Smart Cover and Pulse, so long as there's at least one other team member with overdose. It gets BORING when all we do every time we see bad guys is lay down smart cover, hide behind it until they're all dead. That's it! The reliance on Smart Cover just so we can survive the level 34's and 35's means we are not able to use other tactics such as suppress and flank. I'd really love to flank round the enemy! Alas we need to keep sticking together under SC just so we don't die.
Oh and the reason we don't use Ballistic Shield is it's totally broken! If it wouldn't glitch out as much as actually proved a viable solution in end game, I'm sure it would be used a lot more.

Yep, this post could be written by me. I feel exactly the same.

Regarding Ballistic shield: I didn't even think about the different mods, I instantly marked all three of them as useless since the whole skill is useless at the moment thanks to all the issues. But even if it would work like intended, there wouldn't be many cases where it'd be super useful. The main problem is, that there isn't an "aggro" mechanic in the game, so you can't really use it as a "tank" skill.
That's why the "threat"-state should be re-worked as well, but this is probably something for another topic/survey.

To your smart cover and overdose (either the mod or booster shot with vigorous chest) comment I'd also add pulse if you don't play solo, but other than those three it practically doesn't matter much which other skills are used in your group.
Some other skills can be helpful (flashbang, gas seeker mine, zapper, immunizer/ammo station), but you can live without them. On the other hand you won't have a good time if you/your group doesn't use those three mentioned "must have" skills in the end game. And this is especially bad for solo players or 2-3 player groups, because they're extremely limited and it get's boring that you can't really experiment with other skills.

SeekerAlpha
08-29-2016, 07:57 PM
As a disclaimer: i am just leaving this here as feedback - not to take part in a discussion.

Btw: why can't i give a review / problem statement for a skill IN the survey? this is seriously redundant...

IMO: There are 2 categories of problems that need to be somewhat addressed: (A) conceptual problems (B) lacking diversity.

(A) i would define conceptual problems as issues related to design, namely:

-why are most skills instant / have an immidiate effect? (1): I can understand the need for dynamic gameplay, yet this does not mesh well with the cover-based shooting mechanics that the game is based on (or: why is pulse an 'i-win-button')

-why are they not supporting distinct roles better? (2): trade-offs in skills is not a bad thing e.g. "-dmg+movement" for supporty / tanky roles ...

-why do skills not feel rewarding? (3): subjective, yes - but most skills seem to be too much 'fire-and-forget' redundant or just *meh* (why use pulse for loot if the only loot you get is crap)

(B) lacking diversity would then be:

-diversity of gameplay (4): only scanning or healing or protection ... within one skill-'family' => more specialization please

-diversity of viability (5): (realistically there are only a few skills that you will ever use - either as a pvp or pve player, BUT)

why do some skills provide so many powerful stats while others do not... kinda reminds me of why the first generation of set-items was so problematic... standards and guidelines guys...

Pyknospex
08-29-2016, 07:57 PM
My skill choices:

1. First Aid - Overdose (always, always, ALWAYS, without exception)

2. Pulse Tactical (I call it "Heartbreaker," but only because of the icon) - almost always (as in, 99.999% of the time)

3. Smart Cover (replaces pulse on one character, because she's got monster skill power; her other skill is 99.999% of the time First Aid / Overdose)


Otherwise, I don't use the other skills at all -- there are no other skills that even approach the utility of those three. Wait, I just thought of two exceptions:

1. If I'm in a group, I might use flashbang sticky if somebody else has pulse covered and I feel like doing a little crowd control. Usually, I don't, but sometimes. I might also switch to defibrillator because nobody else ever remembers to. :D

2. In the Hudson Refugee camp mission, I use mobile cover in the little passageway at the boss fight (in that open container). That is literally the only place I've ever deployed it except once by accident.

P00K
08-29-2016, 08:04 PM
This topic seems to ignore the fact that skills are useful or not based on the rest of the environment.

Everyone rates pulse highly. Why? Because enemies have too much health, therefore taking it is a requirement.

You (massive / ubi) should be making sandbox adjustments first and foremost. Get those out there, in the hands of the players. Any feedback you get on the usefulness of skills now will be moot later, unless you don't plan on addressing scaling, bullet sponges, and the like - in which case you've already failed.

Steelerfan2k1
08-29-2016, 08:15 PM
Like several people have pointed out, my main issue with skills in the current version of the game is that overdose+ pulse are each so overpowered right now, that we have little incentive to use other skills. Overdose restores an agent to full health and boosts your teammates health if they run through it. It's hard to pass up using this skills.

Similarly, the bonus from tactical pulse for your entire team (especially when you have a maxed pulse) makes it a must-have. Even when we have 4 strong agents on a team, we will have 2 running tactical pulse so that the team bonus is constantly up.

When I run a 4 piece Tactician build, I run smart cover and try to get my team to actually shoot from behind smart cover (which is easier said than done). I have one teammate who really understands smart cover, so we each will run different smart covers with our respective high skill power, which really helps our team by allowing us to have more smart cover coverage on the map.

For me, the big problem with smart cover is that many agents simply do not understand the huge damage bonus and protection from damage bonus that is generated for our entire team when we shoot from behind smart cover. I try and point this out sometimes whenever we "melt" a tough NPC, but many individual agents like to believe that it is "my high DPS" that makes the biggest difference (even when it is clearly the buff from smart cover for all 4 of our teammates).

Is it possible to provide some sort of gameplay bonus for teams that run and use different skills? It would be interesting to encourage skill variety by making various team bonuses contingent on the use of different skills. For example, maybe give a regeneration bonus of +10% if a team has smart cover and support station running together.

Bottom line - the skills in the game are interesting. Make us use them by making it possible to achieve bonuses by running different skills. Teams with 4 agents running overheal + flashbang sticky bombs should miss out on the bonuses obtained by teams that actually use strategy in selecting and using skills.

GUNSLINGER8833
08-29-2016, 08:16 PM
A side not about skills that I would like to add is that more than I few times while running the seeker mine I would run it with no mod at all; I was trying to take advantage of chain reaction and paired with a sticky bomb. I'm not sure if the seeker mine can get the bonus damage from chain reaction, because it pops into several smaller munitions instead of being one big explosion.

I'm excited to see the changes, if any, that are made to the mobile cover. It's an interesting skill with many talent synergies and will be very useful once the game is more balanced at end-game. The problem I find with most skills is that they just perform in a subpar fashion once I get into challenging or heroic level activities. I've even got a sticky bomb build that can achieve 750-800,000 damage for a sticky bomb and can still feel underwhelming in some situations.

All of you ladies and gentlemen are doing a fantastic job keep up the good work with The Division, I'm very excited to see where this game is going next.

Arokhantos
08-29-2016, 08:19 PM
Filled it in, hope you see the ongoing trend that i suspect is there where few skills are baseline forced, while bunch skills signature skills are rarely used or at least not preferred, good luck #MakingDivisionGreatAgain

CalvyB
08-29-2016, 08:21 PM
In the 1-30 game and even 30+ before you nerfed suppression I used to use the turret a LOT. however since you removed the suppressive ability of it. it's utterly worthless. as enemies will walk up to it and kick it. even if it's shooting them repeatedly they don't care. 1 kick and the turrets gone.

I honestly think you should put the suppression back in and make the turret usefull again.

the same is true for a lot of skills as well. the proximity mine sticky for example in the 1-30 game was great I could put it at the bottom of a ladder or down an alleyway to get any guys that tried to sneak up on me or something. once you hit 30 though they just don't do enough damage to be be even remotely worthwhile. 250k damage cap on the sticky bomb for example when I can do that exact damage in a single bullet from some weapons.

the flashbangs and other mods don't scale terribly well either. a sticky flashbang would blind the enemy for the same amount of time whether you have 1000 skill power or 50,000 skill power. and as a result you're better off equipping a different skill and just tossing a grenade to blimd them instead.

skill power needs to have a much bigger impact on skills really. so in terms of the survey everything after the top few answers is basically "never used worthless" and its kinda a shame because back when the game was new and I was playing 1-30 for the frist time the turret was one of my favorite skills. then you made it totally useless

hedgehugger
08-29-2016, 08:22 PM
I usually play as a duo, so we tend to run ammo cache, tactical pulse, smart cover and a heal (overdose?) or a 2nd ammo cache, in the UG. Running 2 means never needing to heal :P especially if one of us is running tact'.
Before 'discovering' Smart Cover Recharger, I would always use Flashbang Stickies for harder NPC's. Was an essential item :)

If I'm wandering around solo, collecting intel or HVT/HRT I use sticky bomb and Overdose because that's all I need. Sticky bomb could be substituted for seeker mines or turrets. No serious tactics needed really, unless it's the hardest weeklies.

I tried the Recon Pulse for DZ but reported it broken months ago :( tried again for the Underground, fog of war, but it's still broken.

Haven't DZ'd for a while but used to run scrambler then occasionally.

Always run Survivor Link these days, though did run Tactical initially. Just like that super speedy "RUN AWAY!!" effect Survivor gives you.

I remember when Turrets could be used for suppression, then the update that stopped that :( Always used to use turrets for keeping enemies at bay.

IM_RATMAN
08-29-2016, 08:22 PM
I still feel like the support station Ammo Cache should replenish your ammo, not just refill your mag at no cost. would be more in line with most shooters that have a similar skill and would remove the need to constantly run in and out of checkpoints in the DZ. would probably make an ammo cache a bit more essential for long engagements too. I know when we do Heroic UG an ammo cache is almost essential as the ammo restocks are so few and far between but in reality as long as you have 5 skills (Ammo cache, Smart cover, Pulse, First Aid and Survivor Link) you can get through them pretty easily even without a sentrys call set (though that one really does come in handy) but we almost always try to run through with atleast one high skill reclaimer just to keep ammo cache and smart cover up and to recharge skills

just my two cents......

mikmacmannus
08-29-2016, 08:29 PM
Some sort of skill multiplier for the solo player PvE, or the ability to swap out sig skill for another skill.

nonameberlin8517
08-29-2016, 08:44 PM
Here's an idea: What if gear sets were used to unlock skill mods?

Instead of each gear set merely granting more stats, what if they just enabled you to use particular skill mods?

Here's how I think it could be structured: Each gear set would be of a certain class: Health, Tech or Security. Gear Set items would have the same stat RNG as non-set items, the only difference being that you could use them to unlock skill mods. Equipping 2 items from a set would unlock the tier 1 mod for a skill, equipping 4 items would unlock the level 2 mod for a skill, and equipping 6 items would unlock the level 3 mod + the signature skill.

So for example, using 4 Tactician's Authority pieces would unlock the Conceal mod for smart cover; using 6 pieces would unlock the Recharger mod and the Survivor Link. Using Striker could unlock the ballistic shield mods, using Reclaimer could unlock the support station mods, using Sentry could unlock the Pulse mods, using Nomad could unlock the mobile cover mods, and so on...

This type of approach could bring the rock, paper, scissors strategy decisions to the game, effectively creating three classes of characters that you could choose from.

Anyways, this would require some pretty serious overhauls, but I think it's the type of radical redesign idea that needs to be considered at this point.

CaliJoe090
08-29-2016, 08:47 PM
Any "conceal" skill has never worked for me. It is useless in solo play, and getting scanned in PVP is pretty normal once the pulse is on cool down.

RustyRat63
08-29-2016, 08:51 PM
It would have been better to have two versions of the survey, one for pure PvE and one for the DZ with the PvP element. You need very different skill setups depending on what you are doing (hence I am sure you will get multiple "always - it is essential" from people.

Steelerfan2k1
08-29-2016, 08:51 PM
One more point on skills....

There are teams in the DZ who constantly spam shock turrets to essentially stun lock opponents, since the effect of a shock lasts so long. You see this a lot in the teams who camp in DZ 01/02 and attack solo players and outnumbered teams (i.e. 4 vs. 2), as the 4 agents can each run their shock turret over and over and over again as the 1 vs. 4 or 2 vs. 4 just stands there helplessly taking damage.

I would like to see teams be rewarded for using a variety of skills in PVP. If a team has more than one player running the same skill (particularly something like shock turret), either make skill cooldowns longer for the 2nd, 3rd, 4th team member using the same skill or make the 2nd, 3rd, 4th team member using the same skill progressively less impactful. If I am going to be attacked 1 vs. 4 or 2 vs. 4, at least make the 4 player team earn it by having to actually play the game and not just spam shock turrets constantly.

I have also been annoyed by a change that seems to have been made in the 1.3 update, namely that agents can run survivor link when cutting a rope during an extraction - thus making it very difficult to knock the agent off of the rope. I suspect that this change was made to make it easier to cut ropes in the DZ, but even if this change was intentional, it is really irritating to have to try and knock an agent off of a rope - simply because they hit their "super." There are teams of players in the DZ who quickly replenish their agents' survivor links - thus allowing them to constantly cut ropes with little chance of being knocked off of a rope.

I would rather see something more interesting, like tactical link making it possible to cut a rope in 4 seconds (but still possible for the other team to counter by focus firing on the rope cutter) versus the current state of allowing an agent to effectively become invincible for rope cutting just by hitting survivor link. I know that some strong teams can already counter this, but they are largely the exception.

ThuggyJae
08-29-2016, 09:37 PM
All the pulses need to be nerfed a bit as the damage increase involved is too high and has caused some pretty terrible scaling issues, same with smart covers.
Recon pack is rarely used but on paper looks good. Scrambler is awesome. Tactical scanner is OP as all hell.

All of the first aid are done well and I can't think of any faults directly with them. However, triage is a bit overpowered especially when it is paired with reclaimer as the consumables are given the recharge speed boost.

Sticky bombs need to be reworked a bit. BFB for instance does not do enough damage to NPCs and far too much damage to players.

I have no real problem with turrets other than the normal discussion regarding shock and dragon breath.

Seeker mines are pretty awesome but they do need to be tweaked in the same manner as sticky bombs.

Ballistic shield would be cool if it worked properly.

Mobile cover is not needed in the game. Either have ballistic or mobile there is no need for both.

Right now everyone pretty much uses survivor link but I think that as a signature skill they are all fairly weak.

Being forced to use a pulse and smart cover to survive is asinine and makes the game unenjoyable.

Takophiliac
08-29-2016, 09:39 PM
Cheers, and i'd love if you took a peek at the post linked in my sig if you haven't already.

Your idea here is good, but you've not addressed how affecting defense bonuses is going to change the darkzone balance. Bullet mitigation may make trouble for people in PvE due to mob scaling, but you have to consider that it's also the only thing keeping anyone alive in the DZ. While you allude to this to some degree in % based bonuses overall, there needs to be a specific solution which basically balances players against NPCs. The common MMO problem here is that mobs tend to be very tanky, and players tend to be very bursty. In Division, players are bursty and tanky, and reducing tankiness without reducing burstiness will make PVP much more brutal. Doing both will require some rebalancing on the MOBs to make them defeatable and survivable.

DualKnives
08-29-2016, 09:43 PM
So to give my two cents because I really love this game and enjoy the conversation you guys are having with us, the community; I really think all the skills have the potential to be really good. I think the ones that the majority would say is needed are needed, and personally I would like to just see other skills buffed up to the same standards.

A few things that stick out to me as near useless is BFB and Charged Proximity on the sticky grenade because they prove no real use in end game. Charged Proximity might be good if there was stealth in the game but trying to plan attacks rather than just surviving, which is what we do now, isn't really an option with this specific skill. I don't really know how you could change this with 1.4 and the reworks to things, maybe give you 3 different charges you can separately place? BFB shows no place in endgame simply because it's too weak. It doesn't do enough damage to make a dent in enemy armor and the bleeding does not stop enemies from shooting you or anything, just slow tic of life drain. With 1.4 and the different enemy scaling, maybe it would be better. Ballistic shield and mobile cover I feel are severely bugged and overall broken to use where it really just puts you at a disadvantage most of the time so fixing the bugs associated with them, might bring people to use them. I also feel the only good turret is the shocker and really only servers purpose in PVP. Seeing Dragons Breath have more range maybe and a higher turn radius would make it more useable in PVE. Active sensor doesn't do enough damage and only focuses on one enemy at a time. Maybe give it a stagger for continued fire on a single enemy, then switch when the enemy is staggered, or something like that. I'm no game dev, just spitballing ideas. Smart cover is essential for PVP and PVE 4 man groups. So I'm not sure how to change it. Others have suggested making the cap on the smart cover and other skills effects have a much higher skill power or electronics requirement.

Those are my thoughts. To be clear, I feel the way skills are used in PVE and PVP should be separate. Seeing BFB be great in PVP but terrible in endgame PVE is weird. Thanks again though to you guys at Massive for the conversation. Good luck to you all in making 1.4.

GFlack
08-29-2016, 09:45 PM
Here are the skills I primarily use:
Pulse: Scrambler (Use on occassion, but rarely)

Pulse: Tactical Scanner (Use 50% of the time, switch off with Sticky Flash)

First Aid: Overdose (Use 99% of the time)

Sticky Bomb: BFB (Use on occasion. Was used a lot more before reaching Level 30)

Sticky Bomb: Flashbang (Use 50% of the time, switch off with Pulse)

Smart Cover: Trapper (used if asked and if seeing a lot of Rogue action)

Survivor Link
Increases damage resistance and speed for the user and nearby allies. (Always Equipped)

I did use the seeker mine prior to Level 30 and early in the DZ, but don't use at all now.

ComradeJagrad
08-29-2016, 09:50 PM
The problem is two of the skills are essential in end game. Smart Cover and Overdose. I have a skill build and use Smart Cover and Pulse, so long as there's at least one other team member with overdose. It gets BORING when all we do every time we see bad guys is lay down smart cover, hide behind it until they're all dead. That's it! The reliance on Smart Cover just so we can survive the level 34's and 35's means we are not able to use other tactics such as suppress and flank. I'd really love to flank round the enemy! Alas we need to keep sticking together under SC just so we don't die.
Oh and the reason we don't use Ballistic Shield is it's totally broken! If it wouldn't glitch out as much as actually proved a viable solution in end game, I'm sure it would be used a lot more.

This is very very true. I took the survey and when I got to the part about Ballistic Shield, I cringed, because I knew almost everyone would put all 3 mods as "Never. It's useless." The only reason people don't ever use Ballistic Shield is because it's horrifically broken both by bugs and by the fact that there's no surefire way to pull aggro or get healed when you're trying to tank with it. Sure, there's one piece of equipment in the game with a Talent that allows healing to be applied to skill objects, but nobody in their right mind is ever going to run with that piece of gear on the off-chance that someone else they're working with will be using the shield or Mobile Cover.

Basically, what I'm saying is you guys need to sit down and seriously think about whether you want this game to be a team-based RPG where roles play a critical factor to the team's success or whether you want this game to be a more tactics-based TPS. Once you've made that decision, base the rest of your fixes around the chosen style. The game can't be everything to everyone and have a hope to succeed.

I would personally be fine with either direction, as I find both styles to be quite fun to play as they both allow for a diverse range of tactics to be used.

If you go the road of team-based RPG, though, you need to fully commit to the idea of Tank, Healer, DPS. There needs to be a good reason to limit your build to one of those roles. Currently, there's no point to being a dedicated healer because anyone can roll skill power on gear and mods to the point where they're able to be as good at healing as a person who builds specifically to be the best at healing they can be. There's no point to being a dedicated Tank, because you can't hold aggro away from your team and the shield can't take enough damage to keep you safe if you manage to get every enemy in the room focusing on you. Nobody can heal your shield unless they happen to be wearing the single piece of gear in the game that lets them do it. These issues need to be addressed so that content becomes nearly impossible without a Tank and a Healer on the team. They are integral roles in RPGs. Having these roles in place allows players to synergize and move through content feeling as though they are critical to the team's success. Tanks should feel like they're able to grab a whole room of enemies and take all the damage they can deal out as long as the Healer is able to keep up with that damage. Healers should be on their toes, making sure that everyone is kept alive through anything that gets past the Tank. DPS should be able to gear for extreme amounts of damage-dealing without having to worry about being destroyed by the occasional stray sniper bullet or explosion that hits them. Skills should be reworked in order to compliment this style. Damage-based skills like Sticky Bombs and Turrets should scale off Firearms rather than Electronics, so that DPS players are able to use them as bonus DPS during fights. Buff style skills should scale off both Firearms and Electronics so anyone can run them while soloing. Healing and Tanking skills should be Electronics based. Skillpower should be stripped from the game.

Similarly, if you choose to go the road of tactical TPS, you also need to fully commit to that idea. People need to be powerful enough to split up and use tactics effectively, such as having one or two team-members behind cover holding NPC attention while the other 2 or 3 members flank around to get the best angle on the enemy. Difficulty should come from enemies who are also attempting to use similar tactics on your team. NPCs and players should both deal high amounts of damage, but be able to take low amounts of damage before dying. Gear should reflect that balance, keeping it relatively the same as players progress through more difficult content. Players should be able to complete content in a number of different ways, using varying tactics reliant on teamwork and movement. Gear should be secondary to gameplay being fun.

m1crobra1n
08-29-2016, 10:29 PM
Turrets are the most useless things in this game versus bots.
Shock turret is helpful for PVP but thats about it.

Every time i have played PVE and used turret. When deployed it cant even touch the ground when it is already shot dead by NPC.
I even seen this happen when the turret is in mid air.
This thing is taking you down very easy if it's from NPC and that tthing has so much armor on it that sometimes even shotgun sask-12 wont do the job with 3-4 shots.
Weirdest thing in this game is that shooting supply creates in UG with M870 and it needs more shots then with sask-12 that has like 1/3 times less damage per bullet.

Massive__
08-29-2016, 10:37 PM
Agents,


My only comment beyond what is answered in the survey, the PVE scaling makes Pulse and Smart Cover required by at least 1 member in each group, or by solo players 95% of the time. They are essentially a tax. You must take them otherwise you can't finish the content. With the scaling fixed it will open people up to taking other skills.

Lord_Spencer13
08-29-2016, 10:38 PM
1. Raise/Uncap the skillpower. Higher skillpower means potential commitment.

2. Re-distribute values and effectiveness of skills. With a higher or no cap on skillpower, you can change have effective certain skills are at any given number. Tactician would actually have more of a purpose, but thinking about it wouldn't really help the tanktician huh?

3. Remove skillpower from major attributes, and performance mods. Skillpower is all over the place and I think it's too easy to get, no sacrifice at all.

4. Allow us to re-distribute base stat values. A video MarcoStyleNL made pointed out that the stat distribution is even, maybe we can change that?

5."Paladin build" needs to change. For an action-rpg we didnt really get the choice to "build" or characters. If I can run 30k+ skillpower and still have 3k firearms and maybe 4k stamina, there really isnt any reason to change up. I have a super strong character who can do everything.

6. Consider removing skills or changing the functions. There are a ton of skills and there really isnt any commitment to use them. More related to skillpower and attributes.

7. Remove mods and maybe make them passives. Ex. First aid can do it all, but over-heal. Thus making Vigorous more viable. Maybe not the greatest but it could allow for a bit more skill diversity.

8. Maybe just nerf certain skills. Six of the skills are really powerful (First aid, Pulse, Healing Station, Smart Cover, Sticky Bomb, Shock Turret) and feel like the only things that are needed to do well in the game

9. Signature skills need a re-balance, should play out like rock paper scissors.

10. First aid and Medkits? Maybe have a separation of the two. I don't think it's really clear when to use one of the other. Medkits should maybe be linked to your stamina attribute, while first aid is linked to skill power.

Unfortunately I couldn't link all of these to skills and mods specifically. So its kinda all over the place. Just my opinion, and I'm curious if my views are short sighted or not. Love what you're doing with the game though Massive. I hope to play more in October. Maybe even pick up the season pass.

Rick_Slick_
08-29-2016, 10:45 PM
If you go the road of team-based RPG, though, you need to fully commit to the idea of Tank, Healer, DPS. There needs to be a good reason to limit your build to one of those roles. Currently, there's no point to being a dedicated healer because anyone can roll skill power on gear and mods to the point where they're able to be as good at healing as a person who builds specifically to be the best at healing they can be. There's no point to being a dedicated Tank, because you can't hold aggro away from your team and the shield can't take enough damage to keep you safe if you manage to get every enemy in the room focusing on you. Nobody can heal your shield unless they happen to be wearing the single piece of gear in the game that lets them do it. These issues need to be addressed so that content becomes nearly impossible without a Tank and a Healer on the team. They are integral roles in RPGs. Having these roles in place allows players to synergize and move through content feeling as though they are critical to the team's success. Tanks should feel like they're able to grab a whole room of enemies and take all the damage they can deal out as long as the Healer is able to keep up with that damage. Healers should be on their toes, making sure that everyone is kept alive through anything that gets past the Tank. DPS should be able to gear for extreme amounts of damage-dealing without having to worry about being destroyed by the occasional stray sniper bullet or explosion that hits them. Skills should be reworked in order to compliment this style. Damage-based skills like Sticky Bombs and Turrets should scale off Firearms rather than Electronics, so that DPS players are able to use them as bonus DPS during fights. Buff style skills should scale off both Firearms and Electronics so anyone can run them while soloing. Healing and Tanking skills should be Electronics based. Skillpower should be stripped from the game.

I couldn't agree with this more... and frankly, as soon as "RPG" got slapped into the description of the game, this is what I expected it to be. I came from playing Everquest back in the day. I expected Division players needing to make choices about whether they were going to play a DPS role, a tank role, a healer/buffer role, a crowd control role, some sort of hybrid, etc. based on the gear they kept and used. Because of the way skillpower works, you can be every role at the same time with near max effectiveness. Roll your gear with FA and STA as main stats, max out your armor mitigation, then slap a bunch of +SP attributes/mods so you can near max out your skills. This is not the way it should be.

You should have to sacrifice FA and STA to bump up your Electronics stat enough to have decent skills. And the skills need to be game changers if you are sacrificing the ability to deal and take damage.

You should need to sacrifice damage and healing/buffing ability if you want to put as much points into STA as it would take to be a tank.

You could run a balanced build, but you'd be jack of all trades, master of none -- the price you pay for flexibility.

In my opinion, skill power mods/attributes need to be 10% of what they currently are. If you want 20K+ skill power, you need to roll Electronics on more than just your base stats and your holster.

And none of this really works unless threat increase/reduction works the way it does in every other game of this type. The tank needs tools/skills to hold aggro. The crowd controller needs to be able to otherwise keep occupied anything that the tank can't keep on him. The DPS should be concerned about going full bore and drawing aggro, and have significant threat reduction mods/skills to counter. The healer/buffer needs to be protected at all costs by the other classes. Some hybrid/balanced builds can fulfill some of these roles in a pinch, but nowhere near as effective as someone with a pure build.

Then you can start creating more interesting encounters.

Neumeusis
08-29-2016, 11:02 PM
Hello !

Here are some more personnal comments on the different skills.

Pulse: Recon Pack
The pulse has an increased range and is capable of locating nearby loot containers.
=> Useless end game. We know where containers are, increased range gives nothing as most (if not all) weapons have optimal ranges below the new range.
I would try to improve it by adding something diferent, like, for example : bonus loot from enemies killed while being Pulsed by this mod.

Pulse: Scrambler
The pulse protects the user and all allies from hostile pulse scans.
=> Useless in PvE. Usefull in the Dark Zone to evade Rogues.

Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.
=> Must have in all situation. All teams should have One Pulse guy that can chain it.

First Aid: Defibrillator
The device can revive downed allies and grant them a portion of their normal health.
=> Useful for begginers. Other choices are far better end game.

First Aid: Overdose
The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.
=> Must have for every build not having much skillpower

First Aid: Booster Shot
Temporarily increases the damage for affected targets in addition to the normal healing effect.
=> Must have on all optimised builds

Support Station: Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.
=> Useful for begginers

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.
=> Priceless with specific encounters (Underground "Special forces", Cleaners packs, drones). Very limited use otherwise.

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.
=> Useful in some rare conditions (Underground "Waste not want not", Dragon's Nest, Falcon Lost).

Sticky Bomb: BFB
Increases the damage and radius of the explosion and may cause targets to bleed.
=> Useless in PvE (damage too low past lvl30), situational versus Rogues.

Sticky Bomb: Flashbang
The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range.
=> Priceless skill, every team should have one.

Sticky Bomb: Proximity Fuse
The bomb explodes automatically when a hostile target is within range.
=> Extremly situationnal. Rather useless.

Turret: Active Sensor
Increases the turret's damage and pulses attacked targets, making them visible to all allies.
=> Useless in PvE (turret health too low, damage negligable). Useless against Rogues.

Turret: Dragonbreath
The turret has reduced range but shoots a column of fire.
=> Rarely useful in PvE (turret health too low, damage negligable). Debilitation is very good, but in practice way more potent alternatives are available.

Turret: Zapper
The turret shoots electrical darts that damage and shock multiple targets.
=> Rarely useful in PvE (turret health too low, damage negligable). Debilitation is very good. Very useful against Rogues.

Seeker Mine: Airburst
Upon impact, the mine is launched into the air and releases a cluster of small incendiary explosives.
=> Very useful in PvE, but flashbang offer more utility. Screen shaking is unbearable. Useless against Rogues.

Seeker Mine: Gas Charge
Upon impact, the mine moves between multiple targets and releases a cloud of gas.
=> Useful in PvE. Useless against Rogues, other better alternatives exist.

Seeker Mine: Cluster
The mine separates into smaller mines that seek out multiple targets simultaneously.
=> Useless in PvE (damage too low). Useless against Rogues.

Ballistic Shield: Reactive Targeting
Equips a stronger and lighter shield that pulses hostiles who shoot at it.
=>Bugged, thus rarely used. Health too low, gets destroyed almost immediatly, making it even less useful. Pulse effect gives nothing as a Pulse guy is mandatory in every team.

Ballistic Shield: Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.
=>Bugged, thus rarely used. Health too low, gets destroyed almost immediatly, making it even less useful. Bonuses are nice, can be used in some very situational cases.

Ballistic Shield: Kinetic Breaker
Grants the user a small portion of incoming damage as healing.
=>Bugged, thus rarely used. Health too low, gets destroyed almost immediatly, making it even less useful. Bonus completly uselss in the current state.

Smart Cover: Trapper
Hostile targets using a reinforced cover deal less damage, while taking increased damage.
=> Very situationnal. Incorrectly used by 99% of the player base.

Smart Cover: Recharger
Allies using a reinforced cover slowly recover their health and get their skill cooldowns reduced.
=> Priceless. Must have in every team.

Smart Cover: Concealment
Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot by allies from behind the cover are pulsed.
=> Very situationnal. Can be used in some rare cases against Rogues.

Mobile Cover: Extension
The cover provides more protection and extends to protect two persons.
=> Cover is plenty in the game, making the Mobile Cover almost useless in 99% of the cases. Useful in the rare needed cases.

Mobile Cover: Blast Shield
The cover is fitted with remote explosives that damage hostiles in front of it when the shield is disabled.
=> Cover is plenty in the game, making the Mobile Cover almost useless in 99% of the cases. This mod is not very useful even in the 1% left. Damage is too low, range too small.

Mobile Cover: Countermeasures
While using the cover, the user deals increased damage and becomes immune to pulses.
=> Cover is plenty in the game, making the Mobile Cover almost useless in 99% of the cases. Useful in some very rare and situational cases against Rogues. But Conceal Smart Cover offers far better utility (more player affected, better bonuses).

Signature skills:
Recovery Link
Heals and cures the user and nearby allies. Revives downed allies within range. Can "overheal" beyond maximum health.
=> Almost useless. Range too small. Can't revive KO (more than downed) agents. Would be somewhat useful if it could be used while downed to revive yourself.

Tactical Link
Increases damage and critical hit chance to the user and all nearby allies.
=> Very useful for solid teams, speed-up the killing. Every optimized teams should have one.

Survivor Link
Increases damage resistance and speed for the user and nearby allies.
=> Priceless, every team should have one or two.

Regards,

gregbecher1988
08-29-2016, 11:04 PM
at the moment i am only using the skill that increases damage and so is alot of other people because as we all know the enemys are way to strong in the and game and would take even longer to kill without that damage increase.?

SnW-Heartbreak1
08-29-2016, 11:06 PM
1 Word "Turrents" turrents became a joke lv 30+ npc will just kick it out no matter your build, i have two chars and 1 of them is pure electronics NPC just kick the hell out of my turret, that's a thing that needs to be fixed, i love turrets from the very first video i saw, but unfortunately it's another of many things broken in this game.

dubcapo
08-29-2016, 11:12 PM
Tried using a maxed out mobile cover in Heroic UG the other night and it went down in about 3 seconds. At no point in the game did I ever think I would need mobile cover until UG and it's basically useless. I think it would be nice to have the mobile cover on a cool down instead of being based on HPs.

A working riot shield would be awesome.

CommanderHolmes
08-29-2016, 11:12 PM
Just came here to congratulate you folks on what you're doing. This is the right way to fix your game, well done.

Elevenfingerfrk
08-29-2016, 11:21 PM
I wouldn't characterize the different skills and mods as useless just because I'm not running them. I change my skill loadout based on what I'm doing. Since I tend to do specific stuff I tend to use specific skills and mods. For example, I'd love to run the Assault Ballistic Shield but it is currently broken. Fix it and/or publish the Frontline set and I'll probably use it often. If aggro worked like other RPGs I would use Sticky Proximity Charge when kiting. And if I ran Firecrest I would probably use a Dragon's Breath Turret. They all have their uses.

A bigger problem is that it takes research and effort to go outside the meta.I don't know how many other players are adults but the demands on our time prevents many of us from investing energy in exploring skills and mods. Children, spouses, jobs, etc. Shooting is easy and everyone needs a heal for themselves. All it takes to do either is to equip one thing and be done (and some ppl forget the heal since that's multiple clicks and you have to unlock stuff). After that, everything else requires more thinking than a normal players wants to do. That doesn't mean you need fewer skills, I think. It is more like you need incentives for them to try different stuff. Gearsets are possible way to do this via synergies with skills, but then you'd also have to make it drop dead easy to build a good gearset that has those synergies. If the average player throws together armor with no regard to the set bonuses you'd almost have to give them something that dumbs down the entire process to the point where you say "click this button and BE a Sentry, which comes will skill combo A. Click that button and BE a LoneStar with skill combo B". Then you'd have to still allow those of us who have the time and energy to access an "advanced" interface to customize things like we do now ("Click here for custom options" and you land at the current menu system). I'd hate to be stuck in something that robs me of my choices but other ppl aren't so much into that choice thing. Give the masses an easy button and give us crazy ppl the power we have now (or more if you like... really).

I would also add that people generally think Recovery Link is useless. These are the same people I have to revive using Recovery Link because they think using Survivor Link makes them permanent immortal... until they go down and take a teammate with them. I consider it essential since it constantly saves my teams from a wipe. Maybe they they think it is useless because someone else is saving their a**... the same way they thought skill power was useless and focused only on firearms for months.

Now if we were talking about gun talents... oh there's plenty that aren't useful...

BronsonM4
08-29-2016, 11:38 PM
We really need to differentiate PVP content from PVE content as they are world's apart. The survey feedback is going to be heavily weighted towards PVE content. We also need to consider that there will be a lot of surveys completed by people are not fully aware of game mechanics and how each skill works.

Here is my take:

PULSE: RECON PACK

PVP: Recon Pack is largely useless in the DZ as all the loot chests are in fixed locations.

PVE: This skill is currently bugged and does not work.

RECOMMENDATION: Randomize non-DZ key landmark / boss loot chests in the DZ, Open World, Underground to make this a more viable skill.

PULSE: TACTICAL SCANNER

PVP: Incredibly useful. It also has a hard counter (Pulse: Scrambler) so it's not an overpowered skill in the sense of countering it. (It can be considered overpowered in CHC / CHD bonuses but that's going to require changing NPC health/armor, PVP damage modifier / player armor percentage.)

PVE: Incredibly useful. Enemies cannot conceal so increased CHC / CHD bonus of Tactical Scanner makes it the most viable option.

PULSE: SCRAMBLER:

PVP: Scrambler is absolutely essential. I would honestly run two Scramblers in a group over a Scrambler and Tactical Scanner to ensure constant uptime for conceal and not getting Pulsed.

PVE: Scrambler is useless due to lower stats and that enemies cannot pulse. To make it a viable option in PVE, enemies need to be able to pulse and/or the disrupter in The Underground should not affect Concealed players - this would work with Smart Cover: Concealment as well.


FIRST AID: DEFIBRILLATOR

PVP: Defibrillator is largely useless unless you're running Vigorous due to combat being mostly CQC and the time to kill between downing a player with bullets and killing them with an elbow drop being so low. There is also the issue of client / server delay meaning it simply doesn't work as it doesn't register. It's also incredibly underused. It's better to use Overheal to ensure your team doesn't go down than to use Defibrillator to try and revive if they go down, but Vigorous + Defibrillator is a good combination though Vigorous + Booster Shot is still the better option for the reason above.

PVE: Defibrillator is a great option in PVE content as the heal revive is faster than the manual revive (especially when paired with a Vigorous chest) and is less dangerous to do. It's also very underused as it's difficult to bridge the gap between PVP loadouts and PVP loadouts.

FIRST AID: OVERDOSE

PVP: This is the best first aid skill for PVP as the Overheal not only has the greatest heal amount, but also grants additional temporary health which is significant.

PVE: Same as above. The additional health is even more important due to the sheer damage output of NPC's. Try running around the DZ with the base First Aid skill and see how long you last.

FIRST AID: BOOSTER SHOT

PVP: The Damage Bonus / Damage Resistance is fantastic, and the lower heal offsets this bonus. It is best paired with Vigorous chest.

PVE: Same as above.

FIRST AID RECOMMENDATIONS: Fix the heal delay. Fix heals not landing where shot. Fix client / server lag. All First Aid skills are relevant and applicable. Vigorous and Rapid chests are very well designed talents for armor.


SUPPORT STATION - LIFE SUPPORT:

PVP: Recovery Station is largely useless as the 5 second revive time is too long to stop the imminent elbow drop. (Manual revive should be longer as well.)

PVE: Recovery Station can be useful for auto revives of team without forcing another character to stop fighting / leave cover and manually revive.

SUPPORT STATION - AMMO CACHE:

PVP: Ammo Cache is decent for skill recovery, or when you're running low on ammunition after protracted / numerous fights.

PVE: Same as above.

SUPPORT STATION - IMMUNIZER:

PVP: Immunizer can be decent to stop some status effects - notably shock (Shock Turrets / Grenades) and burn (Incendiary Bullets). However it forces you to remain static in a very small area of effect, and without good placement where it cannot be shot and blown up it will just get focus fired and destroyed due to its low health scaling.

PVE: Immunizer is very good to stop status effects (drones in Falcon Lost, shotgunner's shock grenades).

SUPPORT STATION CON'S:

1. The heal rate isn't really sufficient unless a Reclaimer is using it.
2. It doesn't proc with Vigorous reliably.
3. Support Station health does not scale well, it needs more health (on par with Turrets).
4. Support Station Cooldown is very high.

RECOMMENDATION: Increase Support Station health to be the same as Turrets. (Perhaps decrease base Cooldown slightly, but most likely not needed.)

GEAR SET RECOMMENDATION: Medic

Make a medic-centric gearset.

4 or 5-piece set allows all mods of a medical skill (First Aid, Support Station) to apply to that base skill (First Aid would have Defibrillator, Overheal, Booster Shot buffs).


STICKY BOMB: BFB

PVP: BFB is the best damage dealing sticky by far. It's smaller radius is offset by the fact that it deals more damage due to its smaller radius as damage falls off the further from the center the target is. It also causes people to bleed. I don't like one-hit kill game mechanics (BFB, shotgun) but there are hard counters to them (EDR, Conceal).

PVE: Due to enemy health / armor scaling it's not effective, even with Chain Reaction and Sentry Marks.

STICKY BOMB: FLASHBANG

PVP: Flashbang is arguably the most useful sticky skill. It has a huge area of affect. It disrupts players from using skills (namely heal) and blinds / disorients them so you can focus fire people down faster. It's effects should not last as long as they should and need to be scaled down.

PVE: It does not seem to disrupt enemies from using skills, and blind / disoriented enemies can still move and shoot effectively while under status effect.

RECOMMENDATION: Reduce disrupt / blind effects effects by 20%.

STICKY BOMB: PROXIMITY MINE

PVP: Proximity Mine is useful for increased explosion radius, though it's not as useful for ambushes due to the proximity explosion occurring as soon as they enter the radius - where they'll receive the lowest amount of damage. You also have to invest a LOT to max it out at the expense of other stats, and in most cases the juice is not worth the squeeze.

PVE: Due to enemy health / armor scaling it's not effective, even with Chain Reaction and Sentry Marks.

RECOMMENDATION: Have damage be constant in the radius, not fall off the further from the center the target is.


TURRET - PULSE

PVP: This is largely useless outside of targeting rogue players to keep their timers up when the rest of their team is off rogue status and are body blocking for them.

PVE: Enemy health / armor is so high that this skill is useless.

RECOMMENDATION: For this to be a viable skill the damage needs to be increased substantially and Pulsed enemies / players need to have the base Pulse bonuses applied to them when under its affect.

TURRET - DRAGON BREATH

PVP: This is a viable PVP skill (especially with Wildfire) - its just underused by the player base as Zapper tends to be more effective especially with Fear Tactics.

TURRET - ZAPPER

PVP: Zapper is the best turret for PVP. It can shock enemies, it can shock multiple enemies, it can shock multiple enemies simultaneously with the Fear Tactics talent.

PVE: Not as effective. Enemies can still shoot effectively somehow while under shock status effect, and shock duration seems less compared to players.

RECOMMENDATION: Reduce Zapper range. Have shock status duration apply a universal amount - it seems as though there is a difference in shock duration regularly and when Fear Tactics is selected.

TURRET RECOMMENDATION: Make Turret's scale more with Skillpower like it does with health. Extend that to Range, Shock Duration, Damage.

SEEKER MINE:

The damage scaling for Seeker Mine mods compared to Sticky is very weak. If it were better, a Demolition build would be viable with one character using both Sticky and Seeker Mine skills combined with Chain Reaction / Demolition Expert talents.

SEEKER MINE - AIRBURST:

PVP: It can work decent with a Reclaimer build that is built for burn status effects (Incendiary Bullets / Wildfire) but the screen shake is very annoying - if it's going to remain in the game it should only affect those in the area of effect.

PVE: It's pretty weak due to the high health / armor of enemies. The fire effect is okay for crowd control but there are better options.

SEEKER MINE - GAS CHARGE:

PVP: Gas Charge is a decent counter to the shotgun trend as it's very difficult to use shotguns while disoriented. It was a good fix for the bug where you kept disorienting players yourself while the skill was active but no mine was deployed.

PVE: Gas Charge is an excellent option to run through mobs and to claim supply drops.

SEEKER MINE - CLUSTER:

PVP: Due to its low damage, it's not very effective. Stumbling multiple characters works in very limited situations (mostly related to running away).

PVE: same as above. It seeking enemies out is likewise overshadowed by Pulse. If there were special enemies that could conceal it would be more viable.

BALLISTIC SHIELD:
Ballistic Shield is currently heavily bugged and needs to be resolved.

BALLISTIC SHIELD - REACTIVE TARGETING

PVE: Useless. Enemies deal so much damage that it's not a viable skill as it will get broken incredibly quickly. Enemies pulsed do not incur base Pulse effects, it's strictly visual.

BALLISTIC SHIELD - ASSAULT SHIELD

PVP: The best mod for damage dealing, by far. Scales very well, especially with X-45 and Decisive / Savage gloves.

PVE: Not very viable. The additional damage bonuses are effective, but enemies deal so much damage that the shield will get broken quickly.

BALLISTIC SHIELD - KINETIC BREAKER:

PVP: Doesn't work as well due to most damage being dealt is to the shield and not the player.

PVE: Useless. Enemies deal so much damage that it's not a viable skill as it will get broken incredibly quickly. The health bonus doesn't counteract this.

SMART COVER:

Smart Cover is a skill with constant uptime, and it basically encompasses two Signature Skills in one - Tactical Link and Survivor Link. Signature Skills are supposed to be the most powerful skills in the game, and Smart Cover severely undermines this. It is completely overpowered and has no hard counter.

SMART COVER: RECHARGER

PVP: Not as useful as people think. The health regeneration is very low. The skill cooldown is nice, but it is overshadowed by Concealment. The lesser duration is likewise an issue, you need a lot of Skillpower to ensure a constant uptime.

PVE: Very useful for skill cooldown, especially in conjunction with Ammo Cache. The health recharge is decent for status effects like fire in incursions.

SMART COVER: TRAPPER

PVP: Trapper only applies a base debuff to an enemy, it's effects do not scale with Skillpower. It's not as viable as people think, it's most effective when you have a max Smart Cover and can jump on theirs with them so your bonuses are higher than theirs.

PVE: Trapper is viable to apply debuffs to enemies and to rush up on their cover, and is better suited for those who need the longer duration of Trapper for constant uptime. Damage Resilience & Damage bonus is more important than a base debuff to enemies with current NPC damage/health/armor scaling.

SMART COVER: CONCEALMENT

PVP: By far the best option since it will cancel out Pulses and remove one of the biggest damage dealing skills

PVE: Generally useless. It has a longer duration, but NPC's can't pulse so that bonus is immaterial.

SMART COVER RECOMMENDATION: Smart Cover needs its bonuses reduced substantially. It also needs a hard counter. Examples Given: The deployable device should be able to be shot and destroyed, the actual cover used should be able to sustain damage and Smart Cover be destroyed after a set amount, Sticky Flashbang should destroy it. As a last resort, Trapper effects should scale with Skillpower to be able to be a hard counter to it.

RECOVERY LINK:
Recovery Link is awesome in theory, but execution leaves a lot to be desired.

Recovery Link needs to be able to apply to members under status effects. Client / Server lag needs to be resolved as there is a significant delay in the skill activating / proc'ing on a teammate.

RECOMMENDATIONS: Have Recovery Link bring Dead teammate's to a Downed state. Apply to teammate's under status effect. Grant immunity to status effect. Increase duration, heal over time amount, Overheal.

SURVIVOR LINK:
This Signature Skill is overpowered compared to others and is what most use. Why? Because you get 80% Damage Resilience and there is no penalty to your damage output. This is why teams just run around and roll until the Survivor Link on the opposing team runs out - they can't square up and fight them.

RECOMMENDATION: Reduce Damage output while under Survivor Link. This emphasizes the Survivor aspect to the skill - movement speed and damage resilience to run away and survive.

TACTICAL LINK:
Tactical Link is awesome and way underused. 20% CHC and 50% base damage increase is substantial. It's still not viable against a Survivor Link, however - but modifying Survivor Link would make them on equal footing.

RECOMMENDATIONS:
Increase the signature skill extension gained when killing an enemy slightly (additional 10%).

Fix the "Commanding" talent. Consider transporting that weapon talent to an armor piece as well.

johnny_woker
08-29-2016, 11:42 PM
I agree the skills you've mentioned need to be scaled accordingly. No reason a LMB turret should shred a lvl 30 agent with lvl 33 armor and an agent's turret does next to nothing

Don't forget the LMB Medics' Superman grade(R) healing station which will never pop until a single medic is alive (same goes for the engineer turrets) and with a meager 180k DPS I was unable to shoot through a medic's tank which was in it's range (it can be a real fun on heroic UG when the DPS players die in the team and cannot be revived until the LMB has been taken care of)

powdernitz
08-30-2016, 12:12 AM
back in the early days i'd always run solo with a turret. cuz it could suppress for me and draw aggro. it was super helpful for a solo player. then they got rid of the suppression and it became useless. and so much of endgame content just hacks the turret anyway.

and sticky bomb is way too underpowered. in the dz if you have 2 piece final measure, it's irrelevant. vs npcs it's equal to a bullet at endgame. grenades and sticky bomb need to be nuclear at endgame vs npcs. they need to be powerful. they're an explosive. they need to be better than a few bullets. grenades and stickys should kill. if i land a sticky in a crowd of npcs, why shouldn't they all go down? same w grenade. i run w 50K+ skill and sticky bomb's useless. flash is way more helpful. same thing with seeker mine. too weak. and hackable.

mobile cover seems nonsensical to me, because it's already a cover based shooter. there's always supposed to be cover around to take. i don't want to carry a cover with me to then deploy and then camp behind. then i can't move away from it without losing utility. sc is a better idea than mobile cover. it's a cover that can spread out and allow some movement.

ballistic shield will only work if they can introduce true tanking into the game. so that i can sit there and eat damage. but it's tough right now because there's so many kinds of damage. gas grenades from cleaners. fire from cleaners. explosives from grenades and mortars. bullets. explosive ammo. disruptive ammo. incendiary ammo. bleeds. melee. a tank needs to be able to tank any of it. right now i can only roll so much on my gear, and i just can't get enough of it all to tank adequately. yes, end game npcs need a nerf to damage and armor. but they also need nerfs to the damage types they can do. fire's so op. those gas grenades are so op. don't just nerf bullet dmg given and taken.

why would anyone ever run the recon pack? a slightly increased radius and identifying loot crap is useless compared to the dmg tactical pulse puts out, or the dmg concealed pulse can protect you from in the dz.

we won't really know how skills will work post 1.4 in pve or pvp until the playerbase gets their hands on them and can test them out and find their limits. it's gonna be a long haul for these fixes. everything's not gonna be perfect when 1.4 drops. it's still gonna take time after release to find the balance and perfect the skills and endgame pvp and pve combat. 1.4 may come in october, but it'll still be november at the soonest that they'll get the fixes and changes they'll need to make post 1.4 release to get the appropriate balance of the new skills and buffs and nerfs and such.

balousek
08-30-2016, 12:16 AM
Just a note to supplement the survey:

So I replied to the survey, but as most people mentioned -- these are post-30 opinions.

I feel that many skills could be useful pre-30 (but most people stick with a few basics during initial play). Eventually once you are 30 you are forced to use specific skills for a few different scenarios and unless you are trying to work with the meta at the moment there isn't much deviation. Most skills become very underpowered in the end-game.

NovelR
08-30-2016, 12:24 AM
First off, I agree with some of the others that Massive is doing a really good job of being transparent. It's exciting to know and see the Devs are fully committed to turning this game around! I'm super hyped and I will continue to voice my opinions/views as part of the Division community in order to help bring this game back! Constructive criticism is key.

I would like to clarify that the Skills I deemed "useful in some occasions" are just that. Situational. Immunizer SS, Ammo Cashe SS, Pulse Scrambler, Smart Cover Trapper are situational Skill Mods. I use Scrambler Pulse ONLY in the DZ. And Immunizer and Ammo Cashe only on Dragons Nest, UG and only sometimes in CS and FL (someone in the group will insist on using them sometimes haha).

They are not bad Skills. But they are simply straight situational. It would be cool if the Pulse Scrambler was useful in the PvE world! It would be intriguing if enemies could pulse us or that skill received some perks/buffs.

As far as Turrets and Seeker Mines...LMB can hack them from at least 5-10 yards away! The fact that they can hack those skills and hack them from such a great distance makes them ALMOST useless. I rarely use those two talents anymore as they are usually a waste of a talent.

Speaking of almost useless.... The Sticky Bombs have become some what useless when facing lvl 32s and up. The upper tier lvl NPCs brush off Flash Stickies like flies! Many times I've seen someone in my group launch a flash sticky at a lvl 34 NPCs head only to find that it did absolutely nothing. No status effect on the NPCs. Effectively making the Stick situational to down right useless when it comes to top tier NPCs.

Thank you for your time. I hope my views/experiences help shape the game back to where it should be....An Epic Game!

Sebahi1987
08-30-2016, 12:24 AM
Suggestions:

1- Remove Mobile Cover and give us drones.
2- Buff Sticky bombs versus NPCs.
3- Give us sticky cameras with Gas as Sam Fisher has in(Splinter cell).

Caldorian66
08-30-2016, 01:17 AM
Filled it out mostly based on the way I play, but also considered other play styles as well.

Personally, I'm mostly a solo PvE player, who doesn't like any PvP. That said, I can see the mechanics of how PvP and group based PvE work into the skill set.

So here are some of my extended thoughts on the skills:
As a solo player, I'm in constant need to heal myself. The trickle heals from weapon talents (Self-Preserved, Self-Preserved) aren't big enough to overcome combat damage and skills (healing station, smart cover), and HP on Kill isn't enough to top me off between fights. And self regeneration only fills the "current" health section. With the limited capacity on med kits both from how many I can carry, as well as their fixed healing amount, my only option is left is First Aid as an effective tool to stay alive. If there was one change I would make, here, it would be to get rid of the capacity count on med-kits, and make their healing scale by a combination of skill power and total health. This wouldn't neglect the need for first aid, as it's an effective group healing tool, as well as having the modifiers. It would just mean that solo players wouldn't be forced to take it, and groups wouldn't have to have 2 or 3 of them.

Pulse: Recon Pack is absolutely useless. Loot containers are all in fixed locations, and your standard mini-map shows them at a large enough range to be effective. Plus, I really don't see any strong from the increased range compared to my normal pulse in locating enemies.

Support Stations: Really only used for their modded effect. Heals are too low to be an effective tool. This *might* be mitigated by Reclaimers, I haven't had any chance to see it's practical effect.

Ballistic Shield: The skill breaks too often to be relied on. I love the concept, but with the minimal ways to control threat, and how drastically it reduces your damage, I don't see how it could be effectively used even if it didn't break.

Smart Cover: Recharger is the only option here for PvE. You shouldn't be letting NPCs get close enough that they are in cover that's being effected by your smart cover.

Turrets: Too often, I find the big NPCs are able to just walk up and knock them over. That said, two of the turrets feel redundant, in that they both primarily provide crowd control effects (zapper / dragon), and the third is useless (damage isn't high enough, and non-Pulse pulsing discussed below).

Mobile Cover: In general, there's enough other cover available that you really don't need it, except as a way to glitch into/through walls, and in the few areas where there might be limited cover, other skills of too much use to use this instead.

Non-Pulse based Pulsing: If it applied any type of effect, it would open up a whole slew of the mods. Doesn't need to be large, something as simple as a 5% increased crit change or increased damage taken. But until that's done, I will be holey ignoring them.

Signature Skills: For PvE play, Tactical is the odd man out. As a solo player, Survivor is my staple, but Recovery can be effective for group play as a way to mass revive downed allies. But Tactical Link doesn't provide for a big enough boost to feel effective. It's ideal case would be when you need/want to bust something down, but there's no place in PvE where an increased burst would be effective.

REXTON
08-30-2016, 01:28 AM
I rated the skills based on a pve gameplay and what i think are viable and not so viable mods as I dont personally do pvp. the problem with the skills are you cannot mix them up because of the high health and damage enemies you need priotise survivability and damage output to counter them that crowd control is less of a prioity and high ammo consumption also means the ammo catche is always going to be first to be used. the problem with the recovery link is it dose not work if someone else is reviveing them I think the recovery link should get priority when revivig someone as you popped it for that reason and feels a waste when you pop it but someone else starts reviving the person instead. tech skills cap also means they are less effective on harder difficulties.

Itacua
08-30-2016, 01:33 AM
I marked any turret as useless since they don't do the crowd control job anymore.

DaGranMasta
08-30-2016, 03:24 AM
can we extend how many skills we can use instead of just the 2 plus the link. like power ranking the skills, example pulse and overdose is tier 1 so we can pick 2 tier ones, and then 1 or 2 tier 3 skills which would be like the shields, seeker mines and one type of turret the pulse one.

i guess your idea is to take away options, i say don't take away add more and make stronger the ones that aren't, unless your adding new abilities. just don't take away and don't add or add more and give us more ways to use more skills that would be great.

Glassbreakerz
08-30-2016, 03:28 AM
I think the seeker mine should have a heal mod (Almost like the cluster but it goes to your friends and heals them)

Most of the skills that have a damage mod are pretty useless for obvious reasons, I would think these need a serious damage buff or change their purpose all together. I also hope going forward I'm not going to NEED a first aid skill, it's almost like why would any ever run without one unless it's needed. Maybe have certain gearsets not able to carry as many medkits so you have to make a trade off.

ChimpNotApansy
08-30-2016, 03:35 AM
One of my personal opinions on the (group pve) scaling/diversity issues comes from the lack of Tanks. If you have a tank they can control the flow of the fight and allow other teammates to specialize and focus their builds on damage or support. I believe the lack of players using tank builds stems from threat management difficulties. While threat increase and decrease are technically in the game they don't really work well enough.

One of the go to favorite (Or overused depending on your point of view) Skills is First Aid: Overdose. If you want to balance and encourage build diversity what if Overdose became a tank focused ability and granted a threat increase to the user like a taunt. You could take it one step further and decrease the threat of any allied agents withing the affected area. Alternatively you could modify one of the Pulse Modificated abilities but I think Overdose is suited better because of the increased amount of damage you can take after using it.

Additionally assuming you would dedicate a skill to a role like tanking it would make sense to have that skill's power increase based on the stat that role relies on most (Base Ballistic Shield and a taunt based Overdose power's increase on Stamina over Electronics as an example.) Though I understand this could be asking a lot if it would require an overhaul of a base system.

Pair these with a few bugs fixed on the Ballistic Shield and I think tanking (and class diversity) would be in a far better place than it is now!

Thanks for taking the time to read! Looking forward to the bright future of The Division!

EightSinclaire
08-30-2016, 03:38 AM
There are so many skills that are completely useless in the endgame but viable pre 30. However, nearly everyone agrees that Pre 30 was great fun. So here are some issues with skills that I've noticed.

Turrets in general don't put out enough damage. They should be effectively helping to obliterate your enemies. Look at the damage output of a Cleaner's Flamethrower. We die in seconds right? Yet, our Dragonsbreath can set an NPC on fire and do less damage than a single headshot. Take an LMB engineer's turret, and compare the damage output to ours. Why do our turrets not deal close to as much damage per bullet as our guns do? If they aren't able to suppress (which is the only thing they were ever good for) then they should be powerful enough to make anyone stupid enough to run up to them regret it.

Mobile Cover is trash by itself. The only time I've seen mobile cover effectively used is when it has Smart Cover stacked with it. However, that's situational as there's usually always enough cover around for the team to not need this. The enemies can also just walk right up and kick it down. This is terribly designed, as you can't use it to completely block off choke points due to them being able to walk through it or kick it down at will. Realistically speaking, it would be ideal to block off a doorway or stairset with this, but it just doesn't work. Mobile cover honestly needs to be indestructible, allowing the effects to kick in when you intentionally deactivate it or if an enemy gets close to it.

Sticky Bombs are weaker than bullets. This is bad on so many levels. Having a damage cap on an explosive is ridiculous. These have 20 second cooldowns at the fastest I've seen, yet they deal less damage than a sniper headshot. Considering the amount of health that NPCs have, these should b dealing tons more. Removing the cap is a start, but there's no reason why someone with 80k skillpower shouldn't one shot an enemy with one honestly. At the very least, it should be enough to take out their armor if you stick it to them. Then there's the proximity which help us all, is even weaker with a smaller explosion. It's useless. You can't place it somewhere clever and catch a group of NPCs with something that'll kill them. These basically just become useful for flashbang stuns and player killing later on and that's a problem.

Ballistic Shield doesn't work in any way shape or form. I mean that. I used to always run a shield, even in endgame content. But it's so bugged out now that I can't. I'd run with Kinetic Breaker, which worked well up until enemies started taking my shield out in one shot. Even with 50k skill power, it only hits 400k hp. Not only that, but the damage reduction and pistol damage bonus needs to increase with the rest of the benefits that raise or lower based on Skill power. If you can't draw aggro, at least make the shield strong enough to survive multiple targets shooting it. It's unfair that enemy shields can't break and ours can, even though we have a cooldown on it.

Tactical Link is inferior in every way. It lasts 3 seconds LESS, offers 20% LESS damage increase than Survivor offers reduction, has a relatively small crit chance, doesn't aid the agent in anyway other than damage... At the very least, do one of the following on top of what is already there. Option A- 100% skill haste while the super is active. Option B- Replenish skills, and weapons automatically fill up and reload upon activating. It also needs to last at least 15 seconds to be just as viable in PvP.

Arc-of-Dream
08-30-2016, 03:59 AM
I probably am talking too much, giving my suggested changes, but ah well. Before going into specific skills, there's a few concepts that I think needs to be brought up. While this is largely lifted from my World of Warcraft and Final Fantasy XIV days, I think it applies.

Regarding the Holy Trinity: With any RPG, no matter how "classless", you will still have the three jobs of 1) dealing damage, 2) absorbing damage, and 3) recovering from damage. As much as a game tries to innovate...there's no escaping it. Hybrids exist of course, and that's all fine and dandy. In any case, the fact that skills are divided into Medical, Technical, and Security means you are working with a Trinity. Skills in these categories should scale with more than just SP. Medical can stay with SP, but Technical should scale with Firearms and Security should scale with Stamina. I'll explain more below.

Regarding damage: In any game with scaling enemies, raw damage always falls off. Crowd Control reigns supreme, followed by scaled/percentage damage.

Regarding buff/debuff scaling: These need to scale with the player so that a buffer/debuffer role can actually be useful. Right now, most buffs/debuffs are too short or too weak to have a noticeable affect, and the ones that do...everyone runs them. (Recharger and Tactical Scan)

Regarding skill cooldowns: in short, cooldowns and cooldown scaling should be such that they fit certain archetypes:

1 - On Cooldown (15-30 seconds): These skills should be activated as soon as possible and maintained as long as possible. These skills often have an "uptime", which is the ratio of time active to cooldown time. Ideally uptime is at least 100%, but of course it doesn't have to be for balance reasons.
2 - On Rotation (15-60 seconds): These skills will be activated often during the engagement but only as needed.
3 - Once per pull/Opener (1-2 minutes): These skills are activated to either kickstart the engagement (the "pull") or to maintain or restore momentum in the fight.
4 - Emergency (2-5 minute): These skills are used to defuse any situations that have gone awry.

Right now, the cooldowns of skills are all over the place and not conductive to fulfilling their full potential. Cooldowns, uptime, and potency should be different for a tank, a DPS, and a healer/support. Indeed, a DPS can take a healer and tank skills, but they won't fulfill the same function. For example, First Aid on a healer is On Rotation, where they keep everyone topped off while First Aid on a DPS/Tank is Once-per-pull to maintain momentum instead of needing to take cover.

Onto the skills themselves.

Pulse: Everyone runs this. Not everyone should be running this. It also has a bit of an identity crisis. Is it meant to be a steady party buff or a DPS spiker/burn phase type? Why not let the mod choose?
Recon Pack: We have enough minimap size that the loot finding ability isn't useful and most engagements are close enough that it's useless. However, if I remember correctly, it has a good cooldown and thus a good uptime. This can be reworked as the steady party damage buff, though uncap the bonus so that investing SP in it is worth it.
Scambler: Incredibly useful in PvP, not so useful in PvE. It needs a good defensive PvE effect for it to be considered over Tactical Scanner. Either status resistance buff or a disruption debuff on enemies, making it the defensive steady party buff. Scaling should be like Recon Pack.
Tactical Scannner: Nowadays is useful in both PvE and PvP and really is the go-to for the latter. This should be your burn-phase or opener type. Drop the duration and have it not scale as hard, though Tacticians should still be allowed to use it on cooldown. Damage bonus can scale.

First Aid: The problem with everyone taking this is more of a symptom of enemy scaling, but the cooldown is too high for something that should be On Rotation for healers so they can do their job and let the rest of the party DPS.
Overdose: Good general healing skill, probably should be the one a dedicated healer will be firing off constantly. Exponentially scale the cooldown reduction so that SP investors can use it on rotation and keep the party topped off.
Defibrilator: The currently-long cooldown unfortunately shunts it into the Emergency category, wasting its healing potential, so it's not used much anyways. Drop the cooldown significantly and revive allies to full HP. Compared to Overdose, it's already losing out on healing potential.
Booster Shot: I run it...but it's a bit selfish and really lackluster in higher difficulties. Compared to Overdose, it's already losing out on healing potential, so just needs Damage Bonus, Damage Reduction, and Duration to scale with SP.

Support Station - General: The radius of effect is too small. When squads are bunched up together enemies tend to swarm and overwhelm them. When squads are spread out...the heals don't reach. We need more range. Good as an opener for healers. The durability should be much higher too. Duration needs to scale a bit more.
Life Support: I've only seen this in cases where people just go down often. Increase the duration, make it scale much harder with SP. Make it a good one-and-done opener over the more focused immunizer.
Ammo Cache: Useful for UG primarily for Waste Not Want Not and sometimes Mad Skills, but loses out to immunizer. Skill recharge boost should scale with SP.
Immunizer: Rather good where it is now.

Sticky Bomb: With any game with scaling enemies, damage always falls off. Skills should have CC or Status effects.
BFB: Was a good trollcannon in PvP, but not good for anything else, so it's rare. Damage falls off as mentioned before. The bleed is very good...but weak. Bleed damage and duration should scale off Firearms and Skill Power. The blast radius should be allowed to scale and damage should be uncapped.
Flashbang: Really useful right now, but still suffers. Blind-deaf application should be regardless of line of sight, and any deployed enemy skills (support station, turret, seeker mine, RC car) should be immediately destroyed. Debuff duration and blast raduis should scale with Firearms and Skill Power.
Proximity Fuse: I've only seen this for PvP due to its IFF. Should apply Disoriented debuff and create a flaming area, denying it to enemies. Debuff duration and blast raduis should scale with Firearms and Skill Power.

Turret: In theory, a really good CC machine. In practice...useless. I have only seen this in enemy hands. Needs some boosts primarily to cooldown and its durability. DPS should use it on cooldown, Tank/Heals can use it as an opener. Turret should be immune to damage until it is set up. Damage on detonation should be regardless of how it is destroyed.
Active Sensor: Pulse debuff should scale with Firearms and Skill Power, working like Tactical Scanner.
Dragon's Breath: Debuff duration, rate of fire, and range should scale with Firearms and Skill Power.
Zapper: Debuff duration, rate of fire, and range should scale with Firearms and Skill Power.

Seeker Mine: Faces the same problems as Sticky Bomb: Damage falls off hard. While fire and forget...we don't have much control over where it goes. Needs a cooldown reduction so DPS can use it on cooldown.
Airburst: Debuff duration and blast radius should scale with Firearms and Skill Power. Base blast radius needs an increase. Take out the screen shake.
Gas Charge: Very useful as it is now. Debuff duration, blast radius, and active time should scale with Firearms and Skill Power.
Cluster Mine: Again, needs CC. Should apply bleed to enemies, scaling identically to BFB.

Ballistic Shield: Fix the bug, first and foremost. Second, let it actually draw aggro. Third, scale shield HP and repair rate with Stamina as well as SP.
Reactive Targeting: Like Active Sensor, Pulse debuff should scale with Stamina and Skill Power, working like Tactical Scanner.
Assault Shield: Sidearm buffs should scale with Stamina and SP.
Kinetic Breaker: Scale health conversion rate with Stamina and SP.

Smart Cover: Like Tactical Scanner and Overdose, everyone uses this. They really shouldn't. Due to the nature of firefights forcing the party to spread, only one person really gets use of it, same problem as Support Station. Needs more range in general. People gravitate to Recharger because of how powerful it is. The other mods need to be buffed.
Trapper: As an enemy debuffer, it has an identity crisis. Either bump up its range to cover how wide enemies spread out or bump up its potency to CC them. Enemies should be CC'd by being in the radius, not just in cover.
Recharger: Good as it is. Just needs range.
Concealment: Should be like Scrambler mentioned before. Protects against Disruption debuff and should properly drop party aggro.

Mobile Cover: It's useful with good thinking, especially with the wide open rooms in UG, but is held back primarily by the cooldown and durability. The cooldown should start as soon as it's up. It's a good opener and should be reusable to reposition as the firefight progresses. Durabilty should also scale with Stamina.
Extension: Wish it saw more use outside of cheating. Good as it with a lower cooldown.
Blast Shield: ...useless as it is now. Damage is again useless, so replace with a Blind-Deaf or Disoriented debuff, duration and range scaled with SP and Stamina. This should mod is for when you are getting overwhelmed and need to peel off.
Countermeasures: Loses to Extension largely due to durability issues. Scale damage buff with SP and Stamina, add Scambler's defensive affect to it.

Recovery Link: Use for wipe prevention. Increase range and revive Dead allies.
Survivor Link: Use to brace against an incoming heavy attack, such as a mortar barrage. Drop the duration a bit, remove the speed boost, increase the mitigation to 95%, and decrease the cooldown.
Tactical Link: Use to initiate burn phase. Increase damage buff, critical hit chance, and add the speed buff from Survivor Link.

aetius4
08-30-2016, 04:00 AM
Some additions to other things I've seen here:

1. Turrets go unused partly because of the damage / survival scaling issues, and partly because they can be hacked by NPCs and turned against you (and you can't hack theirs back!). This happens more frequently versus higher level enemies, to the point where deploying them in a Hard level mission or higher is actively self-destructive: either they die instantly, or they start shooting *you*.

2. The balance on the ballistic shields is ... bad. The only one that's reasonably useful is Reactive Targeting - it gets a boost to hitpoints that's pretty much required to survive in the current endgame, and the pulse more than makes up for the lost damage bonuses.

The Assault Shield's stagger bonus has little effect against enemies 2+ levels higher, the damage is eclipsed by pulse, the accuracy doesn't matter, and the reload bonus is very small (most high ROF pistols already reload very quickly, including the X-45 which is the only viable pistol right now). In exchange, the assault shield suffers a massive penalty to hitpoints

Kinetic Breaker is just not useful - fewer hitpoints than Reactive Targeting, no pulse, mediocre damage bonus, and tiny amounts of healing. Essentially, if you're using the shield right, the shield is taking damage and not you. If you're using it wrong, you don't live long enough for Kinetic Breaker to make a difference - even assuming you have a second mob at the right angle to be shooting the shield while the first mob is shooting you.

CJ Fresh
08-30-2016, 04:03 AM
Man I hope this isn't indicative of future nerfs. The last thing this game needs is nerfs to skills.

WolfSpyda
08-30-2016, 04:32 AM
Its probably easier to say what I don't use than what I use.

Signture Skills

I have never used Recovery Link, as reviving a downed agent isnt too hard, and its completely useless for a solo player. What would be better is if, within a certain range you could revive dead players, especially in Incursions.

Tactical Link rarely, but its situational. If in a Group in the DZ its definitel having at least 1 person running it.

Survivour Link is basically a must if running anything Solo


Skills and Mods.

Firstly the 0-30 run using the all of the different abilities of the skills as you unlock them is and can be fun.

The reason some skills are used more frequently than others is due to the High Ends 'Talents" that impact them. As is the case with Vigorous Chest. If players have the Gear available and can use this specific Chest piece to run Booster Shot for the extra damage, but getting the Overheal from "Overdose". This is a great idea and im not sure why this wasn't applied to all other skills and High End gear pieces.

The Skills I never use are:

Mobile Cover
Ballistic Shield
Seeker Mines

During specific Incursions like Dragons Nest (Brilliant Incurstion)
Support Station - Ammo or Immuniser
Smart Cover - Recharger
Pulse - Tactical

Running the DZ Solo I use
Pulse - Tactical
Turret - Zapper (Especially for Group vs Solo)
First Aid - Overdose or Booster Shot (depending on build)
Smart Cover - Recharger

red..line
08-30-2016, 04:40 AM
Dev Team,

Here is my recommendation to the Skill balance issues. Forewarning, this recommendation will not likely be well received by the Tanktician crowd..

Skills are too easily maxed at this stage of the game. You can max a Smart Cover and Pulse out with min/maxed gear using only Two Electronics gear piece (including Holster), or One if you use two piece Tactician, or NONE if you use four piece Tactician, allowing the ability to create builds like this - https://www.youtube.com/watch?v=d38Uf6GoU_4 (credit to MarcoStyle there, he created an incredibly effective build and one of the best build videos this game has seen to date).

In my opinion, you should need to be using at least four Electronics gear pieces to have maxed out Skills (or at least Two using Four piece Tactician). This would force support players to give up Firearms and/or Toughness to gain full power skills (to provide their team maximum buffs), and in turn, their team would need to protect them to help keep them alive, as a good enemy team would know to identify and target the enemy skill player first, whereas now, you usually have to save the Tanky skill player for last to keep from getting utterly destroyed by the DPS builds bouncing off max smart cover. In most games, casters are supposed to be weaker by comparison to their tankier / attack heavy counterparts. "Tanktician" (I'm sorry to say) was a failure in game development.

How to make this happen? Raise the Skill power requirements for end game to reach max skill cap. Or perhaps you just raise the Skill Power requirements for Skills that you deem OP at this stage of the game (i.e. leave the lesser used skills alone and raise skill requirements for Pulse, First Aid, and Smart Cover).

Lnk003
08-30-2016, 05:44 AM
Pulse, smart cover, healing grenade are the most used. Followed by station Reason: they work.
All others are underpowered: you should add a pve bonuses that scale with npcs lvl: http://forums.ubi.com/showthread.php/1471270-Skill-that-scale-with-lvl-of-npc

Recovery link doesn't always proc it's pretty weird.
Tactical is great but need to last longer vs survivor link duration (not to counter it, but as comparaison),
Suvivor link is great considering lvl35 npcs.

Now you can't revamp skills before the npc' scaling etc.

As said above and as said in a recent thread: having good sp is too easy and doesn't require any effort or sacrifice but allows to have more than decent skills (cooldown effects etc).
It's true it should be harder.

Evanx86
08-30-2016, 06:20 AM
First, I would like to thank you for all the effort you guys are putting to bring back this game alive. but I think the skills issue will be resolved only when you relate them into classes, or make the skills have requirements, similar to the weapons talents, example, if you have high Electronics you do unlock a certain tree of skills, if you have certain amount of Stamina you do unlock a different tree of skills, and so on .. make the skills build focused

PILL-DEATH
08-30-2016, 07:38 AM
Pulse: tactical scanner
100% one is always needed for people that do average dmg or people that do massive dmg to do even more to counter huge armour pools and health basically a staple.

Pulse: Recon
pretty much completely useless due to the fact the pulse has to hit an enemy so the effect actually last more than 1 sec before is disappears but even still i find this skill doesn't work as described at all.

Pulse: Scrambler
Pretty much the only alternative from tac scan really useful in the DZ and Clear Sky only outside of that don't really see much use due to tactical scanner just being flat better.

First Aid: Defib
Really useful when playing with randoms or very weak toughness people but bugs tend to be if someone even touches the revive key when its deployed it cancels it out completely rendering defib a wasted use or just doesn't actually work at all sometimes or the classic bug of firing through the floor but is still good when paired with battle buddy.

First Aid: Overdose
Just is the best heal you can have on the team really easy over heals even with fairly low skill power also the obvious purge effect always good no matter what your running.

First Aid: Booster Shot
This one is a little hit and miss tbh it can be really good when you use vigorous chest piece and it still somewhat useful without it as well but with Pulse and smart cover it seems overkill to even run it unless your really don't trust your team

Support Station: Life support
This one is very situational very good when solo levelling but not that amazing in team play due to smart cover always being up really I always find myself running ammo cache way more no matter where i am due to range being short and revive time being too slow the person is usually dead before they get up perhaps making it deny a down or even revive quicker would make this used a lot more in end game and early.

Support Station: Immunizer
Used quite often on reclaimer's mainly due to the better healing or on a dps due to nothing else to bring but only really used in Incursion due to massive dmg from fire and shock and disrupt not having one is too much of a risk of getting wiped even if you have smart cover sometimes depending on your team.

Support Station: Ammo Cache
Everyone favourite really skill recharge free ammo whats not to love especially if its the reclaimer user running it for the group it is the best one out of them hands down because it can be used anywhere and nobody will complain due to what it does for the team making it essential in all Incursions or even in DZ but never over an immunizer ofc.

Sticky Bomb: BFB
Only good while levelling up its effectiveness you'll notice drops as soon as you get into challenging content and feel like your through an pretty firework at people as for its DZ use since its nerfed you rarely kill people with it anymore which is good but was really the only reason it was still used in my opinion.

Sticky Bomb: Flash Bang
The best out of them all for PVP/PVE its great anywhere you go really with the exception of one bug with it breaking smart cover at the worst possible time an wiping your team but if used correctly its a life saver but on the flip side just rocking a max smart cover and pulse pretty much wreaks any threat that could be of any danger really but its still great the way it is.

Sticky Bomb: Proximity Fuse
This is the worst of them all tbh is has nothing really going for it like all sticky bombs it can be hacked it doesn't do enough dmg to justify take the slot it uses over e.g support station, smart cover, pulse, first aid other than that was fun when people tunnel visioned you in the DZ and walked into it and died but it so obvious to see with the giant icon giving it away unless the guy chasing is ultra tilted at that point i feel this mod should be removed and replace with something else or just buffed heavily with tweak of how it behaves and change that passive on stick bomb altogether it does nothing for it reduces light produce and noise or something how about giving it infinite deploy time seeming as one of the mods is a mine. -_-

Turret:Active sonar
Everyone can relate first time there ever used turret they was like wow this is awesome but then a like 10-18 levels later you was like hey pulse is pretty cool or just any but this skill period as you realised it really bad due to the lack of dmg lack of health lack of duration and don't say use the duration extender talent because come on be real here they turret isn't going to live long at all unless your on normal and maybe hard difficulty. As for all variants of this skill they either need to be drastically buffed and un-hackable or completely changed into something like a deploy-able turret emplacement instead to even become even somewhat viable in this game current setting if not this will be forever an ability you use as a joke nothing more with the exception ofc Zapper which ill touch on further down.

Turret: Dragonbreath
Ok pretty simple not used due to 1.zero dmg 2.range is too short 3.fire proc doesnt last very long at all and finally 4. shock turret is better in every way possible.
Turret: Zapper
Hands down the only reason you see turrets used but even still on rare occasions due to even still its unreliability compared to through a CC nade yourself or using a flash bang sticky bomb but still its really good paired with the shock talent but still has the problem of all augments of the turrets of really low health and being hackable.

Seeker Mine :Airburst
Seeker mine in general was really looking forward to using it but was really disappointing with how bad it was E.g you deploy it is rolls along and gets shot (dead) its done that it enjoy your cooldown as for Airburst its self same problem fire from skills have a very low duration barely making them worth the ability slot compared to any of the other skills in the game making seeker mine one of the fun but useless skill of the game when your there pretending its a pet following you and as for its passive which should have been already on the seeker mine to begin with just further makes if a terrible skill to use at low level and only just usable at high level play.

Seeker Mine: Gas Charge
The best of them all period most of the time it doesn't instantly die due to its reduced threat of doing no dmg and is better than sticky bomb flash bang due to it not being able to break smart cover see this quite often for these reason mainly reliable source of CC when a reclaimer isn't present or a flash bang user.

Seeker Mine: Cluster
Not even going to go into detail all of what is said for Airburst and explosives in general it just sucks period used it countless times preetty much knocked NPC / layers for like 1 sec and that's it oh and tickles them as well.

Ballistic Shield: Reactive Targeting
Ok so shields as most of you know are quite fun in terms of making a squishy tanky assuming they have dmg resilience rolls on gear or high skill power very good for levelling but due to its massive bugs it has E.g going invisible but still blocking shots breaking and not being reactivate-able and rare cases it just not blocking shots at all if all these bugs were fixed this skill would be used more often than people think but it does need some love in the health department because running one in high level content just gets melted through like butter to a hot pan rendering it another skill you use for low level stuff you can just solo with a pistol.

Ballistic Shield: Assault Shield
To be fair the stats of this should have been what the reactive targeting got or the same as due to its obvious aggressive play style its striving for buts even with 55k skill power and maybe 1 or 2 dmg resilience rolls on gear its still nearly 50% behind reactive targeting making it really weak for the go in with a pistol play style its going for.

Ballistic Shield: Kinetic Breaker
This has to be the worst of them all tbh just because your using this skill so your health doesn't take dmg and with the quote Kinetic Breaker its weaker than reactive targeting at all of the stats making you think why would i use this when i can give pulses to my team and be tougher in general compared to this making this augment the least used by me and probably by others as well.

Smart Cover: Trapper
First off we all know that smart cover is a must have at high level play so going off this what trapper give your team 75% dmg mit and 50% dmg buff when maxed and here is the kicker reduces dmg of enemies using the cover the buff is on ok people are look at this like wow this should be pretty good wrong that dmg reduction is basically nothing it not a trap for your enemy unless its DZ its a trap for you because you could be using recharger or concealment which are far better as a whole compared to what this gives you. And ofc we all know about the Flash bang breaking all smart covers which an obvious downside but people rarely fire it near smart cover anyway

Smart Cover: Recharger
Right personally i don't like running this one due to its reduced duration time of 20s compared to the other's which have 30s which is fair seeming as its off cooldown really quickly so nothing wrong there as its gives cdr to anyone on it at as well so your supporting passively as well so all is good with this skill.

Smart Cover: Concealment
This one is my favourite due to it bring a pulse hiding you in the DZ and still giving you the suitability of the rest of them obviously a pulse it going to be better than it hands down but it being there even it the pulse is down for 5-10s and ofc new enemy's coming into play as well which has always been a problem with pulse in general makes a difference as this is skills is usually only down for like 2s i find that its versatility in what it bring far outsets the others in my opinion.

Mobile Cover: Extension
Sigh i wanted this skill to be useful end game but its just way to weak considering the amount of dmg all npc's do in this game rendering this only barely usable in the current state of the game this need some serious love as do all of the variants do making them massively stronger and perhaps an alternative to smart cover in most scenarios.

Mobile Cover: Blast Shield
This is the worst of them all its state are too weak its bonuses it does give are not even worth taking over a maxed smart cover due to even that blast resist barely doing anything for you ever and as for it blowing up when its destroyed tell me who in the game will be anywhere near that unless you suicide in to make it happen be real here this should never have been made period.

Mobile Cover: Countermeasures
This one is actually quite good when it works which is rare in my experience i did it in the DZ a few times hiding on it sniping players with ones shot M44's which was funny but outside of the DZ it suffers the main problems all the others do they are too weak and even though your hidden it naturally draws in all the agro of npc's because you deployed it despite rest of your team on a smart cover closer than you are shooting at them with proper tweaks this could become a useful skill for squishy sniper builds.

Signature Skills

As for tactical link and survivor link i see nothing wrong with them to be perfectly honest yes they are annoying sometimes in the DZ or when they randomly not work and your stuck with a long cooldown unless you have max skill power only one to complain about is recovery let me explain why lets start with when you use it when people are low it barely heals even with massive amounts of skill power also the healing duration is so short as well the only good think going for it is long range reviving when your team runs in a get wreaked and you get them all back up but even then they tend to get back only 1-2 health segments with around 55k skill power it does nothing to it at all despite being a heal this one needs to work on it to make it more viable in DZ and PVE content to try and stop the bang wagen of use survivor link or die basically.

Hope you enjoy the read whoever actually reeds this took me sometime to type this all up so hope you likes it and a hope Massive reflect on this feed back and makes some well needed changes to abilities / talents as well hopefully. Also massive loving the work your putting in now communicating with the community to try and get this games really bad start behind people and back to look into the future potential of this game.

Ameidus
08-30-2016, 07:56 AM
When am solo or in a squad i always use scrambler pulse it's a "must" have ability helps me survive a lot ,and also of course the first aid overdose,can't survive much without it,but i really don't like about the smart cover how much it's unbalanced in PvP,And i would like to see other abilites used in the end game like seeker mine, Other turret mod rather than always zapper,and of course the ballistic shield ability got some bugs( didn't use it much)and the mobile cover would be nice to be used but it can be out maneuvered easily,and i would like to mention how the sticky bomb is used in PvP as you know and how much it takes the skill and the fun from the game,also i have noticed in rare cases that if one of my team mates actives survival link and we are close to him,it doesn't apply to us ,And finally the recovery link has some kind of a delay issue which makes the ability somewhat useless. and thanks :)

Ubi_Yannick
08-30-2016, 08:22 AM
Hey guys,

I’ve seen some of you comment on the fact that the survey does a poor job at highlighting the “why”. This is true. Our plan is to first see what your perception is, with the current state the game is in.
With the results we’re getting in this survey, we’ll start another one to go more in depth on specific skills and ask you why you use them or don’t use them so much.

Thanks for your answers by the way, your support is amazing!

Yannick

Hugo-FOU
08-30-2016, 08:45 AM
Hey guys,

I’ve seen some of you comment on the fact that the survey does a poor job at highlighting the “why”. This is true. Our plan is to first see what your perception is, with the current state the game is in.
With the results we’re getting in this survey, we’ll start another one to go more in depth on specific skills and ask you why you use them or don’t use them so much.

Thanks for your answers by the way, your support is amazing!

Yannick

Love the way you guys are going about this. Great work.

joelsantos24
08-30-2016, 08:49 AM
I think it's a great idea to re-evaluate the skills and the way they're used in the game, and possibly even bring a couple new skills into the mix. Self-heal is the greatest priority, particularly in the current context of the game. Some people use the booster shot but most (myself included) end up choosing the overdose. I believe they're all useful, but it mostly depends on personal choice.

Other skills are indeed useful but it's punch depends mostly on the existence of a Tactician in the team, such as smart cover. The smart cover and it's variants are all important, especially in a PvP context. The ballistic shield, however, seems to be a rather specific choice and I seldom see anyone using it, except during the time we were leveling up in the story. Personally, I never used it, nor have I ever considered it a choice, actually.

The seeker mine is my favorite skill of the game. I do admit it should be more powerful, especially considering the health-pool of the NPC's at this moment. Even so, it's an amazing skill, especially to push back rushers and keep enemies contained or controlled. The pulse is on the same level as the self-heal, both in terms of importance and relevance. It's another fundamental tool, to have a perception of how many enemies are around you and where they are exactly. The conceal option is great as a stealth measure to avoid detection from rogue scans, and the damage option grants an amazing amount of critical hit chance and damage to our teammates, especially if our skill power is significant. The pulse is another of my favorite skills, an absolute priority in every team.

Anyway, as a prominent skill user myself, I do value all of them, probable except the ballistic shield. On the other hand, I'd definitely like to see the seeker mine damage output increased.


Love the way you guys are going about this. Great work.
Yeah, it's amazing, no doubt. No other production company does this, not that I remember, anyway. I love the game, and this effort to improve it, is giving me even more reasons to love it. Great job, guys!

android_kid
08-30-2016, 09:42 AM
Thanks for the option to show you which skills we mostly use. As it already has been said, there are some skills that are either too situational or buggy to be used regularly
I want to add another point (maybe I should rather do a new thread for this)

Skills to keep the enemy on distance are needed (Defences and time to get killed)

Reason:
There are weapons that are strong in close combat (PVP: shotguns, SMGs; NPCs: Rushers, shotguns, melee)
It wouldn't help to nerf the damage, but close combat weapons should be usable in situation they are made for.

Idea:
There need to be skills that are able to keep the enemy on distance that are available to everyone. (So gear or weapon talents wouldn't help)
That's probably not the only solution because in the DZ there are still many CQB areas and fighting in a room doesn't allow the distance.
But instead of just trying to counter the high damage with high armor / damage mitigation it should also help to slow and stun the enemy with skills.
Skills can't be placed fast enough as a block so mostly it will be just heals and resistance boosts used probably.
Skills to blind/stun should not be too strong but easy to aim on mid range or fast to deploy and do the rest automatically like the seeker mine.

a) Active defences
So active defences are limited to the Seeker Mine (Gas, Airburst) currently.

b) Slower active defences
The slower active defences are Sticky Bomb (Flashbang, BFB) and Turret (Dragonbreath, Zapper) which need preperation time.

c) Passive defences
Passive defences are Ballistic Shield, Smart cover, heals. While faster and easier to use in PVP Smart cover and heals are the only ones left, since the Ballistic Shield is not working currently.

conclusion
The fast deploy function of skills is important as you will have situations where you quickly have to react to the enemy or run for you life.
In missions you played enough to know what's coming, you can be prepared to place traps and ready your grenade but this won't work in PVP and shouldn't be a valid option to be considered. Not even the strong skills are preferred but also the ones that are fast and simple to use

luc122c
08-30-2016, 09:44 AM
When looking through the results, I think it is important for you guys to think about the proportions of users filling out the form.

Most of the people filling out the form will be frustrated endgame players who have many hours playtime, love TD but hate the bugs and balancing. These people will have tried many of the skills and found that the only feasible way for them to efficiently play endgame content is to use the skills that buff them the most, ie Smart Cover, Pulse etc.

Some users will be PVE focused, some will be PVP focused and will in turn desire a different set of skills. Also, depending on people's build style, they will use a different set of skills; for example I just cannot run without First Aid, I don't have enough Toughness, however Tankicians or just well rolled players can afford to run something else in that slot.

Some users will be 0-30 players, who are either trying out the skills or can make use of skills that just don't make sense in the endgame. Take the Sticky Bomb: Proximity Fuse for example, I don't think i've ever come across it in the endgame, however I do see it get used occasionally in 0-30 being used to clear groups of enemies as soon as they spawn, becasue a sticky bomb can take them out in one hit at lower levels.

I'm sure I've missed some groups of players, but what I'm trying to say is, please don't solely look at the skills from an endgame perspective. Yes, endgame users are frustrated that they are narrowed down to just three or four skills that really do anything, however the other skills do get used, just the people who use them may not be filling out the form.

Falcon_2812
08-30-2016, 09:49 AM
Pretty much what Pvt_Terrence (Post #20) and PILL-DEATH (Post #82) said. Not much to add there. Interesting is how during leveling up the turret went from a solo players best friend to useless. I think this skill protrays very well how the game got more and more inbalanced while you progress.

I use most of the skills situational, but of course smart cover, pulse and overheal have to be in the team. If not I am the one running them, someone else has to.

Useless skills in the endgame are:

mobile cover because there are usually enough places to take cover and where you can place a smart cover which is way stronger
turret and seeker mine (exception for shock turret in pvp) they get destroyed by the NPCs way to easily and hacking of them has ruined their use totally
shield as it is totally bugged and you can't really draw aggro in this game so your teammates could take the damage or switch position.
sticky bomb other than flash bang sticky bomb, which is often also a risk to use in pve due to it being destroyed easily by flashbangs, the others have totally no use except for easy griefing on underequipped players in pvp as for pve they don't do relevant damage and/or can even be hacked.

For the signature skills, they all find their usage. The recovery link should get a bit more powerful and eventually even revive dead players, but other than that they all find it's use within the game with survivor being the strongest naturally as we're lacking tank mechanics and damage reduction is the top most prioritiy in this game. Usually we're running 2 survivor, 1 tactical and one recovery link in the team. The delay of skills or them not even being activated is a general problem and especially annoying with healing and damage reduction skills, because often you want to pop them when you want to save your a**. But that's not a reason for me not to use them, yet it should be fixed asap.

Voronja_SaVi
08-30-2016, 11:47 AM
This was quite a hard survey to complete. Reason being, is because I have multiple builds that require the use of multiple skills.

Take my tactician for example. When solo and the only tactician in the team I use recharger smartcover, tactile pulse and recovery link. When I'm with a fellow tactician I use either overdose or booster shot depending on the content difficulty, either recharger smartcover or pulse and either recovery link or tactile link. When in underground with sickness on I use again recovery link, immuniser box and pulse with friends as I know one can cover smartcover. Or smartcover and immuniser and recovery link.

Solid sentry is overdose, gas seeker mines and recovery link or survival link.

Farming sentry is ovedose, immuniser/gas seeker mines and critical save.

Final measure is overheal, shock turret and recovery link

The reason I don't use the other seeker mines is because they destroy smartcover.
The reason I don't use sticky bombs is because they destroy Smart Cover.
The reason I use overdoes, recharger smartcover, tactical pulse, critical save is because the NPC's are loaded full of health and armour and require a hell of a bot of fire power to get them down.

I would love to be able to do a seeker mine build. They are my little Darlings. They talk to me and I talk back. Sometimes they are disobedient and won't go chase the bad man but I love them none the less. I desperately desperately want to make a high skill power seeker mine build. And for the seeker mines to scale with skill power. I would love to create a mass inferno end engulf NPC's in flames or epic proportions with devastating effects to NPC's and players as the like.

I think skills, all skills damage should skale depending on your skill power. No way on earth should a 15k skill power players sticky bomb do anything to me other than make me flinch and roll my eyes. I should then with 45k skills use exactly the same thing on him and show him what a stickybomb feels like.

Turrets need to cause crowd control and not just something the NpCs run towards or past just it become a one footed stomping and gone.

With a set amount of skills I should be able to hack turrets and seeker mines just like the NPC's do. Who created the technology? Was it the LMB or the JTF who then gave it to the Firstwave Agents. So why is it our technology is stronger than the ones our Task Force created. It doesn't make sence.

When this game gets reworked i would then look at using other smartcovers, others pulses to get an unfair advantage. To reach the further deapths of the playable area. But for now its about staying alive and causing as much damage as possible with the skills that we have. I bet everyone uses the same skills. It's the only way to survivor. Reduce the NPC health and stagger the skills power based on skill power then you will see a different usage of skills. Those things combined will help the variance of builds within a particular build.

hallfrom8
08-30-2016, 12:09 PM
Good afternoon.
The game sounded the idea of making every ability dependent on all 3 parameters of the player. I think it is a sensible idea. It is worth considering the use of the following scheme options:
Weapons - the power of the damage, the strength of the positive impact, the distance of abilities.
Stamina - the amount of health (strength) and the strength of the recovery of health.
Electronics - The recovery time and duration of skill is in effect.

But for the normal implementation of the first need to decide what is the maximum value of the player's parameters considered acceptable. To avoid the use of restraints systems.
So it is necessary to reconsider the use of electronic player option. I would suggest that would be of this parameter depends on the strength of perks (some characteristics) of armor and weapons.

Also, I would recommend to revise the effect of special abilities. Since the use of one of them is known to be more useful than the other two. If you want I can try to prepare your own version visions of possible corrections that could be studied a group of developers and community of game.

PS. I do not think I'm so smart too ... Just wanted to assist the project (part of what I had told a friend that the project is very good).

s12demon
08-30-2016, 12:13 PM
Basically agree with what Pvt_Terrence and PILL-DEATH say as well, i think the two of them essentially say what the whole community feels (or a large part of it anyway)


Pulse: One of most used skills in the game alongside SC and FA.
Recon: Great in theory but the others are just better. Is/was kinda buggy too and doesn't always even show the loot containers
Scrambler: Great in PvP but useless outside it.
Tactical Scanner: If your using pulse, and every group will have at least 1 person with it, then this is usually what you will be using

First Aid: the second member of the 'holy trio' with SC and Pulse and probably the single most used skill in the whole game
Defibrillator: not reallty used all that much; most just manual revive or have some type of support station up
Overdose: Probably the most used skill/mod combo in the game and for good reason
Booster Shot: another very powerful option if a bit more situational, really need a vigorous chest to get full benefit out of it.

Support Station: A close 4th place behind the big 3 skills but not quite as much of a must have as as Pulse/SC/FA
Life Support: A great mod in thoery but in practise it simply isnt realiable
Immunizer: Great in the few situations where theres a lot of status effects around, i.e. reclaimers in pvp or dragons nest but not much use otherwise
Ammo Cache Free ammo and skill cooldown reduction this is probably the mod you'll see used 90% of the time this skill is

Sticky Bomb: Used either for CC in PvE or damage/ disrupt in PvP. A decent if not game-breaking skill
BFB: the best mod to take while leveling but its damage simply isnt enough to matter at endgame; A great PvP option due to the armor cap not effecting 'exotic' damage but can be countered
Flashbang: Argueably the best cc in the game if a bit risky due to it wrecking friendly smart covers (bugged since day 1) Great overall in both PvP and PvE
Proximity Fuse: Not really much use and don't think i've ever actually seen it used

Turret: Another skill along wth bfb sticky thats pretty good while leveling but rapidly becomes useless at end game (low health, short duration effects, hackable etc)
Active Sensor: Nice till you realise the other two mods are straight up better
Dragonbreath Nice idea and with a bit of luck a good addition to a firecrest build but has the same issues at engame as a the rest of this skill
Zapper: Another nice idea but way too short a duration to really be worthwhile. Flash sticky/ gas seeker are flat out better from a CC perspecttive


Seeker Mine: Decent if a bit random CC skill its damge options are just poor
Airburst: Another great idea but too small a radius and random a spread to be relied uipon
Gas Charge: The only mod you'll probably see used on this skill doesn't break smart cover like flash bang can, but is smaller ranged and a bit more random in its targeting
Cluster: Great in theory but utterly rubbish damage renders it all but useless

Ballistic Shield: Would be a great skill if: a) agro management was actually a thing in this game and b) its wasnt so buggy as to be utterly un-useable and has been since the beta
Reactive Targeting: Another of these pulse those who attack you mods, not worthless but is all but overshaddowed by better options
Assault Shield: Probably the mod of choice (if the skill actually worked) gives the user a pretty decent damage boost
Kinetic Breaker: As it stands the heal is too small to make much difference and resisting damage is the way to go not healing a small proportion of it in this game

Smart Cover: Probably the straight up strongest skill in the game currently, theres no reason to not use it solo and every group will have at least one using it as well
Trapper The debuff option of the 3; strong but imo slightly inferior to recharger
Recharger: Probably the most used mod on a very common skill and with reason; adds some healing and skill cool-down reduction onto the base dmg increase and resists.
Concealment: has its uses in pvp or would if sitting still behind a smart cover wasn't basically death in pvp currently

Mobile Cover: Sadly an all but useless skill; has poor hp and its not like actual cover is in short supply. And smart cover on an actual cover is just straight up better
Extension Makes it bigger and gives it way more health... that still only takes 2-3 shots from endgame enemies to get destroyed....
Blast Shield : hurts the enemies when it gets killed for a pretty minimal amount
Countermeasures.theoretically good in pvp; it negates pulses after all but the skill is so meh it never gets used in pvp anyways

Signature skills: Unlike a lot of other things these are actually all decent skills imo just one, survivor ,is flat out better in a lot of situations than the other 2
Recovery Link: great as an 'oh crap' button when you're the last guy standing in an instance. No real value soloing
Tactical Link: More damage and crit hit never hurts... is kinda like an extra pulse... on a 5 min cooldown. Has its moment; boss fights in incursion/ug
Survivor Link: Makes you all but invulnerable for 15 seconds and increases your move speed too. great for getting out of bad situations or staying around that bit longer in tough fights

FourthVariety
08-30-2016, 12:29 PM
A skill cannot be good or bad, it can only fit a designed situation better or worse.

Every skill activation is a response to a problem posed by the game. You use sticky bombs because you can hurt players in PvP with one shot. You do use smart cover because of the high damage enemies deal. You do try to keep enemies pulsed because of the giant health pools enemies have. When you enter the 30+ endgame of Division, activating the right skill is a requirement. You can only push so far based on your gear alone, at some point active skills will be the determining multiplier pushing you over some requirement. In essence, skills are answers, but sometimes the answers are not wrong, but the questions were broken. The endgame of the Division is such a place where the questions are broken.

The Division has the same skill problems many games have had before. First there is an area of the game, where damage is scaled as such that a player has two options. He can either react to a damage event by healing himself, of preemptively shield himself from damage. From these options, each player learns to develop his style while growing accustomed to it. As the endgame gets harder and harder, the scaling of the game is such that reacting to damage by healing is no longer an option since enemies kill with one hit. This creates a situation that some players have chosen 'right' from the beginning, some players will adapt, but there will always be those who will not move out of their comfort zone and therefore hit a wall. Blizzard created an interesting solution for that. Usually, one hits are a sign that you should upgrade your gear and come back, when your options are restored to both, healing damage and preempting damage. Therefore the player spends more time to gear up, restoring 'easy mode' as a result, thereby remaining a subscriber. Especially DIablo3 has refined this to perverted perfection.The player has absolute control over the difficulty. If 50 is easy and 60 is difficult today, the player just needs to spend time at any difficulty he sees fit until next week, when 60 is easy and 70 is difficult; rinse, repeat, +1. Meanwhile D3 has the same issues with skills the Division has, i.e. at the upper limit, there are 10% of skills that are useful and 90% that are useless. Wrong skills = kicked from team. But there are fewer complaints, because whenever players switch activities and difficulty, different skills are the best solution to the problems of those activities. More skills are useful because more skills have a niche the developers designed for those skills. Plus you are NEVER locked out of getting loot because you refuse to adapt. At worst, you have to farm a lower tier more often.

The Division also has a few unique issues, such as skills being the solution tor problems that do not exist in the game. Take the ballistic shield for example. You would expect such a thing in a modern military shooter. The ballistic shield is an image people know, there are thousands of thoughguy SWAT pictures to be found on Google, of course the Division should have a ballistic shield, you as a player want the shield. But inside the game, there is not one situation that rewards the group for using the shield. The game only has one encounter type: controlled engaged ranged fire-fight. Even if the players are sitting ducks, they usually hunker down between enemy spawn locations in such a way that every respawn will default to being a controlled ranged fire-fight. Therefore the ballistic shield does not need its numbers tweaked, it needs a level designer to sit down and create a level/encounter, where the solution to a problem is picking up that shield and going in hard.

Honest opinion, things like that are the reason why the Division is probably fixed best with a sequel. Goodwill patches are ok, but I doubt they will bring back that many players. The Division now is the public beta for the sequel and there is nothing wrong with that.

Red_andy_K
08-30-2016, 12:36 PM
Properly scaled ENDGAME Seeker Mine / Turret

I filled out the survey the other day but just wanted to say that in terms of variety and tactical approach vs NPCs, it would be brilliant to revisit the Seeker Mine and Turret to a lesser extent.

In the early levels I would always use the seeker mine combined with explosive perks against a big group to start a fight with great results, however as the levels increased and NPCs got so damn tough the seeker mine just hasn't scaled up and is now nothing more than a novelty.

Bring back the power!!!

cheers

guest-xGlX0WN4
08-30-2016, 12:47 PM
Properly scaled ENDGAME Seeker Mine / Turret

I filled out the survey the other day but just wanted to say that in terms of variety and tactical approach vs NPCs, it would be brilliant to revisit the Seeker Mine and Turret to a lesser extent.

In the early levels I would always use the seeker mine combined with explosive perks against a big group to start a fight with great results, however as the levels increased and NPCs got so damn tough the seeker mine just hasn't scaled up and is now nothing more than a novelty.

Bring back the power!!!

cheers

Agree. last time i played which is a few weeks back now.

The scaling is out of whack so at end game, dps skills aren't existant outside of sticky.
Most people if you are in a squad you want them to either cc or run defensive skills, so despite there being an apparent wealth of available options there are only really 5-6 that do 1 of 2 things. Personally overheal / support station and something that cc maybe the airburst if i'm feeeling adventurous. If cc & heal is covered run a pulse.

I think though, it's kind of backward to look at skills before NPC scaling, because if they remove the uber HP of the NPC's might find that the skills work completely different.

Set Items trump Skills in the game design anyway which is another major point of contention for me, tactician set is the only thing that makes most skills relevant, there is an idea was floated a long time ago now:
To bring skills back into relevance with skill power you could govern the ability to use skills by putting a required cap to activate them, through removing the abilties or completely nerf the effectiveness of skills when the player has minimum skill power, some concepts:
>Skills cc (i.e. sticky bomb) to be effective at all people have to sacrifice dps power.
>Much deeper scaling, i.e. cover and ballistic shields can have much greater hit points at higher levels
>Sticky bombs/Shock Turret/Air Bust/Immunizer/Overheal and other more effective skills require higher skill power to equip

SkyNet....
08-30-2016, 03:14 PM
Firstly, I'd like to say a huge 'Well done' to Massive for actually taking these steps and asking/talking to the community. They have a superb game here, in essence and just needs to clean things up and it 'can' be a very impressive long running MMO if things are put right.

Time will tell if The Division will last past its first year. U1.4, U-Survival and beyond will tell the community many things I feel. For me, as long as I can see progress is being made, progress towards bug fixes and listening to its player base in both PVE & PVP is shown from now until end of first year then I think Massive have turned this dire situation around.

I'm a mature casual gamer who's time is limited due to real-life things. I want to feel that I am moving forward and progressing in a game so leveling is what this game feels fun right now. The skills when leveling can be used like shock turret, flame turret , gas mines, air burst and so forth but as you get upto level 30 and beyond, they all become redundant and you go with the rest of the crowd and have Smart cover/Pulse just because the rest are not up to the job against the NPC's. Those skills haven't grown with you within the game.

I'd love to use the ballistic shield and was sooo much looking forward to being a real tanky kinda toon on one of my toons but, alas, its completely broken and useless.

I'm keeping an open mind to what 'could' be happening and am very encouraged by what Massive is telling us 'will' happen. I feel sorry for both Hamish and Yannick as they are taking so much flak as they are the frontline guys for Massive right now. Hats off to them for being upfront. Well done to you both.

Let's now hope things do get turned around and it made more fun once again.

GotEmCoach1914
08-30-2016, 03:39 PM
TEAM,

I don't believe that a removal of skills in required for end game fun.

What is taking the fun away right now is the issue with skills being delayed or not working all together. This horse has been beaten to death.

I would like to see the game move towards specific classes of characters and maybe make some of the skills currently available exclusive to certain classes.

I would like to see the skills reverted back to their original state at the release of the game and possibly take away the mobile cover all together since it is so bugged.

The original version of the skills did not have too many issues as they do now i.e. (Delays, not working etc.). Over heal used to be essential to the beginning of a pvp fight and since being adjusted it has become somewhat useless.

WHEN WE REACH THE POINT OF ADJUSTMENT:

Once the game has reached a point of being fixed, I think that is the time to talk about adjustments, subtractions or additions to the skills.

I believe at this point the NPC skills should be evaluated as well. NPCs turrets shouldn't require an entire magazine of ammo to destroy when the player turret is paper thin. NPCs should also have a limit on the amount of ammo/grenades they can throw as well. Constant loop of grenades in truly annoying. What should be constant for NPCs are the same skills that the player uses that have cool downs.

I would also like to see the solo player make a comeback to the game. I'm not sure if the game mechanics will allow it, but a buff on skills for solo players not in groups to skills like over heal, air burst or gase seeker mines, smart cover etc. I don't think the solo player should be super OP, but there should be some incentive to running around the DZ and other places solo.

I think the RC car would be a legit add to the game. I would hate to bite off of COD, but dropping an RC car and going to a different screen to drive the car would be pretty cool.

Last- I would like to see some skills be able to actually kill another player. Seeker mine explosions, grenades etc. I'm sure this would require another change into the game mechanics, but I would like to see some insta kill abilities in the game.

That's my two cents

Coach

essenthy
08-30-2016, 04:05 PM
heal need to be baseline, scarifying one 1 skill slot when we have ONLY 2 and many more fun skills is not good, also many skills are designed for team play, except that we spend more than half of the time in game alone

Stereopushing
08-30-2016, 05:16 PM
On The Beginning, I Played With Sticky Bomb & Turret (UP To Level 30, Solo In The DZ Bracket Up To DZ Bracket 200), With My Teammates I Ever Run With Pulse: Tactical Scanner & Overheal In All Situations. Now That My Lady Agent Has 30K+ Skill Power, I Found My Love In The Smart Cover Trapper & Recharger (Depending on the situation). But If I Play With My Clan, Team Mates Or I Guys I Like To Play With. We Ever Divide The Skills That We Use, In Relation To The Sill Power. So I Often Use Different Skills, Only For The Team. Pulse: Tactical Scanner, Support Station: Immunizer, Support Station: Ammo Cache, Sticky Bomb: Flashbang, Seeker Mine: Airburst & Smart Cover Trapper & Recharger (Depending on the situation) Are Often Highly recommended In Our Teamplay :)

JohnnyPersia222
08-30-2016, 05:36 PM
I just wanted to briefly describe my experience with the game in regards to skills, for what it's worth.

Level 1-30:

I found myself really using a diverse number of skills, except the ballistic shield and mobile cover. Besides those two, however, I tended to experiment with many of them. I feel that the turret mods and sticky bomb mods could use greater differentiation in order to make the skills more distinct but offering more unique methods of crowd control.

End game:
On the way to update 1.3, as others have mentioned, the scaling of the enemies has necessitated the use of smart cover, pulse, and first aid stations. This has also made the game play much more boring, because we're all clumped together hiding behind a piece of cover. There's no tactics, no team work, etc.

Those are just some brief thoughts that I hope are helpful.

Selekus16
08-30-2016, 05:41 PM
Somewhat self contained thought/observation - since the LMB first wave agents can hack skills like turrets and seeker mines I find that those skills are effectively "greyed out" for any game activity with LMB enemies

I actually love the idea of the enemy being able to hack the skills and it adds tactical depth to those encounters but with no way to counter it - it means the skills and their usefulness swing wildly - which isn't bad necessarily but it may be worth looking into

Ideally you'd have some level of use from every skill in every situation - especially considering the limited number of skills in the game - or if the UI was a little easier to navigate mid fight we could switch skills quickly to adapt when the LMB show up or the encounter changes

xKingerx
08-30-2016, 09:01 PM
This is probably a topic for the ETF to tackle but if I make the assumption that balance is somehow returned to the game, I think doing away with the super and just being able to slot a 3rd unique skill might be viable and could actually play a part in helping with balancing the game.

Hugo-FOU
08-30-2016, 09:13 PM
or if the UI was a little easier to navigate mid fight we could switch skills quickly to adapt when the LMB show up or the encounter changes

I had an idea on this.

There is a button that as far as I can tell is never used. The 'mark target' button.
How about re-tasking that button as a skill menu shortcut.

Hugo-FOU
08-30-2016, 09:17 PM
This is probably a topic for the ETF to tackle but if I make the assumption that balance is somehow returned to the game, I think doing away with the super and just being able to slot a 3rd unique skill might be viable and could actually play a part in helping with balancing the game.

They could keep signature skills, but just have them as another option. So if players wanted to put any of there other skills in the supers spot they could.

Slug_Overdose
08-30-2016, 09:29 PM
One of the aspects of skill mods I dislike most is that there are some that are specifically set up for PvP. Such as the Pulse mod that blocks incoming Pulses. It's really a false choice for all the people who are interested in PvE content, and then to go to the Dark Zone with a common skill necessary for high-end PvP content like Pulse knowing that the Rogues could be using a Pulse to counter yours is really just aggravating. Like it's not bad enough that the Rogues are going to gank you from behind without you ever wanting to PvP, but then they have skills to counter yours but they serve no purpose to you is just mind-boggling. The very first thing I'd do is get rid of and completely replace PvP-focused skill mods.

As for others being more or less useful, it's not so much that the skills are bad by design, but that they're not suitable for the content that we currently have. For example, Mobile Cover and Ballistic Shield have a ton of potential to be some of the best skills in the game, because this is a cover-based TPS, as well as an RPG. Honestly, the fact that these skills aren't used by every single team is ridiculous. There should be a single squad mate dedicated to just providing cover, since tactically it makes a lot of sense. But right now, Mobile Cover gets destroyed very quickly and is somewhat difficult to deploy, and then the cool-down doesn't begin until you recall the original deployment, which means you could get through a 5-minute firefight with Mobile Cover deployed, but you still have to wait a long time to use it before the next fight... and that's IF you even remember to recall it! Mobile Cover and Ballistic Shield should both probably be very, very tanky. It's cool that they can be destroyed with enough focused fire in PvP, but they serve very little purpose if they're just going to be thrown away within a few seconds.

Also, healing is just too weak. The only reason people use healing so much right now is that it's a necessity with all the high-damage NPCs. But if anyone has tried playing a dedicated healer build like me, which can free up skill slots of squad mates so they can be more DPS-focused, you too would know that it's nearly impossible. Being a healer just isn't viable because the HPS you can provide is so low compared to the damage. So instead, to stay alive, everyone just relies on insane levels of damage mitigation from Smart Cover and Survivor Link, and if they do get low on health, they all spam Overheal, and then run back and forth through the green to max out. You shouldn't even be able to heal more than once using the same deployment of First Aid, and to account for that, the amount that it heals should be significantly increased.

Slug_Overdose
08-30-2016, 09:39 PM
I had an idea on this.

There is a button that as far as I can tell is never used. The 'mark target' button.
How about re-tasking that button as a skill menu shortcut.

That's actually a great point. I personally am one of the few people who does use it, but I really don't know why I try, since 99% of the time I set a timer on any enemy, my teammates start shooting them 3 or 4 seconds early anyway. I wouldn't be heart-broken if it was replaced with a skill menu shortcut.

Capt.Sizemore
08-30-2016, 10:12 PM
I really feel that all of the skills are situational and could be better (and used more often in End Game) if they were boosted to offer better usefulness. For instance kinda silly that the M870 does more damage than the BFB with both explosive talents set in PvE setups in DZ. As stated before it almost forces folks to go SC/Pulse, Survivor Link, Pulse.

It might also help if skills were scaleable for solo players in PvP defensive scenarios. Overdose and Survivor Link just prolong the inevitable when a solo is being rogued by more than one person. Maybe even offer a new skill such as an EMP which stops rogue skill charge and offensive skills/talents. Most solo folks have a balance to survive while still able to kill NPC's, but not enough to take on 2-4 Rogue's.

The S.

ReiShadowheart
08-31-2016, 01:42 AM
My thoughts on the various skills and suggestions (if any):


Pulse: Recon Pack
The pulse has an increased range and is capable of locating nearby loot containers.
- This one is pretty useless outside of the Dark Zone, and even in the dark zone becomes moot once you already have a memory of loot container locations. I don't really know how to change this one.

Pulse: Scrambler
The pulse protects the user and all allies from hostile pulse scans.
- The problem with this is it is DZ specific. It's useless in PVE environments.

Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.
- This one however works in both PvE and PvP, but becomes the obvious choice for PvE because the other two don't do anything. Also because enemies are so spongey that the extra damage is a must.

First Aid: Defibrillator
The device can revive downed allies and grant them a portion of their normal health.
- This one is decent, but really it should work on "dead" allies as well to really shine, including dead allies in the DZ. Not many people use this as the normal revive is often sufficient.

First Aid: Overdose
The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.
- Probably the most used First aid enhancement. It doesn't really need to change, but the other two need to become more viable.

First Aid: Booster Shot
Temporarily increases the damage for affected targets in addition to the normal healing effect.
- I tried this one out, but the damage boost feels underpowered and is too short of duration. One would be better off slotting regenerating smart cover than this.

Support Station: Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.
- this station can be viewed as a bit overpowered, as in when you are being revived by the station, you cant be "killed". A shot would have to take you from up to dead while within the station to actually drop you completely.

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.
- This is a good underused station. Underused because there are little situations where you actually need to be immune to something. In the end-game area where you are battling lvl35's and such, attacks that would cause status effects that you would want to heal are pretty much going to 1-shot you anyways. These are the APC mortars, every grenade ever, Flame throwers, etc. For these things, exotic damage resilience is the only thing that saves you, and being immune to the after effect doesn't matter because those are also exotic damage. In the long run, this station is only really good against those pesky shock drones and whatever tactical DZ encounters you happen to come across.

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.
- Probably, or at least it should be, the 2nd most used healing station, primarily because spongey enemies take way too much ammo and this is the only thing that will keep you shooting.

Sticky Bomb: BFB
Increases the damage and radius of the explosion and may cause targets to bleed.
- Here is were things go down hill in the PvE arena. Skills that are designed to do damage are really weak vs NPC. the only way to see some decent numbers is to be a tacticians authority user, and even then there is a damage cap. These items should do more damage in the PVE realm without having to be a tactician, but have a vs player damage modifier so 1-shot won't be a thing.

Sticky Bomb: Flashbang
The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range.
- This skill at times does not blind the enemy at all. It gives the disruption effect, but will not blind. I have stuck this to the face of an enemy and it did not blind it, only disrupt. There needs to be a different color for all ally sticky bombs too so it wont cause your friends to duck to cover whenever you shoot one out. Same goes for grenades as well.

Sticky Bomb: Proximity Fuse
The bomb explodes automatically when a hostile target is within range.
- The silliness of this one lies with the fact that you lose a ton of already weak damage from not picking the BFB mod. It doesn't really matter that you don't have to manually detonate it, its neither going to hurt nor cause a bleed. This one just needs to be something different.

Turret: Active Sensor
Increases the turret's damage and pulses attacked targets, making them visible to all allies.
- Like sticky bombs, at high end-game turrets just don't do enough damage even with this extra damage mod to be looked at. Not only that, but they are too flimsy. You either have them being 2-shotted by a bullet gun, or the guard-type enemes will just go and kick them and they blow up. Seriously? why is kicking it for an insta-kill even a thing. That should definitely stop happening, for every active skill.

Turret: Dragonbreath
The turret has reduced range but shoots a column of fire.
- This one could have been a good thing, but unfortunanly the more base health an enemy has the more impossible it is to light them on fire. There have been times where it just doesn't light anything on fire at all before it gets destroyed. Not only that but the actual streams of fire insignificant amount of damage. The whole point of it is CC, but if fails to CC so many times it isn't even funny. Needs to do at least half of the bullet damage of its turret counterpart and light enemies on fire quicker.

also with both of the top turrets, they will often not even fire at an enemy that is in plain sight of them. It will just have the laser pointed at an enemy and just stare it down. Needs to be fixed to where it will immediately shoot at what it sees within range.

Turret: Zapper
The turret shoots electrical darts that damage and shock multiple targets.
- Even after it's fire-rate nerf, it is the obvious choice of CC, because it takes 1 shot to CC, not 10 seconds of streaming and hoping. But still, it is too easily destroyed. I wouldn't say raise the health, because it would be indestructible vs players, but make it so NPC's do less damage to player skills.

Seeker Mine: Airburst
Upon impact, the mine is launched into the air and releases a cluster of small incendiary explosives.
- I haven't made use of this one, but I have seen that like with the flame turret, there are times where it blows up in the enemies face but does not light them on fire, possibly due to not hitting the damage threshold needed to light the target on fire. The base damage doesn't need to increase, but when faced with enemies with too much health for these to actually work on, they need to just work.

Seeker Mine: Gas Charge
Upon impact, the mine moves between multiple targets and releases a cloud of gas.
- This one has been my favorite CC for a long time. IMO the best of the seeker mines, only countered by the few rogue agents that are either immune to disorient or can hack player skills. Is totally meh vs players but can really help keep NPC's from shooting accurately at you. And, unlike Flashbang sticky, when it pops the smoke on the enemies it is designed to work against, they get disoriented. There haven't been any times where it didn't work on something, and all the other CC skills need to reach that level.

Seeker Mine: Cluster
The mine separates into smaller mines that seek out multiple targets simultaneously.
- Even though Airburst may fail to burn, I don't see this one as good as that one by far. This is primarily because skills that are designed to do just damage just don't do enough damage to be viable. Anyone can put a few bullets into an enemy and do more damage than this skill. Like I said earlier, more VS NPC damage without changing vs player damage to make it more viable in PvE.

Ballistic Shield: Reactive Targeting
Equips a stronger and lighter shield that pulses hostiles who shoot at it.
- Considering the possibility of having someone in your party that can keep pulse up indefinitely, this mod is pretty worthless other than the stronger and lighter portion. Instead of pulsing, make it reflect some damage back.

Ballistic Shield: Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.
- This + First wave X-45 = OP. Other than that, this is a good mod to increase side-arm use.

Ballistic Shield: Kinetic Breaker
Grants the user a small portion of incoming damage as healing.
-No comment.

Smart Cover: Trapper
Hostile targets using a reinforced cover deal less damage, while taking increased damage.
-I haven't used this smart cover, primarily because it is a bit more efficient to increase your own damage and mitigation that maybe 1 or two enemies in the room. I think if this had a dot effect and cooldown increaser added to it, to be counter to the healing effect/cooldown reduction of the recharger mod, this one would be better to use.

Smart Cover: Recharger
Allies using a reinforced cover slowly recover their health and get their skill cooldowns reduced.
- The only real smart cover for PvE, that's all there is too it. Nothing needs to change about this one, but the prior one needs to be better. Because doing damage with your own gun is obviously better than doing it with skills, smart cover is easily a choice over most other skills.

Smart Cover: Concealment
Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot by allies from behind the cover are pulsed.
-This one, though I never used it, is pretty useful in both PvE and PvP. It simply does enough extra stuff, unlike most skills, to make it useable in multiple environments.


Mobile Cover: Extension
The cover provides more protection and extends to protect two persons.
-I'd like this one more if it were at least 3 person coverage.

Mobile Cover: Blast Shield
The cover is fitted with remote explosives that damage hostiles in front of it when the shield is disabled.
-damage is meh, as usual. So meh it would be better if it didn't damage the hostile, but instead blinded them.

Mobile Cover: Countermeasures
While using the cover, the user deals increased damage and becomes immune to pulses.

Signature skills:
Recovery Link
Heals and cures the user and nearby allies. Revives downed allies within range. Can "overheal" beyond maximum health.
-Imo better to use rather than Tactical link, but still not as good as survivor link. The over-heal doesn't protect you like the raw mitigation of survivor link can, partially because like tactical link, the duration of the HOT is way too short. Like the Defibrillator mod of first aid, this one would also really shine if it revived "dead" allies as well as downed ones within range, as well as dead allies in the DZ.

Tactical Link
Increases damage and critical hit chance to the user and all nearby allies.
-Duration is too short, and even within the duration it is easily thwarted by the much stronger Survivor link. It's decent for the short burst of extra damage in the PvE environment, but even then it is way too short of a duration, considering you'll have to take cover to avoid getting killed while it is up, something you don't have to worry about at all with the next skill survivor link.

Survivor Link
Increases damage resistance and speed for the user and nearby allies
-Everyone knows this is the only one you need to be using, especially in the DZ. The longest duration and makes you practically unkillable, less so since 1.3 but is still a much needed signature.

sharpdaddy2
08-31-2016, 01:45 AM
I completely agree. I can't even survive an encounter without keeping in Smart Cover.

Also, would love to use a pistol build in conjunction with the Ballistic Shield, but it's too buggy. I lose the shield and all of my skills and weapons when it breaks on me.

ReiShadowheart
08-31-2016, 01:46 AM
Somewhat self contained thought/observation - since the LMB first wave agents can hack skills like turrets and seeker mines I find that those skills are effectively "greyed out" for any game activity with LMB enemies

I actually love the idea of the enemy being able to hack the skills and it adds tactical depth to those encounters but with no way to counter it - it means the skills and their usefulness swing wildly - which isn't bad necessarily but it may be worth looking into

Ideally you'd have some level of use from every skill in every situation - especially considering the limited number of skills in the game - or if the UI was a little easier to navigate mid fight we could switch skills quickly to adapt when the LMB show up or the encounter changes

This too. It hurts enough that most of your placed skills practically suck at doing the damage or CC they need to do, then you have the LMB hacking them. And even when it isn't a hacker rogue, its an immune or highly resistant to CC rogue.

ILuvUrMovies
08-31-2016, 02:31 AM
This is a hard one because the usefulness of the skills are currently skewed by the end game meta. The only skill I can really say I find kind of useless is the ballistic shield. I only really use it if I'm having fun playing around with my X-45. A close second in uselessness for me would be the mobile cover. I think I've used it once. All the other skills I've used at some point and enjoyed them up until end game. In PVE, we're essentially forced into using Support Station, Pulse, First Aid, Smart Cover, and maybe (but not usually) some Turret if you want some CC. PVP is similar just change up the emphasis.

I definitely felt more freedom in playstyle early on and the variety of available skills was awesome but in end game it's just health and damage. Hopefully you find a way to bring that back and thanks for always being engaged with the community.

Hugo-FOU
08-31-2016, 08:23 AM
That's actually a great point. I personally am one of the few people who does use it, but I really don't know why I try, since 99% of the time I set a timer on any enemy, my teammates start shooting them 3 or 4 seconds early anyway. I wouldn't be heart-broken if it was replaced with a skill menu shortcut.

It's one of those things that would work better if there was a stealth mechanic to the game.

Jollter
08-31-2016, 09:39 AM
Here's the actual problem with the skills. 4 of them heavily outscale everything else in both PvP and PvE content. This is especially true in the regards that these skills are almost impossible to stop.
- Pulse scan can is a major buff to the team, and the only way to prevent it is through some type of concealment mod.
- Smart cover is near indestructible and provides both an offensive and defensive buff, and can even be used to debuff or buff your squad even farther.
- First aid overdose, combined with triage, is about our only real meens of gaining decent health is a short timely manner(medkits will only get you so far). It also happens to be breaking the balancing in the dark zone since people just roll in and out of first aid with their 600k toughness and their one shot sticky bombs.
- Defib first aid takes to long to revive someone and without vigorous, can stop players from taking advantage of triage.
- Booster shot first aids benefits are again, only usefull when combined with vigerous. As the benefit of getting a high healing skill that can even give you extra health, is far greater then a temporart 15% damage boost and resistance. - Survivor link prevents death for a drastically long time. Where as recovery link is only good for preventing death for a short amount of time, and ever really only gets wasted on reviving a single team mate, instead of healing the squad. Tactical links damage boost isnt enough to counter or even be situationally usefull as compared to the affects of survivor link.
-The turrets are an absolute joke, and in some cases will be your demize.
- The zapper turret is the only usefull turret and even then its only most efficient in PvP.
-The flame turret requires the need to be to close and gets easily shot up by NPC's almost at the exact moment it sets itself up. And the fire affect is hardly even effective against other agents in the DZ.
- I shouldent even have to say much for active sensor mod. Its completely useless. The damage is to low for the turret, and again, its destroyed way to easily.
-Ballistic shield, aside from being glitchy, is close to very useless. The problem is that even at max skill cap it gets destroyed by elites way to easily. Its not even great for pvp as it limits you to your side arm, which makes it hard to kill all the 600k thoughness kids bragging about their sticky bombs.
-Assaultshields pistole bonus needs to be higher, including the supposed stagger bonus!
- kinetic breaker is useless, seeing as there are better means of healing yourself.
- And the other mod which gives you a stronger shield, again, caps the health out at way to low of a number.
-Mobile cover extension, again, destroyed way to easily by NPC's, even at 1,200,000 health.
-Blast shield... okay, I dont ive ever seen anyone use this before. Its situational usefullness is next to zero. Even if you somehow managed to catch someone with the blast, the damage it provides is so minimal you may as well tickle them, and to top it off, it gives you LESS blast resistance. Ironic right?
-Forgot the name of it but the mobilce cover that provides a damage buff. It drastically lowers the health of the cover at the expense of gaining a very small boost to overall damage and concealment. Gets destroyed in mere seconds by both players and npcs alike.
- BFB sticky bomb. Not enough damage to NPC's but is overkill for agents in the DZ and a personal favorite for all the super tanks who dodge roll in circles in and out of first aid just waiting for it to come back. Needs to be rebalanced heavily.
- Flashbang sticky bomb, only real complaint is that sometimes it doesent blind enemies, only puts a useless (if it isnt robotic its useless) disrupt on them, and doesent stop medkits from medics. The blind affect is way to short against agents and may not even fully blind them half the time.
- proximity, get rid of the timer and give it a small damage boost. This is supposed to be a land mine, not a temporary tickle me elmo.
- Seeker mine, damage is to low for npcs, is easily avoided by most players.
- incendiary seeker mine, the screenshake is unbearable and the fire affect is to short and wont refresh even if they are standing in the fire directly. Fire doesent last to long against agents so not very usefull pvp wise.
- Gas mine, very usefull and well balanced for PvE, very underwhelming in PvP. Disorientation does hardly anything to agents. This debuff beeds to be buffed so that its actually usefull in PVP. This would even give reason to use tear gas in pvp.
-Cluster mine, forces enemies out of cover sometimes, but not enough to make it usefull for pve and pvp. Damage is to low for both cases even with high skill power.
Seeker mines can again, be destroyed though. Which is the main concern for the other deployable abilities. They get destroyed way to easily.
-Health station skill cap should be raised, should provide slightly more overall healing.
-Auto revive, Healing stations can already allow the use of reviving manually, and this mod is only good for when you go down. Provides no real bemefit to the team.
- Ammo cache Should provide ammo, not a free reload. This bugs out the underground waste not want not directive, as youll get negative ammunition, whichle force you to reload again and again till its positive finally. The other buffs are perfectly fine.
- Immunization station, theres not many status affect moments uless your running special forces underground, or dragons nest, which is nothing but status affects. Buff is otherwise fine though.
The main problems here: Equipment is destroyed way to easily, provides very minor benefits compared to the top 4, and need rebalancing for pvp.

TheFly76
08-31-2016, 11:13 AM
The problem is that anyone could use ALL the skills.
I think it's time to put some restrictions in order to TRULY create classes in this game.
My two cents about the skils:
They should be gearsets oriented:

Example:
Are you wearing 4 pieces (or more) striker?: You can have access to Ballistic Shield and Pulse.
Are you wearing 4 pieces (or more) tactician?: You can have access to seeker mine and support station.
Are you wearing 4 pieces (or more) sentry? You can have access to Smart cover and Turret
Are you wearing frigging NOMAD? You can have access to three skills of your choice.!
And so on...
Make your own suggestions...
Furthermore one should be the primary skill, and the other should be the secondary. You can chose and swap when you need. The secondary is automatically nerfed.
Example: Pulse as primary: 40m range full damage bonus.
Example: Pulse as secondary: 20m range half damage bonus.

Pyknospex
08-31-2016, 12:41 PM
It's one of those things that would work better if there was a stealth mechanic to the game.

Which would in turn require bypassing the enemy's armor and HP so they'd drop in a single blow (not that I'd be complaining! that's probably what you're talking about anyway :D). There's no point to being stealthy if your "sneak attack" just alerts the enemy to your presence, of course.

KarlusempBR
08-31-2016, 01:38 PM
For my perspective the Skills would be classified by this types:

Essential Skills - Pulse: Tactical Scanner (for group to deal more damage to NPCs); First Aid: Overdose (more life); Support Station: Ammo cache (for group or solo players); Support Station: Immunizer (for underground with directives); Sticky Bomb: Flashbang (Crowd control); Seeke Mine: Gas charge (Crowd control); Smart Cover: Recharger (solo essential skill); Survivor Link (solo) and Tactical Link (for 1 or 2 players in the group).

PVP Only (I'm not a fan) - Pulse: Tactical Scanner (inflict more damage); Pulse: Scrambler (inflict more damge and became imune of others pulse); First Aid: Overdose or Booster Shot (Life support); Sticky Bomb: BFB or Proximity Fuse (Deal a lot of Damage); Turret: Zapper (Crowd control); Smart Cover: Trapper (for kill players in cover); Survivor link

Useless Skills - Pulse: Recon Pack; First Aid: Defibrilator; Support Station: Life Support; Turret: Active sensor and Dragonbreath (too easy to be destroyed by NPCs); Seeker Mine: Airburst and Cluster (Only the airburst could be use some times); Ballistic Shield: All the types; Smart Cover: Concealment; Mobile Cover: All the types and Recovery Link

This is my opinion. Thanks guys

OillyRag
08-31-2016, 02:29 PM
Just a quick note on turrets.

I'd love to be able to use turrets, in think they could be a great asset for solo players who need a bit of CC .... But I don't, I use the same as everyone else .... pulse/smart cover & first aid ....

Please stop NPC's being able to hack them and make them a bit more powerful then a tiny peashooter then for me they would be a viable alternative to smart cover/pulse.

Oh and also please give us a quick menu for skills much like the one's for consumables and grenades, that would add versatility to play styles on the fly.

@massive thanks for listening :)

And on my last point .. I'd like to use different skills but right now, just like everyone else I'm forced to use the same skills throughout a mission because it's way to clunky to go into the menu to change them.

Btw ...on PS4

rowedav
08-31-2016, 02:49 PM
I'm sure this has already been mentioned numerous times but the Recovery link would be a much more viable option if it didn't have a range - it just revived everyone no matter where they were in relation to the user. How many times has it been used but didn't actually recover anyone because range?

People won't use something like this if there's a high chance it's going to be a waste of time. Simples.

aldramelech
08-31-2016, 03:17 PM
Seeker mines seem pretty useless, haven't used them since I leveled up my first toon. Same for Ballistic Shield, it's so bugged its not worth using. I've never tried mobile cover, ever, don't know why. Turrets are largely useless as the NPC's negate them too easily, same with the mines.
Because of the shear amount of NPC health I feel I have to stack offensive skills just to make a dent, defensive skills don't seem to make a difference to the stupid amounts of damage NPC's do.

So a good summery is that the NPC scaling is the problem with many skills, if you buffed them that wouldn't help, it'll be an upward spiral of skill buffs and NPC buffs to keep up.

SupaSkrub
08-31-2016, 03:19 PM
People saying that smart cover getting destroyed by frindly stickies is an issue?.. its only an issue if you are not careful with the sticky in the first place, there is a great big radius that shows its aoe before you launch it..

anyway: sticky bomb is useless, it needs another damage vaue adding to it, something on the lines of "armour shred", so you have blast damage and armour damage,, and make the blast damage more powerful because after level 30 enemies you may has well try to damage them with confetti..

seeker mine, gas is cool, rest of it needs a rework similar to how sticky bomb does.

ballistic shield, thanks for denying players of what could be a great build choice since day one.. it needs fixing because any proposal for set such as "frontline" would be a joke in its present state.

ReissyBoy97
08-31-2016, 06:49 PM
I've only ever used 3 'normal' skills thoughout my entire time playing Te Division as a solo agent that joins random parties. They are

First Aid: OverDose mainly to keep myself alive without using 1st aid kits. I rarely use it on squad mates
At 1st I was using Pulse: Tactical Scanner for the extra dps for me and everyone
Now I use Sticky Bomb: BFB now my skill power is quite high, I can almost oneshot an entire group of normal enemies
I've always used Survivor Link because my other 2 skills made the other Ultimates useless. So this gives me a 2nd chance when I'm on low hp

AthosTheBearer
08-31-2016, 06:59 PM
I really hope that this survey is not about removing the most unpopular skills. As almost everyone else said, all skills should be balanced into a useful arsenal of tools, giving us a way to define our own personal strategy.

However, PvP needs extra care. Since 1.0, PvP is about which team manages to pop the Survivor Link *last* and that team usually wins the battle. That could be an indication that the other Signature Skills are currently weaker, thus we get no diversity during PvP.

D_Arkss
08-31-2016, 07:08 PM
I think the main isuess with the skills are:

First players have no sustain, there is no way to heal yourself unless you use Fisrt aid, you can try to make do with other skills or with consumables but really nothing is as effective. That takes a way one slot, basically 50% of your abilities.

Then, most of the skills available are not reliable, turrets and seeker mines can be hacked and distroyed by players and npc (and that screen shake!). Also neither really pack a punch.

I have never been able to do more than tickle enemies with the sticky bomb, and the flashbang mod fails to stun 30% of the time.

support station heals very slow and the self revive its really a coin toss

the balistic shield gets melted in 3 sec and its super buggy. also the sidearm damage is incredible low

I find hard to see how can you use mobile cover succesfully. I only used it once to block the path of shotgunners while trying to clear Russian consulate in challenging (1.0), we had to deploy 3 of them at the same time and we baerly made it.

In contrast pulse and smart cover are not only very reliable they are extremly powerful. which shows why they are the only real viable skills in the game

Finaly Survivor link its incredible more usfull in comparison to the other 2. specially since recovery link wont revive downed teamates

Hugo-FOU
08-31-2016, 08:15 PM
Of course another way to go with skills, could be to allow us to pin a number of them to a skill wheel like we have for consumables.
Have the primary two skills plus signature on the current buttons, but then replace the mark target button with a skill wheel with another six skills. These could be selected and deployed the same way as grenades.

Pyknospex
09-01-2016, 01:13 AM
I really hope that this survey is not about removing the most unpopular skills. As almost everyone else said, all skills should be balanced into a useful arsenal of tools, giving us a way to define our own personal strategy.

However, PvP needs extra care. Since 1.0, PvP is about which team manages to pop the Survivor Link *last* and that team usually wins the battle. That could be an indication that the other Signature Skills are currently weaker, thus we get no diversity during PvP.

I'm hoping that what they see is something like (in aggregate):

Smart Cover, Pulse, First Aid: ALWAYS
Everything Else: NEVER

and they say, "man, we gotta beef up Everything Else. Let's get on it!"

tropolite
09-01-2016, 01:24 AM
The same as most here, I would run Overdose, Pulse (and times of using Smart Cover), as my goto skills. As far a signature skills I tend to run Recovery quite a bit when running in a squad as we tend to spread out as a team and sometimes it is hard to get to agents that are frontline. Otherwise it was Survivor. Guessing in 1400hrs of play I've used Tactical probably once or twice.

These two skills clearly are The Skills that are essential (not desired or suggested), to stay alive because of the known imbalance post level 30.

Recovery Signature skill is okay if the agent running this SS is quick enough to hit it when the need arises, but the game imbalance is having agents immediately expire rather than just go down (which is happening more often now), rendering this skill completely useless.

I would suggest with the 1.4 update of the game either; change the situation that agents go down and cannot immediately completely expire, or allow the Recovery SS to revive expired agents while their Respawn timer is counting down (5 secs if I'm not mistaken). As for Rogues, they can only use the Recovery SS in the first 5 secs of their mandatory 30 sec Respawn timer.

Another suggestion that I have raised before is simplify the attributes and items in the game, removing the consumables (I think I've used water once or twice), and rather than the can of food, water or soda etc., allow the agent to select which further skills to add to the D pad to replacing the consumable slots. These could be used in tandem with the priority skills on the bumpers of the controller for instance and the secondary skills on the D pad (Just noticed @Hugo-FOU above suggesting similar, sorry bro not trying to steal your thunder).

However with balancing the game and possibly removing the NPCs ability to one shot and kill an agent completely may allow agents to explore and use the other skills. Something to help that along could be to increase the standard medkit allowance from 5 to 7 post lvl 30 (and remove the ability to use the Paramedic's backpack to artificially add the extra two kits, post lvl 30),

SkyClouden
09-01-2016, 03:13 AM
Please fix the skills that we currently have. Especially smartcover and flashbangs and the ballistic shield I would seriously love to use the shield but its so broken its risky to play with because if it ****s up, and it will its just a matter of when. You have to log off and back in to get your character working again

Thanks

Red_Oryx
09-01-2016, 08:12 AM
First I really enjoy this game. Aside from some of the actual bugs (i.e. skills black out for no reason and such) I think the game is really great. I feel the biggest problem related to skills though is the solo player monoculture that has developed. Many players leveled solo or come from the FPS crowd where you may have a team working together but not integrated skills based play. This has resulted in a "best in game" mentality. That is to say that people by and large believe there is one best way to build in the game. Because of this i can safely assume that if i queue for a pick up group that at least 2 of the 3 people joining me with have sentry's call and will be rocking overheal with pulse, The game is just not designed to be played in this way. The game is clearly designed with coordinated communication intense team play. The skills work well with each other and produce great results when people are assuming roles in their group and watching for cues from team mates. Could some skills use a face lift? sure obviously, but the idea that you just shouldnt need smart cover to complete the highest level of difficulty is silly. The end game content should be almost impossible to complete without a group composed of diverse skills that are specialized to complete a role in the group's success. With a group mixed skills and decent average skill power and good comms the end game becomes not only possible but just plain easy.

Having said all that here is where i have issues. If I'm in my progression group and we have two high skill level people to cover the bases (SC,SP,IM,Ammo) then im left with first aid plus whatever i want. as far as i can see right now gas seeker is the best CC available so thats my go to most times. I'd like to see the other CC become more appealing some how. Flash bang can break smart cover so thats a problem, the turrets are for the most part not great. Flame turret is only going to help you with rushers and with the delay in firing it may not save you. shock turret is single target so thats not mind blowing and the suppression turret is just too limited. it doesnt do damage on a meaningful level, its unaffected by buffs, if the mob is in cover itll just hold it there which i can see has a value but at the end of the day we ares till talking single target without damage. perhaps adding explosive rounds to the turret could be something and make it eligable for the buffs of its owner and it could really be a go to i think. but right now noone is building for CC. its basically a bonus skill when all the others are covered. And as i mentioned earlier there is a "one best way" culture that prevents these things from being used at all by some people no matter what the rest of the group is using.

I think mostly what needs to change is the way encounters work. if people think all they need to do is huddle behind smart cover and play shooting gallery with m1a's for 20 mins then thjats all that will ever happen. That is literally the description of every incursion presently. All three essentially boil down to creating a hard point and sniping from there until you send one guy to do something simple and return. no skill arrangement will change that. Skill choices need to be driven by the content not the other way around. I also dont think andy skill changes should be made based on the needs of PVP. Trying to balance PVE and PVP against each other is a fools errand. No truely successful mmo has ever done that successfully and they shoudlnt. If people are really serious about PVP there are plenty of shooters to play. I good RPG MMO is a way rarer thing.

I like the way the game mechanics are, i just wish more players understood them and that more encounters required that understanding to succeed.

I also wanted to generally reply to the notion that sticky bomb damage "barely scratches" the elites. If you think about it in the larger scope of DPS this is totally false. If you run demo expert and the other talent whos name escapes me at the moment its possible to do upwards of 500K to level 35 elites. now to a single target this may not seem like much but if you hit 3-6 targets together the total damage is in the millions for a single action. This doesnt include the bleed effect which would add to that. with a cool headed build you could be pumping out tons of damage over the course of an encounter. there is no gun that will allow this sort of multiplicative effect based on the number of targets. That said the answer to this one is easy....add increased armor damage to the bombs. that will keep it reasonable for pvp while boosting pve effectiveness.

Prime.x64
09-01-2016, 09:54 AM
There's always room for improvement, however my concern is how the inevitable "power creep" that occurs when new gear scores and attribute caps are introduced will affect support as a whole. Given that at this time DPS and Toughness aren't capped and skill abilities as a whole are. Damage and Survival will continue to go up but support remains the same. What can be done to prevent support classes from becoming obsolete? I'm not sure it's as simple as just balancing current abilities.

Kerldorn
09-01-2016, 09:55 AM
Hi :cool:
I think that FIRST AID is THE only skill everybody 's using !
So, the difficulty is to chose the 2nd and last skill (in a group it's easier but...)

A solution could be to give a heal skill to everybody
Another one could be to make others skill more usefull...

Quercus_UK
09-01-2016, 10:04 AM
Done.
As a general observation, the skills need to be better balanced against each other and usefulness throughout the game.
For example, going through the level 1-30 (or certainly until level 26) the direct damage skills (sticky bomb, seeker mine) are so powerful against normal enemies that there is no real need to experiment with other skills. Then once you get the elites appearing and get towards level 30 they start being less effective until eventually by the time you are hitting level 32+ enemies there is no point using them because they don't scratch the enemies.

Zahnki-CH
09-01-2016, 10:45 AM
I like to play with a lot of theory crafting and try to create my build around a skill or set.

My principal DMG BUFFER for PVP > PVE
Set: 4 Reclaimer 2 BLIND
Skill:
Q) Pulse Tactical Scanner > Scrambler (for PVP and if there is a other pluse in the group) - I force my teamate to take an other spell while playing with me cause my Pulse is always UP.
E) First Aid: Booster Shot > Smart Cover: Recharger > Support Station: Immunizer ( PVP sock turret and PVE flame thrower)
T) Tactical Link always

My other Build that work: PVE-> ( 3 sentry 3 final mesure with dmg and protection against Elite)

What i would like to play but impossible in this meta:
Balistic shield TANK
Support HEALER
CROWD control

In general put numbers or comparative stats to skills special effect!!! When we ready we like to understand what it will really do. ( like the First Aid: Booster Shot...... how many dmg increase??? we dont know, do it increase with electronic we dont know....)

Pulse: Recon Pack
The distance ratio is good but this speel is quite useless when u know where are caches. He is far under the tow other Pulse. Never use it.

Pulse: Scrambler
A really good skill maybe underestimated.

Pulse: Tactical Scanner
The most played but balance cause easy to control with: Pulse: Scrambler and Smart Cover: Concealment but this control is not often done. I see a lot of group with 4 Pulse: Tactical Scanner - that is just brainless.

First Aid: Defibrillator
This device is one of the most difficult skill to use. Usefull in PVP and PVE but it take too much time to cast and apply and the heal given is to low.
My advice:
- boost duration skill ( if i see that my friend will fall I can prevent it and rez him easy)
- Reduce time to apply the effect ( In PVP it take to much time) change the cast type (the Fisrt Aid launcher is to slow)


First Aid: Booster Shot
Really good but like I say.... we dont know how many dmg increase or resistance we have....

Support Station: Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.

Sticky Bomb:
To many diffrence between PVP dmg (usefull) and PVE dmg (useless as ***)

Turret: Active Sensor
Increases the turret's damage and pulses attacked targets, making them visible to all allies.

Turret: Dragonbreath
The turret has reduced range but shoots a column of fire.

Turret: Zapper
The turret shoots electrical darts that damage and shock multiple targets.

Seeker Mine:
0 dmg output

Ballistic Shield:
Too much bug with this skill


My propositions/recommendations:
1 - Skill i would like to see Up or repair And i think they will change the way of playing
- Balistic Shield
- First Aid: Defibrillator
- Seeking Mine
2 - Add stats in skill special effect description
3 - Think during your building for a group of 4 people
4 - A skill to remove status effects while we are in movement? -> and keep the same status effect skill
5 - Buff Group skill?
6 - Same dmg output for PVE and PVP

Red_Oryx
09-01-2016, 08:42 PM
First Aid: Booster Shot
Really good but like I say.... we dont know how many dmg increase or resistance we have....



+15% damage and 5% protection

Red_Oryx
09-01-2016, 08:51 PM
Hi :cool:
I think that FIRST AID is THE only skill everybody 's using !
So, the difficulty is to chose the 2nd and last skill (in a group it's easier but...)

A solution could be to give a heal skill to everybody
Another one could be to make others skill more usefull...

everyone HAS a heal skill....its called medkit. the idea is to create a situation in which not everyone needs to run first aid.

SubGama23
09-01-2016, 09:48 PM
Pulse: Tactical Scanner
High Usage-the more critical hit chance so I can inflict critical hit damage the better. Most times this is where my critical hit chance comes from since it can be hard to find critical hit chance attributes.

First Aid: Overdose
High Usage-In this state of the game the more heath the better.

First Aid: Booster Shot
Low Usage-I did realize that this skill is basically the first aid overdose because the the damage resistance is equivalent to the overheal. The overheal is extra health where as damage resistance is armor. They cancel each other out.

Support Station: Immunizer
Low Usage-I use this when playing with the Special Forces directive in the Underground. I really don't like using it in any situation because even though its an immunizer, It will take exotic damage. For example, I put out the immunizer because enemies are throwing incendiary grenades. If the fire touches the immunizer, IT WILL GO DOWN. I think that this support station should have 75-100% exotic damage resiliance (even if it has a shorter activity duration). Also, I know its primary ability is immunization, but it heals WAY TOO SLOW (even when I am using the 2 piece reclaimer bonus-100% support station healing speed).

Support Station: Ammo Cache
High Usage-Very useful in Underground with Waste Not Want Not directive. HOWEVER, allies should be able to regain the ammo AS LONG AS THEY ARE IN THE CIRCLE, NOT JUST NEAR THE DEVICE (Unless this is a bug). It is not always possible for players to bunch together next to the device and be successful in gameplay.

Turret: Zapper
Low Usage-The turret takes too long to register the enemy next to it and zap them. By that time the turret has been shot or kicked.

Seeker Mine: Airburst
High Usage-To slow down enemy rushers. However, these should seek out enemies, not their devices. For example. I threw out my seeker mine to attack the combat medic, but instead, the mine went for the support station next to him which has a HIGH AMOUNT OF HEALTH.

Smart Cover
Low Usage-TOO EASILY DESTROYED

Survivor Link
High Usage-If I want to stay alive (especially at this point in the game), I will have this AT ALL TIMES.

Recovery Link
Never Used it, but when other players use it, I noticed that it is too slow. By the time that it is supposed to revive the downed ally, the ally is dead.

Thank You So Much For Taking The Time To Read My Post

Thrawn00
09-01-2016, 10:39 PM
Some skills I see that need reworking are First Aid and Support Station healing. IMO the support station was nearly useless without the new reclaimer set. People will hate the suggestion, but if First Aid was self only, and the support station got a buff in healing and radius I think it would help balance interest in the two. As for the skills themselves, in First Aid: I've only seen people pick the Overheal, with the rez being a second choice. Boost seemed to never been a consideration. As for Support Station: Ammo was always the choice until the new incursion where status effects were so bad, then I think people wanted the Immunizer. The Rez station is a nice idea, but it never worked none of my friend could ever get a station to rez anyone. I know in one fight my friends and I got in, the NPC healers had stations which healed them to full and even seemed to pick up down guys(not sure if it was truly happening) but it made the fight awesome.

Another group of skills needing some balancing work is Seeker Mine vs Sticky Bomb. The Seeker Mine: Gas was one of the best CCs I've seen hunting down enemies stunning them and seeking out more. While the Sticky Flash bang I found under powered. A nice CC if you got it perfectly placed, but if you missed the enemies ignore the deaf effect. As for damage the BFB was great for awhile, but the damage cap quickly made it pointless with how much armor and hps enemies get on higher end game material. The Seeker: Cluster is just a joke, lots of mini bombs that are like flies to mobs that can laugh off 500K damage anyway. Both of these need a lot more damage if you want a skill build to keep up with normal gun DPS builds. oh BTW the power of the build and skills should not be based off can be achieved with a full set and specific legendary gun, Full Tac set and Caduceus makes just about any skill great.

I'd like to add, I think the option of the sig skill slot should be open to any skill. Very often in team play I would find more that I would let the front line use their sig skills while I never would. Yet I was always wishing I had access to an extra skill to add support to the group.

Pyknospex
09-01-2016, 10:47 PM
The Seeker: Cluster is just a joke, lots of mini bombs that are like flies to mobs that can laugh off 500K damage anywa

Yeah. I am beginning to think that if a bomb explodes in your face, you (that is, the NPC) should just die.

I'd settle for "permanently incapacitated" (like, permanently blind). But "dead" would be good too.

Solid_Stryker
09-01-2016, 11:03 PM
Agents,



Do not hesitate to leave a comment in this thread, if you’d like to discuss the matter further with the rest of the community, we’ll be watching!

Thanks,
The Division Dev Team





Took the survey, cool stuff, keep em coming, here's my general skills I use and team uses- ALWAYS.

Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.


First Aid: Overdose
The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.

First Aid: Booster Shot
Temporarily increases the damage for affected targets in addition to the normal healing effect.

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.



Smart Cover: Trapper
Hostile targets using a reinforced cover deal less damage, while taking increased damage.

Smart Cover: Recharger
Allies using a reinforced cover slowly recover their health and get their skill cooldowns reduced.


Signature skills:

Survivor Link
Increases damage resistance and speed for the user and nearby allies.

The rest are pretty useless. All of the roller balls are typically broken by elites/named and they just laugh at them and kick them/hack them and they are useless, unless they walk into one that already exploded, but then again ts a passing memory to them. Same for the turrets, stomp kick blown up. BFB for PVE is totally useless too they just see it, shrug at it and keep coming (off topic grenades are about as much a bang snap to these mobs).

I'd like to see a mobile turret that can drive around like roller ball and actively seek out targets or an arial drone that can fly around at a high point providing pulses or something, maybe dropping gas/napalm as well? Another ideas would be to have some turrets that can have shields like the NPC Techs have that can provide some cover on lower cover points when deployed.

ut5710ti
09-01-2016, 11:08 PM
For someone that would rather not depend on others, I like to run around the dark zone by myself, so to make those roles mandatory, you're going to lose a lot of users. Some skills are useless in most cases, that rare event all of them have a role. The most unbalanced issue is that the npc's are so strong you can barle run past them and survive with 480k toughness and 75% mitigation. That's very discouraging, not to mention it is impossible to fight the average team in the dark zone by your self. They need to have a gear set that only works when playing solo and this gear set would deal more damage have a well rounded skill and a high toughness. Toughness is broke if you ask me because there are so many different variables that play into your toughness like ear, damage to elites(protection) , fire, blind, deaf, disrupt, gas, grenades, did I mention fire? I don't know what they want this game to be but why else spend time getting gear if you're not going to put it to use in the dark zone, and I should be able to go into the dark zone by myself and stand a chance versus everything destroying me every time. I could go into matchmaking, that needs to be fixed so it only teams you with people that have completed tasks such as incursions and challenges because it's too often I matchmaker and the people I'm playing with either don't have or use mics, don't speak English, or simply don't know what they are doing which makes the dark zone and trying to complete underground or incursions next to impossible via matchmaking. lets face it the only thing going on in the dark zone is people going rogue, not sure if that describes an rpg, but all things seem discouraging as you have to have a full team and those can be hard to come by. Long story short they shouldn't be focusing on skills, they need to focus on making the game fair. I see people use all different skills, you use one thing for something and another in a different scenario. They got it wrong just like when they said people aren't using different weapons enough, we find what works best and that's what people use, just make it balanced so we have a chance if we're playing solo

ut5710ti
09-01-2016, 11:19 PM
The last thing we need are these shotgunners running around with ballistic shields. Seriously just get rid of mobile cover and ballistic shield and the axe guys shouldn't have shields either. Face it were fighting each other typically and just because you can hide behind a shield doesn't make you a better or more skillful person/player

CalvyB
09-02-2016, 01:45 PM
For someone that would rather not depend on others, I like to run around the dark zone by myself, so to make those roles mandatory, you're going to lose a lot of users. Some skills are useless in most cases, that rare event all of them have a role. The most unbalanced issue is that the npc's are so strong you can barle run past them and survive with 480k toughness and 75% mitigation. That's very discouraging, not to mention it is impossible to fight the average team in the dark zone by your self. They need to have a gear set that only works when playing solo and this gear set would deal more damage have a well rounded skill and a high toughness. Toughness is broke if you ask me because there are so many different variables that play into your toughness like ear, damage to elites(protection) , fire, blind, deaf, disrupt, gas, grenades, did I mention fire? I don't know what they want this game to be but why else spend time getting gear if you're not going to put it to use in the dark zone, and I should be able to go into the dark zone by myself and stand a chance versus everything destroying me every time. I could go into matchmaking, that needs to be fixed so it only teams you with people that have completed tasks such as incursions and challenges because it's too often I matchmaker and the people I'm playing with either don't have or use mics, don't speak English, or simply don't know what they are doing which makes the dark zone and trying to complete underground or incursions next to impossible via matchmaking. lets face it the only thing going on in the dark zone is people going rogue, not sure if that describes an rpg, but all things seem discouraging as you have to have a full team and those can be hard to come by. Long story short they shouldn't be focusing on skills, they need to focus on making the game fair. I see people use all different skills, you use one thing for something and another in a different scenario. They got it wrong just like when they said people aren't using different weapons enough, we find what works best and that's what people use, just make it balanced so we have a chance if we're playing solo

I would say its less about making them mandatory and more about making them optimal for group based play. this is largely a group based game after all.
I'm not saying ignore solo players though. as if they did it right solo players would still be able to accomplish a lot using hybrid builds and a little common sense.

unless of course those solo players are expectibg to be able to gung ho solo the hardest tiers of content that Is I would say that is unrealistic. but to actually utilise roles properly and have working tank builds / aggro mechanics would ultimately make balancing the game much easier as groups would end up more balanced and not a group of 4 gods with max everything like we basically have now.

the only way to counter a group of 4 gods is to make the npcs even more powerfull gods, which is basically what they've done by massively inflating there stats.

ALPHA_Defragfaz
09-02-2016, 02:33 PM
First of all I want to congratulate Massive for this courageous step in improving the game. I really appreciate the idea of hearing the voice of the community. The ones the game was made for! We, the players!

I really love The Division. I've played roundabout 1000+ hours counting closed, opened beta and final version. And I don´t think the game is dead. On the contrary!
But I also see all the problems and I´m really eager to see, what The Division will be in the future. I hope it will be that great game it has the potential to be!

BUT:
What I’m missing in this survey is the question “why are you using/not using this or that skill”. The idea of different skills is great. But the majority of players are only using a designated set of skills, because they are in the actual version of the game the only reasonable choice and useful.
For example: I really would like to play a tank. And for that I really would love to use the ballistic shield. But this skill is so buggy and useless, that nobody will use it. And that is the reason, why the big majority will answer “It is of no use at all”. It would be and it could be if it first of all does work properly and if the game mechanics would allow us to be able to play a tank instead of forcing us to play a “jack-of-all-trades”.
Therefor I don´t expect this survey to give Massive “the right answer”. Massive will get the answer which skills are useful under the actual circumstances of game mechanics and functionality. This survey does not answer the question which skills we would like to use if the skill does what it should do and if the game mechanic changed to the way it should be changed to.
So with this survey Massive did the first step into the right direction, but they still have to walk the last mile.
But again, thanks for the effort. Go on in this manner and The Division will be (can be) one of the best games in this decade!

(I’m sorry for my mediocre English and grammar cause I’m not a native speaker.)

Telmon1979
09-02-2016, 08:58 PM
What I’m missing in this survey is the question “why are you using/not using this or that skill”. The idea of different skills is great. But the majority of players are only using a designated set of skills, because they are in the actual version of the game the only reasonable choice and useful.
For example: I really would like to play a tank. And for that I really would love to use the ballistic shield. But this skill is so buggy and useless, that nobody will use it. And that is the reason, why the big majority will answer “It is of no use at all”. It would be and it could be if it first of all does work properly and if the game mechanics would allow us to be able to play a tank instead of forcing us to play a “jack-of-all-trades”.
Therefor I don´t expect this survey to give Massive “the right answer”. Massive will get the answer which skills are useful under the actual circumstances of game mechanics and functionality. This survey does not answer the question which skills we would like to use if the skill does what it should do and if the game mechanic changed to the way it should be changed to.
So with this survey Massive did the first step into the right direction, but they still have to walk the last mile.


GABE TEAM PLZ COME AND SEE THE THIS
This have epic/major importance and you are completely right!

Demi_God_Crisis
09-02-2016, 10:12 PM
I think the game would benefit greatly from skills that are more about our agent instead of their tech.

I mean think about it all the current skills are a machine that does something but what about our agent's personal skills what are they able to do?

We know they are trained, but how does that training set them apart from the other factions in the game? I mean the tech they have isnt anything special since it seems some factions have the same (LMB e.e). So the real question is what makes us so special? What does being part of the division mean (Gameplay wise of course :P).

Passives arent the answer btw. ;)

Laniakeia
09-03-2016, 02:28 AM
So the real question is what makes us so special?

Not being controlled by AI? :D

To the point. The devs have given a lot more priority towards PVE whereas the Division has always been positioned to be an overwhelming PVP-experience. And while in my opinion this game gives the players everything to be good at PVP, those things are not obvious. Regardless of that 'press X to win' approach in PVE, balancing your PVP-build with your own skills (not in-game skills) requires some good thinking and outworking. But again, in my opinion there is some inconsistency at the very core of the game.

Every update brings us stronger NPCs. Hence the game provides us with stronger skills. And the one most imbalanced skill in the Division is smart cover. It will allow players to camp in the open for hours killing anything and everything that approaches them whether it be NPCs or other players. Currently smart cover is what pisses them the most. A single group on a manhunt can literally wipe the entire server using only that skill. It scales good with lvl 35 elites but it's completely OP against other players. It still can be destroyed by sticky bomb,flashbang grenade and explosive rounds (even if it's your allies'), but we all know it's a bug that ought to be removed.

Other than that, turrets (except for the shock turret), ballistic shield and some modifications of a seeker mine have proved to be a bit less than completely useless both in PVP and PVE.

And one more thing that's not about skills but is kinda related to that. When you're peacefully farming in the Dark Zone you always have to be prepared to engage with other players. The game makes it almost impossible to survive the first blow because you're always taken by surprise (unless you can say you knew they were going to attack and used your sig/sc/whatever). But even if you do, even if you start fighting with a team specially geared for PVP, you'll still lose it because you were aiming for PVE and had your weapons, skills and gear aimed for that. Maybe I'm wrong and it's only my opinion. But it's an opinion anyway, isn't it? :)

ALPHA_Perath
09-03-2016, 09:21 AM
First of all I want to completely agree to what my mate ALPHA_Defragfaz stated above. The survey will tell Massive nothing they don´t already know. But the question WHY certain skills are used more often than others is not being adressed.

Every single skill in The Division is pretty cool when it comes to the look and feel. But certain skills would only be functional when getting provided with the right mechanics. Let´s take Ballistic Shield for example. Looking cool, making sense in away BUT: the game does not provide any mechanics that make it useful to be a real tough tank as he can´t pull aggro towards himself. So while our tank is standing in the middle of the fight with his fluffy shield raised, all the enemies are busy flanking him or killing his team mates that deal more damage. I will not even start to talk about the bugs connected with this skill. :)

On the other hand it comes natural that those skills are used that somewhat support the way you HAVE TO play this game, that being taking cover (SmartCover), getting hit (Heal/Immunizer) and hitting targets (Pulse).

I think what needs to be done is the following: look at all the skills in the game and check if the game provides mechanics that make this skill useful. If not, provide mechanic or discard skill. If yes, check if the skill fits into the overall balancing. Is it strong enough to compete with other skills of the same sort (Seeker Mine vs. Turret), does it provide the player an individual style to experience his game, etc.

I am very happy to see Massive walk this path. And I can´t wait to see us all (Massive and the players) reaping the fruit of those efforts!
As someone once said (probably an ancient and very wise Chinese guy :D ): "If you ask the right questions, chances are high that you will receive the right answers!"

Desolator_X
09-03-2016, 11:57 AM
First of all I want to completely agree to what my mate ALPHA_Defragfaz stated above. The survey will tell Massive nothing they don´t already know. But the question WHY certain skills are used more often than others is not being adressed.

Every single skill in The Division is pretty cool when it comes to the look and feel. But certain skills would only be functional when getting provided with the right mechanics. Let´s take Ballistic Shield for example. Looking cool, making sense in away BUT: the game does not provide any mechanics that make it useful to be a real tough tank as he can´t pull aggro towards himself. So while our tank is standing in the middle of the fight with his fluffy shield raised, all the enemies are busy flanking him or killing his team mates that deal more damage. I will not even start to talk about the bugs connected with this skill. :)

On the other hand it comes natural that those skills are used that somewhat support the way you HAVE TO play this game, that being taking cover (SmartCover), getting hit (Heal/Immunizer) and hitting targets (Pulse).

I think what needs to be done is the following: look at all the skills in the game and check if the game provides mechanics that make this skill useful. If not, provide mechanic or discard skill. If yes, check if the skill fits into the overall balancing. Is it strong enough to compete with other skills of the same sort (Seeker Mine vs. Turret), does it provide the player an individual style to experience his game, etc.

I think a really big part of the problem lies with the balancing of the rest of the game as well. Ballistic Shield is a pretty decent skill while levelling: it protects you from damage, allows you to facetank relevant damage sources and generally plays as you would expect (you can walk up to people while shooting, and they're usually dead by the time you stand next to them. In the end game (or PvP, but I'll ignore that for now) this whole idea falls apart. Enemy health is buffed to astronomical proportions, so you'll not be able to put a dent in them, while they rip through your shield in a matter of seconds. Sticky bomb is another example of this, where it works absolutely fine in the pre 30 setting, but then becomes obsolete in endgame scenarios. Not only that, but the passives we can choose don't really bring that much to the table for most skills. Triage being mandatory isn't because heal is the best skill in the game, but rather because the talent itself is OP compared to pretty much any other talent in the game. One is none is another example of this.

If they want skills to become viable across the board they'll need to address the talents as well. Maybe add more class based gameplay, even though people might complain about the holy trinity being brought back. Having a riotshield and some talent that actually taunts enemies (or reduces damage to other targets in PvP) within a certain radius while you have the shield out for example.

Red_Oryx
09-03-2016, 06:56 PM
I think a really big part of the problem lies with the balancing of the rest of the game as well. Ballistic Shield is a pretty decent skill while levelling: it protects you from damage, allows you to facetank relevant damage sources and generally plays as you would expect (you can walk up to people while shooting, and they're usually dead by the time you stand next to them. In the end game (or PvP, but I'll ignore that for now) this whole idea falls apart. Enemy health is buffed to astronomical proportions, so you'll not be able to put a dent in them, while they rip through your shield in a matter of seconds. Sticky bomb is another example of this, where it works absolutely fine in the pre 30 setting, but then becomes obsolete in endgame scenarios. Not only that, but the passives we can choose don't really bring that much to the table for most skills. Triage being mandatory isn't because heal is the best skill in the game, but rather because the talent itself is OP compared to pretty much any other talent in the game. One is none is another example of this.

If they want skills to become viable across the board they'll need to address the talents as well. Maybe add more class based gameplay, even though people might complain about the holy trinity being brought back. Having a riotshield and some talent that actually taunts enemies (or reduces damage to other targets in PvP) within a certain radius while you have the shield out for example.


This point sort of goes back to what Ive said before. The skills work as intended as long as they are used as intended. The trouble is the intended use isnt being communicated clearly through the content. I've spent a fair bit of time using each skill in an attempt to understand their value. When you look at them through the lens of classic MMO mechanics (ei the holy trinity as you put it) some of these seemingly useless skill begin to have logic to them.

Example: seeker mine cluster bomb. People have said on this thread several times its useless because the damage is so low. This is true when viewed from the DPS standpoint, however if you look at it from a tanking prospective it begins to make sense. You have a device that can be dropped and self guides to all targets whether in view or not and delivers a moderate tick in damage and a loud sound (which i think in this game equals threat? who knows, thats another topic altogether). So if I'm a shield tank or an LMG range tank and im popping those out every few seconds ill be pulling aggro from anything not being shot at by anyone else or as its commonly known "taunting". If in addition to that im marking a target for people to focus then i drive the threat train completely. Add suppressors on your DPS and put them on pulse smart cover for more reduction and viola....you have tanking in a 3d shooter. I've done this and it works. The trouble is getting a group of people that i dont know to understand it as a strategy for success because everyone is convinced that the 4 top skills are the only skills that matter and that the only weapon worth using is an m1a (another issue). The issue isnt the skills as they stand alone the issue is how the content in its current form is communicating the use of these skills. Maybe what needs to happen is some sort of tutorial on potential uses of skills that helps spark people's imaginations so that the potential can be seen.

RahKeil
09-04-2016, 08:59 AM
I'm a PvE player, so Concealement and scrambler are just useless to me.

- Shield : Want to see bug fast and easy ? Take the shield and enjoy.

- EVERY offensive skill are useless in PvE. Why ? Hard cap just making them worthless. Got more dmg with my pistol.

- Seeker mine : Cluster -> See above. Airburst -> Why the **** this mine exploding 2m before a static enemy ? It's juste making this lovely mine. Gaz -> The only one who can be usefull for fast and mass CC. Very good vs runner.

- Turret : Active sensor -> Useless. Zapper or Dragonbreath are good. Until first wave agent come in. Then, get a FB instead.

- Mobile cover : Only for Smart cover strategy in the FC pit. Nothing else to say.

- First Aid : Defibrillator -> FIX THAT DAMN BUG THAT MAKE THIS MOD CLEARLY USELESS ! 50% of the time i try to revive a downed mate, it simply didn't work. Booster shot -> this bonus is too small, no need.

tuffnis22
09-04-2016, 05:44 PM
First order of business is to make sure skills are actually scaling correctly. There is no reason ANY enemy should be able to simply kick a turret or seeker and destroy it.

Retool or create an aggro system so that the three classes or roles are actually feasible. Mobile cover/Smart Cover/ LMG suppression could be an awesome security build (tank). Or perhaps Overdose/Ammo cache/M1A from a distance. You could add more enemies with more diverse mechanics rather than bullet sponges. This game could easily be run with a 2/1/1 set up (2security/1tac/1dps).

CC should have a corresponding stat. Call it dominance. This would allow for skills like sticky or seeker (gas) to scale appropriately in accordance to their purpose. The higher Dominance you have, the better your crowd control will be.

Separate PVE stats from PvP stats. Skills should not be so one sided in pvp. Going rogue should activate a situation similar to the "mad skills" directive. This would up the ante on the risk for going rogue. Skills still work, but are not as reliable as a loyal agent.

TheLeninOfLove
09-05-2016, 12:33 AM
This game needs at least one or two new skills. One would be like Jagers ADS Rainbow Six, throw it down like the turret and it takes out all enemie grenades till it expires. Or that could be one of the current turrents alternate modes (maybe dropping flamethrower for it).

A jammer, delpoyed like a sticky bomb, prevents enemies using skills within its radius, with alt modes that deafens them or cause weapon jams. Alternatively Smart Cover trapper could jam skills.

Remove exploding/incendiary rounds as they currently exist where players have a private supply. Instead create an ammo box skill where a player puts down an ammo crate of either incendiary, explosive, or shock bullets that all the team take from. Maybe each box holds enough for four players to fill a clip each.

Experimental cloaking tech that allows players to relocate without being seen (lasts about 6-10 secs or until you fire.) This would be very helpful for solo players escaping rogues in DZ. And of course it can be countered with jammer.

Alenheim
09-05-2016, 02:13 AM
I still don't understand why Pulse is under Medical skill tree? Its mods don't have any healing properties whatsoever?

Alenheim
09-05-2016, 03:29 AM
This game needs at least one or two new skills. One would be like Jagers ADS Rainbow Six, throw it down like the turret and it takes out all enemie grenades till it expires. Or that could be one of the current turrents alternate modes (maybe dropping flamethrower for it).

A jammer, delpoyed like a sticky bomb, prevents enemies using skills within its radius, with alt modes that deafens them or cause weapon jams. Alternatively Smart Cover trapper could jam skills.

Remove exploding/incendiary rounds as they currently exist where players have a private supply. Instead create an ammo box skill where a player puts down an ammo crate of either incendiary, explosive, or shock bullets that all the team take from. Maybe each box holds enough for four players to fill a clip each.

Experimental cloaking tech that allows players to relocate without being seen (lasts about 6-10 secs or until you fire.) This would be very helpful for solo players escaping rogues in DZ. And of course it can be countered with jammer.
I'd like to propose some new skills as well.

Move Pulse under Tech skill tree

Medical Probe: Deploys a small probe that float/fly around friendly target for x duration. If within x duration target's health decreases to lower than 20%, the probe will deliver shock which will heal the target to 50% health then deactivates.
Mods:
1. The shock will heal the target further to 80%
2. The shock will also give the target bonus ER or Armor or both
3. The shock will also give the target 3 sec Unkillable buff.

Rework Mobile Cover mod
1. Sonicwave Cover, the cover will radiate sonic wave in a 60 degree cone, as far as x meter in front of it that will force enemies to attack the person/player behind this cover
2. Blinding Light, the cover will blind enemies in front of it, as far as x meter. The affected targets will receive accuracy and reduced damage debuff for x duration, targets that remain in the area of effect will refresh their debuffs.
3. Binding laser, The cover will periodically shoots small laser to random nearest enemy, automatically pulse em and root them in place for 4 seconds

That's all i can think of right now. :D

Tosa-san_HUN
09-05-2016, 03:50 PM
Pulse: Recon Pack
The pulse has an increased range and is capable of locating nearby loot containers.
pvp/pve / i never see someone use this mod

Pulse: Scrambler
The pulse protects the user and all allies from hostile pulse scans.
pve useless pvp someone use

Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.
1 of the best skill in pvp/pve

First Aid: Defibrillator
The device can revive downed allies and grant them a portion of their normal health.
maybe used in pve/pvp but better if use overdose

First Aid: Overdose
The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.
best healing skill in the game

First Aid: Booster Shot
Temporarily increases the damage for affected targets in addition to the normal healing effect.
pve used if pulse smartcover is down and not need to overdose

Support Station: Life Support
Drops a revival station that automatically revives any allies who are downed within the affected area.
pve sometime see to use but sometime buged pvp not revive enough fast useless

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.
some situation works well /dragon nest end game/

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.
best in pve ug heroic chellenge difficult if got high or maybe higher hp enemy and need a thosund of bullet to kill 1 of them

Sticky Bomb: BFB
Increases the damage and radius of the explosion and may cause targets to bleed.
pve useless pvp tactician/ high skillpower build can use effectly

Sticky Bomb: Flashbang
The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range.
same like BFB

Sticky Bomb: Proximity Fuse
The bomb explodes automatically when a hostile target is within range.
never see its used before

Turret: Active Sensor
Increases the turret's damage and pulses attacked targets, making them visible to all allies.
its a joke useless in pve and pvp too low dmg hackable

Turret: Dragonbreath
The turret has reduced range but shoots a column of fire.
useless in pvp and pve too low time of fire cc on lvl 33 and above enemy

Turret: Zapper
The turret shoots electrical darts that damage and shock multiple targets.
pvp usefull pve sometime see to use but not a best

Seeker Mine: Airburst
Upon impact, the mine is launched into the air and releases a cluster of small incendiary explosives.
useless in pve firecrest 4 set useless agains lvl 33 or above enemy pvp never see to used

Seeker Mine: Gas Charge
Upon impact, the mine moves between multiple targets and releases a cloud of gas.
pve 1 of the best cc skill pvp never see to use

Seeker Mine: Cluster
The mine separates into smaller mines that seek out multiple targets simultaneously.
pve /pvp low dmg

Ballistic Shield: Reactive Targeting
Equips a stronger and lighter shield that pulses hostiles who shoot at it.
buged **** weakest mod of the skill not recomended to use

Ballistic Shield: Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.
buged **** useable if use overdose first aid

Ballistic Shield: Kinetic Breaker
Grants the user a small portion of incoming damage as healing.
buged **** useable some situation you can change your overdose to booster shot or pulse

Smart Cover: Trapper
Hostile targets using a reinforced cover deal less damage, while taking increased damage.
best pve skill agains high lvl enemy pvp if not get ganged sometime usefull

Smart Cover: Recharger
Allies using a reinforced cover slowly recover their health and get their skill cooldowns reduced.
2th best mod for pve if not got enogh overdose and sacraficed some dmg

Smart Cover: Concealment
Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot by allies from behind the cover are pulsed.
pve useless pvp maybe help to hide

Mobile Cover: Extension
The cover provides more protection and extends to protect two persons.
only see to use some glich pve sometime help if teammate down in the middle of the map and no cover to hide pvp never see to use

Mobile Cover: Blast Shield
The cover is fitted with remote explosives that damage hostiles in front of it when the shield is disabled.
only see to use some glich pve sometime help if teammate down in the middle of the map and no cover to hide pvp never see to use

Mobile Cover: Countermeasures
While using the cover, the user deals increased damage and becomes immune to pulses.
only see to use some glich pve sometime help if teammate down in the middle of the map and no cover to hide pvp never see to use

Signature skills:
Recovery Link
Heals and cures the user and nearby allies. Revives downed allies within range. Can "overheal" beyond maximum health.
usefull maybe ug and bad situation

Tactical Link
Increases damage and critical hit chance to the user and all nearby allies.
useless better if use survivor or recovery

Survivor Link
Increases damage resistance and speed for the user and nearby allies.
pve sometime usefull pvp best signature sill

CaribbeanCLANK
09-05-2016, 05:53 PM
In my first play through I played around with most of the skills. And as I progressed I played with fewer skills and favored 2 or 3 skills. Many skills are fun like but they are essentially useless. One of the problems with skills is the gameplay itself. The game has no situations or NPC's that cause us to switch tactics. If NPCs of different factions used specific tactics against us encouraging us to switch things up we would probably use a wider variety of skills. At the moment the game pushes us to use certain skill because they are the most effective (or work properly).

Post level 30, players are forced to use certain equipment (gear, guns and skills) because there is a lack of variety of in game situations. Against Rikers, or LMB NPC, we all shoot them in the head until they go down. And at the moment 2 or 3 skills make our head shots deal more damage. So, something in the game has to change to encourage us players to use a wider variety of skills.

Demon_Hoop
09-05-2016, 06:47 PM
These are PvP specific suggestion....

SIGNATURE:

its really irritating when players start popping ultimate one by one and fights are real lengthy and once the ultimate is over it becomes really difficult, or the the team with max ult wins..this is the current situation..

Now how about this, once a team member uses a ult, the ults for other members gets locked for 1minute,gets locked only for members who get ult effect and the 1 minute cool down timer begins only after the effect of ultimate is over which is popped by the player, and the player who wont get the ult effect popped by some other player,because he was far away, for him the signature is not locked.

reducing the cool down time

add a additional talent , which reduces the cool down of signature depending upon the distance coverd by running/sprinting without stopping & getting shot by player(only player, not NPC)

another way is, signature cool down included in triage, not 15%, but 5% maybe


SMART COVER:
The support class in a team of 4 has been pretty much useless and more useless after 2 piece final measure came into picture to avoid BFB,until 1.3 arrived with RECLAIMER and that too mainly for those consumables
The current situation of TRAPPER MOD is really bad,A high skill power player uses his TRAPPER for his team and then suddenly a guy with low skill power comes in and uses his trapper on it, and then the smart cover is wasted and the support guy in team turns out to be total useless

NOW..how abt this, the one with high skill power wins, suppose i have 50k skill power and the enemy player has 20k skill, if i use a trapper and the enemy uses his trapper, the team with high skill power trapper wont be affected with the enemy trapper while at the same time the same time my trapper effects the enemy and reduces his damage and increase his incoming damage...similarly if i have 30k skill and enemy has 31k skill then enemy trapper wins

the similar concept can be used to break concealment pulse(scrambler),if the player has high skill power and uses his tactical scanner then if the enemy team player with less skill power compared to other player who is using SCRAMBLER, the high skill tactical scanner can breach the concealment.

Lubber2009
09-05-2016, 09:55 PM
Here is my opinion about skills in The Game:

http://forums.ubi.com/showthread.php/1481812-Skills-we-need-it-fixed-and-powerful

I'll just leave it here in case anyone cares.

The Remander
09-06-2016, 05:17 PM
Great summary! I've added a little within your quote.


I'm responding as a primarily PvE player, I'll now provide some insight into why and what I've chosen:

Pulse

I find the Recon pack nigh useless, it might be decent early one but its viability gradually degrades as the player gets more accustomed to the game and simply memorizes the location of everything. Most of the relevant items are present on the minimap anyway.

Scrambler, its usefulness in PvE is arguable while it can be a lifesaver in PvP.

Tactical Scanner, one of the most potent damage buffs in the game, this skill has proven to be a must-have for me to both support the team and to make up for my otherwise poor damage output.

First Aid

Defibrillator, I can see some potential in it but more often than not, it's easier not to get downed in the first place. In the case of PvE, players are usually close enough together for a manual revive or under the effect of a support station. Otherwise, while quite inconsistent, Recovery Link is faster to deploy as it doesn't require aiming (and both skills have delay before the player actually gets up).

Overdose has to be the most used skill in the game, it greatly increases survivability, removes status effects and is paired with Triage every single time to completely invalidate the existence of skill cooldowns. It's so good it's nigh gamebreaking, especially with Triage. I believe the effect of Triage and multiple ticks off a single healing instance should be looked into.

Booster Shot: Wins every single time when paired with a Vigorous chest, has its uses overall, especially when paired with e.g. Smart Cover as it provided much greater effective HP than Overdose would.

Support Station

Life Support only increases health regeneration rate as well as automatically revives players in range, it's not particularly bad but both Immunizer and Ammo Cache are more viable when facing endgame content (Ammo Cache is going to see a huge decrease in popularity once the game gets rebalanced once again).

Sticky Bomb

BFB only allows the player to reach the max damage quicker than other options, it's quite popular in PvP as far as I know. A squad of Overdose users can pretty much have 100% uptime and stunlock whoever is unlucky enough to stumble upon them.

Flashbang, one of the best crowd control abilities in the game, especially against NPCs. Its usability in PvP is usually limited to disabling players skills as blind/death effect is hardly an issue and has really short duration. Disrupt also has no line of sight checks while Blind/Deaf does.

Proximity Fuse, great when trying to hunt rogues without harming self or turning rogue due to other players wandering into the AoE. Removes both significant amount of risk and skill required to effectively use this skill in PvP while having no drawbacks other than slightly higher skillpower requirements.

Turret

As a whole, Turret doesn't usually survive long enough to affect the battlefield in any meaningful way (drawing aggro away) nor does it deal much damage.

Turrets being hacked by LMB also greatly limit their usefulness in many end game instances.

Active Sensor is pretty much invalidated by the existence of Pulse, Precision and Concealment modes for Smart and Mobile Cover.

Dragonsbreath can provide some CC when facing NPCs but both the turret and players need to be located in specific spots to actually benefit from such strategy, I have not once seen Dragonsbreath actually be used in PvP.

Zapper, the number one crutch in PvP, the mod appears to be a straight upgrade to Dragonsbreath, providing nigh the exact same advantages while having much better range.

I think this was made worse by the reduction in duration of the burn effect. While I understand the idea was to eliminate the stun locking in PvP, I think it could have been handled differently. Perhaps, burning shouldn't actually stop you from being able to do, well, pretty much everything, and the duration should be returned to the previous.

Seeker Mine

Airburst is nice for FireCrests to kickstart their gearsets, to keep enemies under the effect of crowd control or to bring self back from the brink of death when coupled with Relentless backpack.
Besides that, more often than not the mine doesn't live long enough to even deliver its payload, as well as the effects of such payload aren't guaranteed status effects on top of overall very low damage.

Likewise impacted by the decrease in burn duration.

Gas Charge, used to be hilariously powerful when it gave the player 10m aura during cooldowns, Gas Charge overall is a better Airburst in terms of Crowd Control.

Cluster, I cannot recall a single moment I've actually seen someone use it in the "endgame", it doesn't provide damage nor crowd control.

Ballistic Shield

The skill is overall considered to be completely broken and useless.

It may actually be used, if it wasn't broken and if tanking in this game were viable. In fact, I could see all three variations being useful. Threat needs to be a working mechanic, so we can create tanking builds that can actually be used to grab and maintain aggro from NPCs. The shield could also be useful in PvP, if it wasn't broken.

Smart Cover

Overall a good skill.

Recharger, trades a third of its duration for 20% increased haste, improving uptime of all skills in the squad.

Trapper, on top of the usual bonus it also provided small decrease to both enemy damage output and damage resistance.

Concealment, generally useful in PvP, as it provides a counter to the huge damage buff Pulse can provide.

Mobile Cover

The mighty glitching tool, doesn't necessarily see much use nowadays. It doesn't provide much of an advantage in the case of PvP interaction as well as isn't nearly tough enough to withstand an onslaught of high level enemies.

Part of the issue with Mobile Cover is that we rarely stay in one cover position for an extended period of time. In PvE, we get rushed, grenaded, and otherwise run out of our cover fairly routinely. Cover, in general, is widely available throughout the game, so there isn't much need to place your own cover, anyway. With Smart Cover and a good skill power level, we can make a much larger cover area viable. Since we only have 2 skill slots, Smart Cover is the clear winner. This is the one skill I would advocate eliminating from the game entirely. It would also remove the potential for glitching with it.

Signature skills

Recovery Link, can be sometimes useful in a pinch, but it's usually the skill people switch to if they happen to have enough time instead of running it as their primary choice. Offers generally low range, revive is inconsistent and delayed, provided health regeneration is rarely enough to actually increase player survivability.

Tactical Link, sees some use whenever a group of players wants to plough certain content as quickly as possible (e.g. 4 horsemen farm usually features at least a single player running Tactical Link).

Survival Link, the bread and butter signature skill for literally everyone in the game, providing huge survivability as well as mobility buff.

Now, as I've shared my opinion on the skills, I would also like to present you a few ideas I had regarding skills.

Every deployable skill (Support Station, Turret, Mobile Cover) should benefit from both player's armour and exotic damage resilience, it would allow it to scale better into the high level content and prevent it from being destroyed so quickly.

While Recovery Link needs a huge buff across the board (both range and health regen need to be drastically improved), it needs many consistency changes (lowering the revive delay as much as it is possible, preferably bringing the players back from the dead state if the skill was used before they bled out, could be applicable to PvE exclusively).

Survival Link is usually considered to be an issue in PvP and people are demanding a nerf to it, the issue with the skill lies in the fact that people don't use it to run away or to relocate into a more advantageous position, instead it's the dedicated "tank for 15 seconds" skill. While it could remain in its current form for the PvE part of the game, it should be drastically changed for PvP, e.g. to also apply 20% damage modifier to the user so its role as a run-away tool is more pronounced.

Junker-SWE-
09-07-2016, 01:34 AM
As a reminder, here’s a list of all the Skill Mods available:
Pulse: Recon Pack: Used only to stack the pulse in combo with Tactical scanner.

Pulse: Scrambler: Never used

Pulse: Tactical Scanner: Ok

But the scanner in fact is overkill. You have the minimap. It´s a little more challenging to not use scanner.

First Aid: Defibrillator: Useful

First Aid: Overdose: More or less essential

First Aid: Booster Shot: Never used

Support Station: Life Support: Useful but a ittle bit overkill

Support Station: Immunizer: Awesome. Really love this one

Support Station: Ammo Cache: Not that useful

Sticky Bomb: BFB: Useful in pvp but quite overpowered

Sticky Bomb: Flasbang: Useful in PvE

Sticky Bomb: Proximity fuse: Nope, this one is not tha usefult

Turret: Active Sensor: use*** i think

Turret: Dragonbreath: useful but pretty weak

Turret: Zapper: Useful but quite o

Seeker Mine: Seeker mine generally is quite weak. Not useful in the endgame

Ballistic Shield: worthless

Smart Cover: Smart cover with all three subskills are, in the current gamestate, essential to be able to clear heroic.

Mobile Cover: totally worthless

Signature skills:
Recovery Link: Ok i think.. not used it that much

Tactical Link: useful

Survivor Link: very useful in PvP

kellygreen45
09-07-2016, 08:38 PM
1. I think that skills need to be streamlined CONSIDERABLY. Too many of them are simply overpowered (smart cover, pulse). Too many more overlap with others and are either redundant or useless.

2. Ones that just act as damage or damage-resistance boosts (pulse, smart cover, immunity healing station) need to either be removed from the game, or nerfed drastically. The role these currently occupy should be filled by armor bonuses, performance mods.....or by the devices

3. The devices like the turret, and seeker mine need buffs. Major buffs. They are practically useless by end-game. Unless you have maxed out skill power, hitting a level 33 or 34 elite with a shock turret won't even slow them down....never mind stop them for any length of time. To make matters worse, the shotgun rushers can one shot them so fast that they don't even have to BREAK STRIDE in doing it.

In fact the only device abilities that seem to have any impact at the end-game level are the flame-based and flash-bang based one. All the others just get shrugged off by the absurdly tanky enemies.

4. Fix mobile cover....and buff its damage absorbing ability. A WORKING mobile cover that could absorb damage enough to make it actually useful, could really expand play options...and allow for more creative level design from your end.

5. Signature skills are fine in PVE. Need to be disabled for PvP.

sandpants
09-07-2016, 10:53 PM
I think from a PvP PoV there needs to be a focus on reactive counters than proactive - you can't reactively counter someone using FA / Medic kits in the immediate moment. So what ends up happening is people run around recklessly because that mitigates damage (gambling on the enemies poor aim) and that allows you to pop heals and extend your life ~5x.

From a PvE POV - you ran into the same issue all RPG carelessly run into. Bad number crunching. a BFB sticky does at most 400k damage. What's that relative to the HP of mobs? The turret? Irrelevant.

Smart Cover contributes to your EHP by making 4 times as survivable. No AI NPC Pulses people so why would anyone ever consider Scrambler Pulse / Concealment SC?

ToretoGSXR
09-08-2016, 02:16 PM
First of all I would like to thank you massive for this "never saw before in game industry" effort to fix and improve this game that I become to love so much. What you are doing is something we will thank you for a long time and a necessary step. The Division is a game with so much potential and really deserve this huge effort we all are putting into it.

Really, thank you so much for not allowing our game to die!!!

I think there is a missing option in the survey that would be - "I`ve never used this item, can`t give an opnion.". The actual never used option comes with a useless weight and this may not be the case. I personally never used mobile cover and turret only because I can only set two skills and I think, to me at least, Pulse and First Aid are a must have no matter what. Also I don't like PvP so I try my best to avoid these encounters. With that I`ve no idea if smart cover and turret are good or not to PvP or PvE. Can't say they are useless.

Chaging subject, I'm ancsious for an agent intel topic to discuss game improvements and new features. I have some ideas to share.

Maverick_CW
09-08-2016, 03:58 PM
I'm responding as a primarily PvE player, I'll now provide some insight into why and what I've chosen:

Pulse

I find the Recon pack nigh useless, it might be decent early one but its viability gradually degrades as the player gets more accustomed to the game and simply memorizes the location of everything. Most of the relevant items are present on the minimap anyway.

Scrambler, its usefulness in PvE is arguable while it can be a lifesaver in PvP.

Tactical Scanner, one of the most potent damage buffs in the game, this skill has proven to be a must-have for me to both support the team and to make up for my otherwise poor damage output.

First Aid

Defibrillator, I can see some potential in it but more often than not, it's easier not to get downed in the first place. In the case of PvE, players are usually close enough together for a manual revive or under the effect of a support station. Otherwise, while quite inconsistent, Recovery Link is faster to deploy as it doesn't require aiming (and both skills have delay before the player actually gets up).

Overdose has to be the most used skill in the game, it greatly increases survivability, removes status effects and is paired with Triage every single time to completely invalidate the existence of skill cooldowns. It's so good it's nigh gamebreaking, especially with Triage. I believe the effect of Triage and multiple ticks off a single healing instance should be looked into.

Booster Shot: Wins every single time when paired with a Vigorous chest, has its uses overall, especially when paired with e.g. Smart Cover as it provided much greater effective HP than Overdose would.

Support Station

Life Support only increases health regeneration rate as well as automatically revives players in range, it's not particularly bad but both Immunizer and Ammo Cache are more viable when facing endgame content (Ammo Cache is going to see a huge decrease in popularity once the game gets rebalanced once again).

Sticky Bomb

BFB only allows the player to reach the max damage quicker than other options, it's quite popular in PvP as far as I know. A squad of Overdose users can pretty much have 100% uptime and stunlock whoever is unlucky enough to stumble upon them.

Flashbang, one of the best crowd control abilities in the game, especially against NPCs. Its usability in PvP is usually limited to disabling players skills as blind/death effect is hardly an issue and has really short duration. Disrupt also has no line of sight checks while Blind/Deaf does.

Proximity Fuse, great when trying to hunt rogues without harming self or turning rogue due to other players wandering into the AoE. Removes both significant amount of risk and skill required to effectively use this skill in PvP while having no drawbacks other than slightly higher skillpower requirements.

Turret

As a whole, Turret doesn't usually survive long enough to affect the battlefield in any meaningful way (drawing aggro away) nor does it deal much damage.

Active Sensor is pretty much invalidated by the existence of Pulse, Precision and Concealment modes for Smart and Mobile Cover.

Dragonsbreath can provide some CC when facing NPCs but both the turret and players need to be located in specific spots to actually benefit from such strategy, I have not once seen Dragonsbreath actually be used in PvP.

Zapper, the number one crutch in PvP, the mod appears to be a straight upgrade to Dragonsbreath, providing nigh the exact same advantages while having much better range.

Seeker Mine

Airburst is nice for FireCrests to kickstart their gearsets, to keep enemies under the effect of crowd control or to bring self back from the brink of death when coupled with Relentless backpack.
Besides that, more often than not the mine doesn't live long enough to even deliver its payload, as well as the effects of such payload aren't guaranteed status effects on top of overall very low damage.

Gas Charge, used to be hilariously powerful when it gave the player 10m aura during cooldowns, Gas Charge overall is a better Airburst in terms of Crowd Control.

Cluster, I cannot recall a single moment I've actually seen someone use it in the "endgame", it doesn't provide damage nor crowd control.

Ballistic Shield

The skill is overall considered to be completely broken and useless.

Smart Cover

Overall a good skill.

Recharger, trades a third of its duration for 20% increased haste, improving uptime of all skills in the squad.

Trapper, on top of the usual bonus it also provided small decrease to both enemy damage output and damage resistance.

Concealment, generally useful in PvP, as it provides a counter to the huge damage buff Pulse can provide.

Mobile Cover

The mighty glitching tool, doesn't necessarily see much use nowadays. It doesn't provide much of an advantage in the case of PvP interaction as well as isn't nearly tough enough to withstand an onslaught of high level enemies.

Signature skills

Recovery Link, can be sometimes useful in a pinch, but it's usually the skill people switch to if they happen to have enough time instead of running it as their primary choice. Offers generally low range, revive is inconsistent and delayed, provided health regeneration is rarely enough to actually increase player survivability.

Tactical Link, sees some use whenever a group of players wants to plough certain content as quickly as possible (e.g. 4 horsemen farm usually features at least a single player running Tactical Link).

Survival Link, the bread and butter signature skill for literally everyone in the game, providing huge survivability as well as mobility buff.

Now, as I've shared my opinion on the skills, I would also like to present you a few ideas I had regarding skills.

Every deployable skill (Support Station, Turret, Mobile Cover) should benefit from both player's armour and exotic damage resilience, it would allow it to scale better into the high level content and prevent it from being destroyed so quickly.

While Recovery Link needs a huge buff across the board (both range and health regen need to be drastically improved), it needs many consistency changes (lowering the revive delay as much as it is possible, preferably bringing the players back from the dead state if the skill was used before they bled out, could be applicable to PvE exclusively).

Survival Link is usually considered to be an issue in PvP and people are demanding a nerf to it, the issue with the skill lies in the fact that people don't use it to run away or to relocate into a more advantageous position, instead it's the dedicated "tank for 15 seconds" skill. While it could remain in its current form for the PvE part of the game, it should be drastically changed for PvP, e.g. to also apply 20% damage modifier to the user so its role as a run-away tool is more pronounced.

...Okay, no need to add my 2-cents. @PVT_Terrence just abosultely nailed everything! Total agree on 99.99% of your post! Good work, Agent!

nickyboombox
09-08-2016, 05:04 PM
i have had this idea in my head forever and could never convince myself if it would be welcomed by majority of players and balanced for all agents but because of the current meta (sentry shotguns is the big one) im beginning to think it would be a great change. So, my idea is what if we are able to equip 3 skills to use instead of the 2 we are limited to now. first, the base first aid healing skill is a mandatory skill that is permanently equipped as 1 of your 3 skills, but only the first aid base one. the first aid mods that we all use like overdose/booster shot etc. will still be made available to us, but it would take up your second available skill slot leaving you with 1 skill left to choose from. so im going to choose overdose as my 2nd skill for this example. If overdose were equipped it would just be the mod upgrade for your already mandatory base first aid heal..You will not have 2 different first aid heals equipped. Thats just an unreasonable option as agents would be near impossible to kill with 2 first aids at their disposal. now say you decide to choose seeker mine as your 3rd and final skill...you will now have the first aid heal modified to a overdose and seeker mine. "But tecnically in my example theres nothing different than the 2 skills were limited to currently,right."WRONG. since every agent has the base first aid as skill #1 you have the option to equip,for example, both smart cover and pulse along with the base first aid. So, again if you want to mod your first aid with any 1 of the 3 available mods you'll end up with yes, only 2 skills like we do now, but youll have a much more powerfull heal than the agent with smart cover, pulse, and the base first aid that provides a very minimal heal. Does anybdy else find this i dea of mine interesting and useful or is it a horrible idea. Please, i would appreciate some thoughts on this. good or bad. my feelings wont be hurt.......too much lol

Nomack
09-08-2016, 06:14 PM
i have a high skill agent and i never go without smart cover and pulse. those are the only two i use. its not because i cant or do no want to use other skills; its because with a high skill those are the two that make my agent a killing machine. i feel like no matter where or what i am doing i must always have smart cover. its a must have on the skill bars to use.

nickyboombox
09-09-2016, 12:53 AM
I'd love to see skills become useful again with 1.4. Being able to deploy seeker mines, sticky bombs and turrets that did more than tickle the enemy would be great! :)

Also I've based my survey answers on post level 30 content.

How does everyone feel about solo players in DZ having the ability to use 3 skills? I wrote a long description on the ability to use 3 skills towads the bottom of this thread and Im hoping I'm on to something. Would love some opinions on this

Winslow-the-Dog
09-09-2016, 07:05 AM
Great post by ReiShadowheart, he's hit a lot of it on the head, so I'll just add some additional comments I have on a few specific skills.

Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.

My experience with this is that it doesn't work well for solo players. It seems to be a victim of it's own success in this scenario since solo content is scaled by numbers of enemies. As a result the scan doesn't have sufficient time to recharge before the next wave starts due to the speed with which you can drop two or three targets. You are then left with your scanner down for some time and no amount of skill power or talents like "tech support" help as the scan stops as soon as the last enemy is killed.

This could be remedied by making the entire scan an AoE tool with a duration (like a support station) and pulse all enemies running into it. If that is too OP perhaps it could remain active for the full period and synergize with a talent like "precision" so that any new targets hit with headshots whilst the scan is still active get the bonus.

To be clear this isn't a problem with larger mobs because the scan can be kept up using "tech support" as long as kills are being made. The longer time taken to kill larger numbers of enemies usually means that the skill is recharged by the time the next wave approaches

First Aid: Defibrillator
The device can revive downed allies and grant them a portion of their normal health.

I don't use this skill a lot as it is less useful than overdose in solo play obviously. I do however find it to be extremely useful in a support role using an LMG from elevated positions. It often allows me to revive allies without leaving the cuckoo's nest where I am entrenched behind smart cover and it takes a fraction of the time to recharge on my skill power than Recovery Link. It's also useful when you are behind cover and an ally crawls to you for a revive but you are still under fire. You can pop it like a regular heal and keep going.

Sticky Bomb: Flashbang
The bomb explodes with a non-lethal effect that blinds and disrupts all targets in range.

Sometimes this is OP making targets stand up out of cover, other times as stated it doesn't work. It should disorient by sound and light so anyone in the vicinity should be incapacitated and perhaps crouch down but be unable to return fire or retaliate in anyway.

Very effective for acquiring supply drops!!!

Sticky Bomb: Proximity Fuse
The bomb explodes automatically when a hostile target is within range.

Just make the damage the same as for the BFB. This would be a great deterrent to pursuing rogues.

Seeker Mine: Airburst
Upon impact, the mine is launched into the air and releases a cluster of small incendiary explosives.

I don't really have a problem with these, they seem scaled about right for damage, especially as they are primarily for crowd control. HOWEVER either remove the ground shaking animation to reflect the low power of the explosion, or make the damage consistent with that mechanic so that enemies closer to the explosion get wrecked

Seeker Mine: Gas Charge
Upon impact, the mine moves between multiple targets and releases a cloud of gas.

Again great for running interference at supply drops or just to slow down pursuing mobs in the DZ

Seeker Mine: Cluster
The mine separates into smaller mines that seek out multiple targets simultaneously.

This one is WAY underpowered

Ballistic Shield: Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.

WILL be OP if Front Line comes in. I'd suggest modifying it by INCREASING reload speed. You can't reload faster one-handed!!!

Smart Cover: Recharger
Allies using a reinforced cover slowly recover their health and get their skill cooldowns reduced.

Again I find this an issue for solo player content. Even with "tech support" I can't keep this one up longer than the cooldown if there are only a few enemies. Nothing wrong with that, it's a trade off, but for solo play I go with concealment below

Smart Cover: Concealment
Allies using a reinforced cover are hidden from hostile pulses and have reduced threat. Hostiles shot by allies from behind the cover are pulsed.

Yeah, useful in the DZ for hiding from rogues!

Mobile Cover

I tend to use countermeasures IF I'm using this, and in my opinion it is a useful skill but it fails primarily because cooldown doesn't start until you destroy it which leaves you hopelessly exposed for an unacceptable amount of time. If it could be instantly redeployed (i.e. if cooldown started counting as soon as you deployed it) it would be far more utilized I'm sure. I used to use it all the time in Hudson Refugee Camp at the end where you need to jump up through that hole to get to the area with the boss. I'd camp up there behind the mobile cover and jump back down to the ammo box if anyone threw in grenades. Not possible on Challenging mode as I subsequently discovered to my peril (they climb up behind you!!!)

Signature skills:
Recovery Link
Yeah, should revive dead allies but say only within 5-10 seconds of death

mark_hawaii
09-09-2016, 08:15 AM
After reading 17 pages of this thread, I am pleased to see that most players are open to a health and/or damage buff to Turrets. But wait, there should be one more option, and that is a Jam-Resistant turret that has only a few percent chance of being hacked.

I still use the turret in UG-Hard mode, not for suppression, but its ability to draw fire. The little gun is a magnet for enemies, bringing them out of cover faster than honey attracting flies. And as soon as they are out of cover, my Savage gloves take care of them with a CHC boost. No pulse is require, and a good headshot pulses the enemy for the needed damage. The 4-piece Reclaimer set adds another 20% against elites, when water is consumed.

Talyx82
09-09-2016, 04:12 PM
There are certainly some good combinations to be had with various gear functions and combinations of skills. I think that is what most of the skill ideas were meant to do, but they have become overshadowed by the need to hyper-specialize in order to plow through the end-game content. Ballistic shield and mobile cover are great ideas, but pointless when you waste one of two skill slots on something that will likely absorb 2-4 hits and last no more than a couple seconds, and not allow you to improve your damage output or position in any reasonable way. I tried gearing all out electronics and using the tactician set, but even then, these security skills absorbed so little damage they didn't help the team advance at all. In addition, the lengthy recharge time on mobile cover makes it absolutely pointless. Compared to the healing options, which allow you to use your primary weapon and remain mobile, there is simply a clear choice since they add much greater survivability than any of the security options. Notice the only viable security skill is the one that actually does what the other two skill trees are designed to do: add damage and heal.

SkyCheez3_
09-09-2016, 04:36 PM
Writing from the POV of a solo PVE player...

There are three "must have" skills I'd venture 99.9% of players use:

-Pulse
-Smart Cover
-Overdose

If I want to run and gun, I will equip Pulse + Overdose for the simple fact I am not tied to cover and can over-heal myself in case I get hit.

For almost every other play through, I run the "one-two" punch of Pulse + SC because of the critical hit chance damage increase (Pulse) and damage mitigation (SC) they provide. This is on top of the 75% armor mitigation as well. So, if it is a Normal, or Hard level mission in UG, I am almost indestructible and dealing death faster than the AI can keep up with if I have a high Skill Power (40K+). This sounds like what we all want to be: Powerful, right?

However, none of this matters in Challenging and Heroic UG, or DZ05 and DZ06 when the AI has what amounts to a 200% damage increase since they are four, or five levels higher and completely ignore armor and go straight for health. The problem is they can put out more damage per shot than players might have as a single health pool. Thus, players are one, or two shot even if they are running SC + Pulse, regardless of their Toughness, too.

My solution to this scaling problem for PVE is as follows:

1) Lower the total amount of damage reduction players can receive from SC to 25% (cap it at 25%).

2) Lower the total amount of critical hit chance players can receive from Pulse to 25% (cap it at 25%).

This means a single player can only reduce 25% of incoming damage with SC no matter how high their Skill Power is -- Key. The same thing applies to Pulse, no matter how high their SP is.

The reason I choose 25% is because in a team of four that percentage equals a nice round number of 100%, but only if four players are playing together and all deploy SC at once; Allow SC to stack in only group situations on one, or multiple surfaces. The same thing would apply to Pulse with critical hit chance being additive for a group of four up to 100%.

If a group of four is playing and they have 100% damage mitigation and 100% critical hit chance, then all the enemies should be Elites (like now) and designed to do more damage, be more aggressive, etc., but only if the game detects four players are playing at once.

The benefit of capping SC to 25% for a single player means armor mitigation then plays a bigger role and with other users ideas... Like MacroStyle who proposes players have an armor bar just like the AI along with repair mechanics... This provides a balance and actual trade-offs for different builds where Skill Power is no longer the "go to" meta in PVE.

The flip side of this, of course, is the enemy AI scaling has to be adjusted in both number and type where they are closer, or slightly above player levels (30), so their damage takes into account player armor mitigation. This is particularly important for single players (player numbers less than four).

As an example, a single player would face 10 AI in a single wave, but the AI force would be made up of...

-7 Normal (non-Elite) level 30 enemies
-2 Veteran (purple Elite) level 30 enemies
-1 Elite boss (31, 32, 33)

Mob composition of this type is difficult, bot not impossible for a single player. This is what most MMO and other games throw at single players because it makes sense in terms of the fiction being used e.g. A patrol will consist of a leader, his/her second in command and grunts.

The current game throws all elite "boss" types at players which is why the reliance on SC + Pulse is mandatory. If mobs were modeled after the example above, the damage reduction and critical hit chance reduction would make players formidable, but not overpowered and provide a balanced engagement for PVE on both sides, IMO.

Beppo71
09-09-2016, 04:51 PM
What about Talents? You should start a survey for talents too.

In addition... maybe a splitted up survey about the skills would be better...
split it up into the different "parts" of the game:
DZ solo, DZ team, Underground solo, Underground team, Incursion, Challenge/Heroic Missions team, Hard Missions solo, PvE leveling from 0-30.

In general:
which skills for which difficulty setting. On heroic UG missions you are forced to use specific skills to let the team actually survive and be able to kill those high level AI enemies.

But with 1.4's redesign this info will be useless. I understand that you try to use this data for "fixing" the known issues. Please don't use it for removing skills that are currently broken. But I'm fine with removing skill variations that nobody uses out there.

AshawnXX
09-09-2016, 11:39 PM
disable all the signature skills in the Darrk Zone... make it fun again leave only pulse and overheal as an option other then that disable

Reaver001
09-11-2016, 03:50 AM
I would like to see the something like a auto defibrillator for Agents, especially for solo warriors; It could be curbed with a lengthy recharge time so it couldn't be abused. It could also have mods or upgrades IE base level revives with 1 bar of energy or temp invulnerability, lv2 could do same as the base with temp increase in speed, lv3 full recovery. Also I think melee weapons, no instant kills necessarily, would be nice with different types IE simple combat/survival knife, bayonet, machete. Would be real handy against rushing enemies and a lot handier than a damn ineffective butt stroke. Survival situation and realism your gonna want a good melee. Any one else think new gear/equipment?

Hugo-FOU
09-11-2016, 08:35 PM
I recently watched the original gameplay concept trailer on YouTube. It shows a target being highlighted in cover and another agent shooting THROUGH the cover to bring the target down.

I'd love it if certain cover within the game only mitigated damage. Then instead of the damage mitigation and increase granted by Smart Cover and Pulse, one could reinforced cover and the other could increase cover penetration?

Just wanted to add to this post.
If this could be added to the game it would also add additional options for gear set bonuses.

+10% Soft cover damage mitigation
Or
+10% Damage to targets behind soft cover

KURUNZI
09-12-2016, 04:41 PM
Hello and here are my list of regular skills.

Always:

1.First Aid: Overdose
The device heals targets more efficiently, and may even extend the target's health beyond its normal rating.

2.Smart Cover: Trapper
Hostile targets using a reinforced cover deal less damage, while taking increased damage.


3.Pulse: Tactical Scanner
Damage is increased when attacking any hostile targets identified by the Pulse scan.

Situational:

Support Station: Immunizer
Drops a recovery station that removes Status Effects and makes allies immune while within the affected area.

Support Station: Ammo Cache
While close to the device, allies regain their ammo as they reload, and skill cooldown recovery is faster.



Signature skills:

1.Survivor Link
Increases damage resistance and speed for the user and nearby allies.[/QUOTE]

2.Tactical Link
Increases damage and critical hit chance to the user and all nearby allies.

Let's make this game great again! :)

bannstar
09-12-2016, 07:31 PM
I think it would help if there was some way to tell the difference between the area of effect of the healing station that will revive a downed agent and the heal that does the same.

It would also help to be able to differentiate between the skills deployed by different agents if two are running the same skill (for those within the group only, and not for all to see).

mikmacmannus
09-12-2016, 08:40 PM
I'm mainly running solo PvE and only ever run with Shock Turret for crowd control and Pulse for damage. It's the only way I can survive !!

This is a massive long shot but I would gladly ditch the sig skill for a third skill when running solo, it might just about enable me to do a challenging run in the underground.

styven33
09-13-2016, 05:56 PM
The problem is there are only 2 skill that mitigate damage, smart cover and survival link. Because the npc hit so hard, we left no choice but to use this 2 skill.

You also get damage mitigation along with damage buff from "booster shot". Talents "on the move" and another I cant remember the name of do also.

Khayne_
09-17-2016, 02:24 AM
Ballistic Shield: Assault Shield
Equips a shield that grants the user's sidearm increased damage, knockback, increased accuracy, and faster reload speed.


This shield should be reworked completely. They need more HP, or loose their HP completely, but instead have a timer, like all the other skills ingame.
I would love to see the following on Ballistic Shields. The first 2 are for separate shields of course. The last one I reckon should be standard on all of them.

1. A flat damage reflect whenever someone fires at it from the front. For example a 20% reflect effect.

The reason is actually very simple. It would mean people have to think before they fire on you. You fire a shot with a maxed out Crit Hit Damage Dead Eye build and hit the shield you will more than likely oneshot yourself. Fireing an MP7 on full auto into it will rip your health away in seconds. A shield with something like this will make it so that people have to think tactically. Shooting wildly from the hip can suddenly become deadly for the attacker. The same with long range wild shots with a rifle. Getting around the shield should negate this effect of course.
This would also be great for tanks in PvE, as the total damage reflected will pull the mobs towards you as the tank, when they fix aggro ofc... *hint* *hint*

2. Explosive charges stuck to the front of the shield, which can be activated once per shield.

The damage is AoE in a 90 degree arc, with the shield surviving the explosion and continuing until the duration/HP expires. The damage should be comparable to a M870 shotgun blast in my opinion, and maybe 5-15 meters effective range. Couple that with nr 3 and you get a nasty CQB weapon and defensive tool.

All shields: A flat 3 second stun if you are hit by a melee hit from the shield, on all of the shields.

The melee hit has a 4 second CD, or thereabouts. Range/Reach should be 1-3 meters. Like alot of the NPC LMG guys now have.That should make it more dangerous to get in close with a guy wearing a shield. Shotgunners may actually end up getting killed if they move in on this guy for a head shot and gets hit themselves. That can also work well for PvE, where the tank now has a CC worth using.

Gandal.
09-17-2016, 04:46 AM
I just wanted to put in my opinion in on 2 skills that you have... that you have made basically useless at higher levels. Those skills being the Turret and Seeker Mine. At higher levels you have actually made a situation where people will not use theses skills... at all, because... NPCs can hack them. I really think that ability in NPCs should be removed to make those skills viable again. I can understand giving a special boss (in say a Incursion, or Challenging mission (since 1.4 won't have Heroics)) this ability, but... not regular mobs. I personally don't use these skills, but I might if they actually helped instead of hurt the party in the majority of endgame material.

OR...

If your gonna make a regular mob guy have the ability to hack these things... why not give him the ability to effect all skills in the same manner. Heals won't work, Health stations will hurt you instead of help you, and maybe the pulse will buff the enemy damage on your group. It will make players focus more on taking them down as soon as they appear. I think giving them the ability to only hack 2 skills just kinda makes players stop using those skills, because other players don't really care if you can't use the skill you enjoy using... they only care if it effects them.

and BTW guys... I tip my hat to you for admitting how bad things have become... and for taking steps that looks like the most positive thing I have ever seen in a game developer

Node_OMG
09-18-2016, 05:13 AM
I still cannot believe that a game so group dependent can not have a Guild / Clan system PLUS have such a flawed Communication / match system.

guest-xGlX0WN4
09-20-2016, 01:56 AM
LOL - okay let's not talk about skills then, let's talk about other stuff.