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Ubi_Yannick
09-06-2016, 05:08 PM
Agents,

Gear Sets have become a key element of End-Game character building and progression. We now have 13 Gear Sets available each with very different effects and bonuses, some definitely better than others.

Gear Sets design has been a constant source of feedback and debate within the community and we would like to investigate this matter further with you. To begin the discussion, we are interested to find out your opinion on what constitutes well-crafted Gear Set design.

Of all Gear Sets currently in the game, which ones do you think are the most mechanically interesting, regardless of their actual power and stats? (up to three) (https://www.surveymonkey.com/r/TDGearsets)

As usual, do not hesitate to comment in this thread!

Thanks,
The Division Dev Team

Ayyronio
09-06-2016, 05:22 PM
This is definitely a good question. I do believe that the ones I chose (BLIND, Reclaimer, and Firecrest) will probably be near the top of the results because I feel like across the board these have the most interesting mechanics. They're all ones that from the outside in look like they would create interesting play styles. BLIND gives me the impression of someone that's both able to be DPS and Crowd Control... And the same with Firecrest, but just a different type. Plus, with Firecrest it feels very "fire mage". Reclaimer is something people use now, and I love the concept mechanically from a Support perspective.

If I could add a fourth, it'd actually be Nomad as a solo Gear Set. If Scavenging were something else health-related, the mechanics of that would probably feel better practically.

As always, thanks UbiMassive for taking the steps to make things better!

DualKnives
09-06-2016, 05:43 PM
So I chose Reclaimer, AlphaBridge and DeadEYE. Honestly I feel every gear set has their own very unique and interesting play style, it's just obvious that some outdo others. Like if you're looking to deal more damage, Sentry or Striker is hands down best. If you want more skill power, obviously Tactician is best. Personally, I would REALLY like to see the other sets brought up a notch. I feel there are some sets that are deemed useless because they are so conditional it's not a serious choice. Like Nomad for example. A good idea in theory but gambling chances at getting that revive only once every ten or so minutes just isn't worth it. Or Lonestar. People give Lonestar grief but it's actually pretty good, it's just not the best damage dealer and doesn't do anything else very beneficial. I don't have ideas for every single set and how it could be changed but personally I don't think nerfing Sentry's again or nerfing other popular ones like Strikers, Tacticians and Reclaimers while leaving the others untouched is the way to go. You say to yourself that maybe if it's more in line with other sets people will have diversity and try new stuff but I truly do not believe that. You'll just make people upset they're favorite stuff got nerfed and they will continue to wear it anyway. Personally I'd like to see some of the more useless sets have better bonuses. Like replace scavenging for Nomad with something else and make the 4 piece revive a little more often and consistent. Or with BLIND, make it so the status effect once you kill an enemy is much wider. I feel with enemy TTK being brought down in 1.4, BLIND could be useful if it had a bigger radius. And Hunter's Faith would be really cool to run but the headshot damage for the 2 piece is simply not enough to make any sort of a difference and the 4 piece just doesn't make sense to anyone because just about everyone is already armor capped. Replacing the 4 piece with a completely new and unique bonus other than what it has now is my best idea. Among other things of course but these are my thoughts.

And as far as the 3 I chose I feel AlphaBridge is a very unique and rewarding set. Lots of people use it, it's very innovative and don't think it should be changed. DeadEYE is a great idea for those people who want to help deal damage but more consistently than someone hitting headshots. It gives people with less aim a better feeling of helping out with their damage. And Reclaimer is a super cool idea, obviously in PVP it's very powerful, but for PVE I feel it works fine and anyone who uses it has a defining role, just like Sentry users and Tactician users. Just pls no nerfirino my Sentry's again Massive :^(

Autismo_
09-06-2016, 05:43 PM
So top 3 based on interesting 'mechanics' - we basically need to consider the 4 piece bonuses as everything else is just a stat boost some way or another. Or how the 2,3,4,5 piece bonuses work together (where is the Frontline set to boost the Ballistic Shield). So just focusing on the 4 piece bonuses;

Final Measure (not that I've ever ran the 4 piece and had it proc). It's got excellent potential to help in some of the incursions, shouldn't be too difficult to keep it proc'ing and really is something unique.

Hunters Faith. It's rewarding you for playing a 'role' (long range marksman) and to me is quite a nice idea that you can trade shots with an enemy sniper and, assuming you can hit them, you don't need to duck into cover to avoid being shot - you just keep training in on them to get the killing blow. The whole thing about the longer the shot the better the armour boost just adds to that interesting mechanic.

Deadeye. This was a close call over BLIND for me, BLIND is interesting for the 3 and 4 piece synergy but Deadeye takes the marksman role and turns it around into more of a mobile assaulter (not just talking hipfiring PVP slayer). It forces you to trade the Headshot bonuses for something else that isn't always going to yield better damage output but is more consistent (all depending on your aim).

Now, all of this being said I'm running Sentry, Reclaimer, Alphabridge and Deadeye across my 4 characters depending on the content I'm playing and who I'm playing with, because I feel these give me the stronger 'boost', but they aren't the most interesting 'mechanically'.

Who knows whats to come, or whats to change with what we already have...

TheDiscoDroid
09-06-2016, 05:44 PM
This is definitely a good question. I do believe that the ones I chose (BLIND, Reclaimer, and Firecrest) will probably be near the top of the results because I feel like across the board these have the most interesting mechanics. They're all ones that from the outside in look like they would create interesting play styles. BLIND gives me the impression of someone that's both able to be DPS and Crowd Control... And the same with Firecrest, but just a different type. Plus, with Firecrest it feels very "fire mage". Reclaimer is something people use now, and I love the concept mechanically from a Support perspective.

If I could add a fourth, it'd actually be Nomad as a solo Gear Set. If Scavenging were something else health-related, the mechanics of that would probably feel better practically.

As always, thanks UbiMassive for taking the steps to make things better!

I totally agree with you. I´m a big fan of sets that augments and enhances my experience rather then just give me a straight up damage increase.

SuspiciousPixel
09-06-2016, 06:01 PM
What does mechanically interesting mean?

VarHyid
09-06-2016, 06:05 PM
What does mechanically interesting mean?

I think they're basically asking which sets give you the most interesting perks. As in... do you think it's an interesting concept to have a set that will revive you upon death like the "Path of the Nomad" does or do you think that the concept of unlocking combined talents from 2 weapons if they're the same type (like in "AlphaBrigde") is interesting.

In other words, when you first read about the gear set perks, when did you think: "Hmm, that's an interesting idea"?

dan_isdead
09-06-2016, 06:10 PM
Sorry to say but this is the most pointless survey yet. It has Just one question. Which gear set 4 piece bonus is most interesting? Hmm not really going to be able to do much with that info. Other than say a lot of people like the concept of this one or that one. Im guessing this is so you can keep the ones no one is using but that you guys want in the game. Nothing about how to improve the 4 piece bonuses or bring parity to all the sets. Should've asked about the rest of gear set bonuses or how they are stacked/combined with other gear. And had questions like if there are too many or not enough variety. Which 2 and 3 piece bonuses work. So many things you couldve asked.

The Remander
09-06-2016, 06:11 PM
I think the gear sets should be more about creative approaches to combat and support, rather than raw stat increases. There's a reason Tactician's Authority, Sentry's Call, and Striker's Battlegear have ruled the roost so long. They're all pure stat boosters. They work in every situation, and they work very well. The more creative sets that came along later have generally been inferior, though there's a lot more creativity to them, and in some cases, great implementation.

Only a few gear sets arguably see much use outside of the original trio, and those are: Reclaimer, Deadeye, Lone Star, Alpha Bridge, and Predator's Mark. Reclaimer is straight up broken in it's current state. You folks already know that. Cool concept, fun set, far too strong (Disclaimer: I currently run Reclaimer on one of my agents). Deadeye is also broken, allowing you guaranteed MMR crits from up to max range while running and hip-firing. Lone Star, Alpha Bridge and Predator's Mark each work as intended, and they work well.

The rest of the gear sets are either situational or not particularly useful, at least for the 4-piece bonuses. Firecrest and B.L.I.N.D. rely on getting the killing blow, which is just a bad approach, especially when not running solo. Firecrest has the added issue of the decrease in burn duration affecting it's ability to reliably proc. B.L.I.N.D. suffers from a relatively small AoE to it's flashbang effect. Targets are usually not spaced closely enough to make it worthwhile. Path of the Nomad is interesting with it's self-revive, but the fact that it procs only every 10 minutes and is paired with lackluster 2- and 3-piece bonuses kills the set. Hunter's Faith is also interesting, and the 2- and 3-piece bonuses are decent. Problem is the set is designed for sniper battles, and those just don't happen much in this game. Final Measure could be a decent tank set, but tanking isn't really viable currently, and this set also necessitates you being shelled by grenades and other explosives, then throwing them back. To get the best out of the set, you have to be in the right situation and have to effectively become a grenadier yourself.

Some of the 2- and 3-piece bonuses are quite good, though. For example, the 2-piece Lone Star ammo increase, while used by most as an equip/unequip ammo loading gimmick, is great to have, particularly with the super spongy targets in the game. The 3-piece Firecrest bonus of decreased reload time is also very nice (My favorite agent to play is actually Lone Star 3/Firecrest 3). The +20% Pulse crit damage of 2-piece B.L.I.N.D. is great (I use it with my Tactician's build). There are others, but I won't list them all. We all know the good ones. ;)

Of course, there are other 2- and 3-piece bonuses that aren't any good at all. The 100% Support Station healing speed of Reclaimer sounds great for a support player, until you realize that the speed is capped and with a skill build you'll already be at that cap without the bonus. If you aren't playing a support skill build, there's no real reason to use Support Station. The efficacy and cooldown won't benefit you. The +40% Initial Bullet Stability on Deadeye is a head-scratcher. IBS isn't a particularly useful stat, even for weapon mods. It's particularly odd, given that Deadeye is best for rapid-fire MMRs, rather than slow-fire. Heck, if you're taking your time with an M44, you should be shooting for the head, rather than pumping body shot crits into your target. The +20% Optimal Range on Predator's Mark 2-piece is similarly useless. You'll only see significant gains on Optimal Range with longer range weapons, since it's percentage-based. Of course, most combat in this game is close- to mid-range, particularly in PvP.

I think there are tweaks to made to many of the gear sets to increase their utility. Additionally, though unpopular, I think the stat-boosting sets need to be tamed. This is coming from someone who has played Tactician's Authority since it dropped. If you're playing support, there's no real comparison. I can't see a set being better for overall support. A Reclaimer skill build can be nice, but you'll sacrifice a lot to get to the skill caps you can hit easily with Tactician's Authority.

I look forward to 1.4 and hope it will help rejuvenate this game. It has so much potential!

-Rem

GyrokCarns
09-06-2016, 06:12 PM
My thoughts lean toward Striker and Sentry mechanics being interesting because it rewards precision. I also think the Predator's mechanic is interesting primarily because it rewards a player for maintaining focus on a specific target.

The other concepts are not actually conceptually interesting to me at all.

onenightnparis
09-06-2016, 06:17 PM
Striker’s Battlegear: still bugged AF

Path of the Nomad: trash as Intended

Tactician’s Authority: the useless team member buffing skills for the team and trying to one shot with the childish BFB

Sentry’s Call: why using a rifle when your 30 rounds pistol is a better marker?

B.L.I.N.D.: PvE only I don't care

Final Measure: Clear Sky

AlphaBridge: cause 204 chc smgs are not cancer enough

Predator’s Mark: why using it when the devs allows Harmful on pistols? why when bleed is active NPCs are able to run while players not?

Hunter’s Faith: hunter faith, oh you must be a glass cannon. bye

Lone Star: HVTs

Reclaimer: CANCER

DeadEYE: M1A was OP? let's create a set that make the oroginal M1A 2 times OP

Firecrest: useful like the inventive talent

VtS.Hantu
09-06-2016, 06:18 PM
1) Reclaimer
2) Alphabridge with Caduceus
3) Sentry Call

All 3 sets enhance the gameplay experience for a squad.

VarHyid
09-06-2016, 06:37 PM
I voted for 4 sets (EDIT: well, I voted for 3, but here I'm "voting" for 4 cause I can ;) ) and here's my reasoning:

Striker’s Battlegear: Consecutive hits deal more damage - This one basically requires you to have really good aim or at least a weapon with relatively low recoil because when you start missing shots, you'll loose your bonus. Interesting idea IMO.

Sentry’s Call: Headshot to mark targets and increase group damage on these targets - This one converts a sniper from a "lone wolf" who tries to kill certain enemies while others are killing someone else into a more integral part of the team who can help a lot by marking priority targets to make the rest of the team's life easier. It does require great accuracy, though, but that's what you should have if you want to be the sniper.

AlphaBridge: Combine talents of Primary and Secondary weapons - I like the concept of this because with this set you can become extremely powerful, but as a downside, you're no longer versatile. if you go with a shotgun, that's it, no more sniping at range. Yes, you can still use your sidearm in some situations, but basically you're committing to one main weapon type and that's it.

DeadEYE: Guaranteed critical hits when the weapon is not scoped, headshot damage bonus is removed - It may seem like a joke... like a "bad sniper" set - you can't hit the head at all so we'll give you crits for bodyshots so at least you'll be able to do some damage. However, since we have rifles such as the SVD which are great for fast shots at mid range, it's an interesting idea.

Now, FWIW, here's my opinion on some of the other sets and why I don't like the idea behind them:

- Path of the Nomad - if you're going to die a lot, you should either really reconsider your playstyle or get better gear, I don't think getting a set that will give you a "second chance" is the right solution.
- B.L.I.N.D. - this one seems useless to me because it heavily relies on things you can't really control which is - enemy position. Only if enemies happen to be close enough, you'd get some use out of it, but again - you just don't have much control over this so it's basically a luck-based perk.
- Hunter’s Faith - the bigger the distance, the higher the extra armor you get from this set, right? Well... why would you need so much armor if your enemy is half a mile away from you? And if there are lots of enemies close to you, will you really try to solve this situation by trying to hit the enemies that are farther away?
- Firecrest - sounds to me almost like B.L.I.N.D. that is - it relies on things that are partially beyond your control. The enemy must be close to an exploding object or you need to rely on having incendiary grenades. Sounds like too many variables required for a reward that may not even be worth it.

THX2302
09-06-2016, 06:39 PM
Conceptually my - by far - all time favorite set is Predator's Mark. So much that I have selected only this option in the poll.

I would love so much to utilize it as primary set but I gave up on it even before I stopped playing the game. It takes forever to actually do something and it's just not fun. But I was always drawn back to it, for some reason. Cannot quite put my finger on it, but I always had the feeling that it's so close yet so far of being fun and truly powerful.

I believe Massive should be aware of bias when phrasing the poll question in this way. I can see a lot of answers who are ignoring the "regardless of their actual power and stats" part of the question and also who are under the heavy influence of what's currently strong in the game.

SuspiciousPixel
09-06-2016, 06:57 PM
I think they're basically asking which sets give you the most interesting perks. As in... do you think it's an interesting concept to have a set that will revive you upon death like the "Path of the Nomad" does or do you think that the concept of unlocking combined talents from 2 weapons if they're the same type (like in "AlphaBrigde") is interesting.

In other words, when you first read about the gear set perks, when did you think: "Hmm, that's an interesting idea"?

Yup basically that is what it is as Yannick answered that question on Twitter.

http://i.imgur.com/aUPv1Va.png

Cheers

shadowfire82
09-06-2016, 07:04 PM
What does mechanically interesting mean?

The question and the poll should be slightly rephrased and be made more verbose, so we get a better understanding what this means and can can comprehend what the survey is used for.
Shall those gearsets that are not "mechanically interesting" be redesigned? Or removed/replaced with something else? Shall those that are "mechanically interesting" but unused by the majority be buffed or improved?

FWIW, those where I find the 4pc bonus mechanically interesting are Hunter's Faith, Final Measure and for the third one can't really decide between Predator's Mark or Lone Star. Although Predator's Mark is not that much interesting, as probably everybody goes for consecutive hits on one target until that is down, so you simply get a free bonus but no different playstyle is incentivized.

Kobra Kahn
09-06-2016, 07:13 PM
This is one of the major areas of discord within the game. You either have gear sets that are too OP like Reclaimer and Sentry or you have garbage gear sets that nobody wants like Nomad, Blind or Firecrest. The bonuses on gearsets are terrible and often times worse than some of the stat rolls for major and minor attributes. Gearsets should be items that elevate you above and beyond the normal gear. You should not be combining yellow garbage gear because it has an OP roll like Savage or Reckless.

1. Gearsets need to change and bring balance to the game. Remove non essential stats like bonus money, Scavenging, and XP gains. They do no good in the end game or even in the regular game to be honest.

2. Remove Gear score from the gear and make the gear progressive. Allow it to be leveled instead of just giving gear at the highest tier.

3. Rework all of the gearsets to have useful perks and bonuses that would separate the gear sets from each other. Example: Gun Brothers Gaming has a lot of videos reworking the gearsets into useful perks and bonuses that are useful for building classes.

4. Make bonuses only for 3, 4, and 5 pieces to avoid creating meta builds that are OP and to keep it consistent.

5. If Gearsets can't be reworked they need to be discontinued in liu of newer more powerful sets that go with the end game and are appropriate.

6. Weapons should be included in gearsets and give perks to using specific guns with the gearset.

7. No Gearset perks should not be used in PVP. If you can't be connected to The Division then Division tech shouldn't work.

8. Make Gearsets that are specific for the Darkzone.

9. Make Gearsets and builds savable.

10. Make the gearsets do what they actually say the bonus is.

11. Make Gearsets look unique. Right now everything looks the same.

12. Give bonuses for creating combo gear sets. This will force people to use certain gearsets together to make better gear set builds. Like taking Dead-eye and Hunters Faith and giving a better bonus for creating these two gear sets. Make it secret too so people will discover this naturally.

13. Make Firearms, Stamina and Electronics base stats on all set pieces and rework the way these are calculated.

14. Remove Armor and make armor bonuses standardized across the board.

15. Make Gearset drops spread out across different events.

16. Rework gearsets to cater to a players playstyle instead of giving random bonuses that are meaningless.

MonsterOfMyOwn
09-06-2016, 07:43 PM
Gear set have become a key element not only because of the 4x bonus, but also because you have better main stats and 2x, 3x (5x) bonus.

So far I'm not impressed by the "bonus" given. It seems way too complicated for what it does and palliative for lack of skill variety.

But I quite like Alpha bridge 4x for a DPS oriented character, Tactician 4x for a balanced build with some teamplay support and Sentry 4x also for teamplay
About sentry, I mean even if sentry bonus was only 10% and if the bonus only applied to ally damages I would like to play it "mark the target".


Reclaimer is not that good because basically it lead underused consummables to becomes OP
-> I would rather have just an additionnal skill slot (i.e. support) and consummable vendor at BoO

Final measure is neither a full grenadier nor a tank
-> I would rather have further immunity and EDR and explosive damage increase (i.e. tank / aggro / AoE)

Nomad "second wind" is not consistent with NPC grenade spam / shotgun / flamers
-> I would rather have had a buff for signature skill duration (survivor link ...)

Striker fail as a sustain DPS (lose bonus due to weapon spread if you aim for the head), it's just good for console when you can't aim for the head
-> I would rather have less DMG bonus increase but also less penalty when "missing". or change 2x and 3x bonus to stability bonus and accuracy bonus...

Predator mark is bad for a debuff, not good for a DPS and feel redundant with Striker
-> make it a real debuff set made to kill the boss faster.

Lonestar 4x is basically just a reload speed bonus but in a more complicated way
-> no need for it. really. it feels like a failed prototype for alphabridge. change it to "critical hit don't consumme ammo" with the actual CHC cap it could be fun.

Neumeusis
09-06-2016, 07:45 PM
Hello !

If we take into account only the 4 pieces bonus :
- Alpha Bridge : Awesome set. Allows creativity, give purpose to niche weapons. Very good design.
- Final Mesure : Gives to the player some unique gameplay mechanic, allowing for some special things to be done. However, right now, the set is not very well balanced (can't keep it up against the rain of grenades of NPCs or mortars, have to put yourself in danger to use it, grenade damage unreliable and NPCs dodging)
- FireCrest / B.L.I.N.D. : Very interesting mechanic for both sets, but current state of game and implementation make them useless (kill skills are a bane in cooperative games, FireCrest is completly useless because of Reclaimer, B.L.I.N.D. because the NPCs doge the grenade half the time, and are too far to be impacted the other half)

Honorary mention 1 : Nomad. Interesting in it's concept, useless with the current state of the game because of the ridiculously low TTK of players (by other players & NPCs) & too long recharge rate.
Honorary mention 2 : Reclaimer. At last made consumables usable on a regular basis. But completly broken in the current state of the game, and only providing stat boots in the end, so not very interesting.

All the other sets are just more or less direct stats boosts, thus not very interesting.
Players pick the most powerful that siuts their current need, and voilà.

Rathhunter
09-06-2016, 07:46 PM
Personally, I think the Alpha Bridge mechanic is a very interesting one, creating a "super weapon" at the cost of flexibility and ammunition use. I've also enjoyed being part of a group where one member has been running Reclaimer, as it has a very interesting support mechanic. It doesn't proc enough to be overpowered, but still is fun when it does kick in.

Desolator_X
09-06-2016, 07:59 PM
I think generally all the sets are pretty boring. none of them change the way skills work or really interact with them. Look at sets in games like WoW: the class sets interact with skill on a meaningful level, they change the way they work or what place they have in rotations and whatnot. Sets in this game, excluding reclaimer, have no interaction with anything in the game besides shooting, which is pretty boring design

Col_ThoWmas
09-06-2016, 08:18 PM
You said you have X build possible . Seems wrong for me . Except because player need GS to be not kicked in matchmacking , players plays your X builds -3 because :

Firecrest
Blind
Hunter faith
Nomad for PVE not in DZ

Are really useless, with you don't give a chance or DPS for your team , and you are not a support , so all other build is better than this 4 builds

5 Pieces for sentry and stricker , i don't like but why not, and why other build doesn't have a bonus for 5 or maybe 6 pieces like other RPG ?

MonsterOfMyOwn
09-06-2016, 08:31 PM
In fact a if the the actual set items had fixed stats (disabled re calibration), this would allow to have DPS / tank / support "class" with some variations (together with a revamp of the bonus of course).

Steelerfan2k1
09-06-2016, 08:40 PM
My top 3 gear set concepts each have the same basic feature in common - a team bonus that makes it desirable to have an agent running the set as part of a team.

1. Sentry's Call: The 4 piece Sentry bonus is arguably the most important team bonus in the current version of the game. The fact that I can mark enemies for a 15%-45% damage bonus for our entire team has a profound influence on a team's ability to make things happen in the game. One agent running 4 piece Sentry and marking enemies for the damage bonus is often the difference for success vs. failure in the current game's most challenging content, such a farming the 4 horsemen on heroic.

2. Tactician's Authority: The 4 piece Tactician bonus is nearly as important in team play as 4 piece Sentry. Having an agent who runs 4 piece Tactician on a team sets up the team to have a pulse and smart cover that is backed by 50,000+ base skill power - plus the 4 piece skill power bonus meter that fills due to the damage done by the entire team. Having an agent with 50,000+ skill power on the team constantly puts the team in position to have the substantial damage buff/damage protection that is generated from the constant use of pulse and smart cover. From my experience with the game, the difference between a decent team that struggles with the most challenging content (heroic incursions, heroic underground, level 35 enemies in the DZ) and a strong team that can handle the most challenging content is the team's ability to use the Tactician's damage buff/damage protection. The decent team tends to ignore smart cover - which inevitably leads to a team member falling and then dying - which then soon results in the team failing the challenging content. The strong team uses smart cover to its benefit, thus making the Tactician bonuses incredibly valuable.

3. Reclaimer: The 4 piece Reclaimer bonus, while not as essential as Sentry or Tactician, also provides a great boost for team play. An agent who is running with 4 piece Reclaimer and is skilled at selecting which consumables to provide to the team (at strategic/appropriate times) is a great teammate. In addition to providing exotic damage or a damage bonus to elites, etc., the agent's teammates see almost constant visual evidence of the team member's contribution while the bonus is active. The challenge with Reclaimer is that agents do not always understand when and how to use the various consumable bonuses. An agent who is experienced with running Reclaimer (and also has reasonably high skill power for a shorter cooldown period) makes the game fun for the entire team.

For me, the "ultimate" mix of gear sets on a team is two agents running 4 or 5 piece Sentry, one agent running Tactician and one agent running Reclaimer. Having two agents generating 15%-45% team damage bonuses in conjunction with a pulse and smart cover backed by +50,000 skill power and a skilled Reclaimer providing explosive bullets or water truly allows each team member to make a substantial contribution to what we are trying to do in the game. While this powerful mix of teammates can make certain parts of the game "too easy" (such as the daily and weekly HVTs), the team is still challenged in heroic incursions, heroic underground and in battles against tough level 35 bosses in DZ supply drops and DZ 05/06.

Moving forward, my hope for the 1.4 update is that you step back and rethink some of the bonuses for the other gear sets. If some (or even all) of the 4 piece bonuses for the other gear sets offered other interesting and useful team bonuses, these gear sets would be used much more often. I can expand on ideas for additional 4-piece gear set team bonuses for the currently less popular gear sets if this is something that you want more feedback on in the coming weeks.

Lnk003
09-06-2016, 09:39 PM
Final mesure in a very different way would be epic but the idea of having someone defusing stuff being an engineer would be great if done correctly.
Alpha brige mechanic is good in the way it gives you weapons additionnal abilities. I also like the idea to have only one main weapon, i think part of the issue is having two weapons allowing player to have no counter part of building stats one way or another (ex: sniper/smg etc). Above that it makes the pistols useless.

ELITE-uk
09-06-2016, 09:55 PM
1. Alpha Bridge - Allows for really interesting builds orientated around weapon talent combo's.
2. Tactician - Because the perk is squad focused, although over powered ATM.
3. Nomad - Because its useful for solo players, although under powered IMO.


EDIT:- Predators Mark only just missed out as i like the concept behind it..

tigerpen
09-06-2016, 10:04 PM
Lonestar from its name should be better 3 piece 1000 dmg to any weapon 5 piece extra dmg out of cover against enemies stackable with lmg.

Nomad just max out scavenging on 2 piece or change it to something useful like dmg reduction by 20 or 30 percent 3 piece 20% heal in cover every 10 or 15 seconds 5 piece perk dmg intake cut or extra toughness plus 50,000 or 100,000

Predator just bump up the bleed dmg already a nice 5 piece bonus would be on last health bar dmg output increased. If they go to 6 piece then add extra dmg on smg/lmg by 800 to 1000.

Firecrest 4 piece sucks change it to the predator set up but with a cool down that last as long as reclaimer . 5 piece extra dmg reduction from fire in general .

This is a idea but one suit based purely on speed 2 piece quick reload 3 piece 20% extra speed 4 piece all stats cool down/regen by 40%. 20% goes towards the team as for a 5 piece i have no idea .

NitroMidgets
09-06-2016, 10:12 PM
I had fun with the gear sets but to be honest, when they were added to the game about when things started to devolve in the game so I have a love/hate view on them. Many of the balance issues spiraled out of control as the gear sets added yet more possible variations of the game in loot and the meta was born.

ThuggyJae
09-06-2016, 10:21 PM
While I did not choose my favorites to use I believe I did choose the most mechanically interesting. However I must say that while I chose Final Measure it definitely needs that 4 piece re-design. Maybe make the cool down take longer or allow it to be refreshed instead of being forced to wait for it to run out.

Trapanoman
09-06-2016, 10:36 PM
I chose Tactician, Hunter's Faith and Reclaimer. Tactician because your skill power relies on your group's ability to deal damage, it's not a "I can do it all alone" set bonus. The Hunter's Faith set is interesting because it requires you to play a certain way and to respect certain situations. Reclaimer because it values greatly consumables, which are not that easy to find in OW/Incursions/UG, ecc... and is useful when the party cooperates.

Russone_LA
09-06-2016, 10:43 PM
I believe the main issue is that there are two completly different gaming styles for this game. There are the missions and underground dlc which the gear sets are perfect for. All of the gear sets bring interesting and fun new abilities to use on regular enemies in a "campaign" style of game. But where the gear sets tend to become an issue is when you have to battle someone else who has these gear sets, aka the Dark Zone. The gear sets are perfect for fighting regular enemies, all gear sets could be used and have fun with. But when you're fighting agents in the dz, that's where only 1-3 gear sets work for someone to be "competitive" with. Nomad seems cool but scavenging doesn't work. Strikers is cool but it's too weak compared to others. there has to be a balance of all gear sets in the dz so people have an even fight. Right now it's all sentry shotgun. My personal favorite right now is predators mark.

Rick_Slick_
09-06-2016, 10:44 PM
Gear sets would be more interesting (and easier to balance) if there were actual pros and cons to wearing them. Right now, by wearing 2, 3, 4, or 5 pieces of a set, you only get bonuses. There should be a trade-off.

For example, if I wear 4 pieces of sentry to get the ability to tag a target 3 times and mark them for up to 45% extra damage, my trade-off should be that, while any target is marked, my own personal DPS is reduced by 75%. Now you have a more interesting mechanic because I'm gimping my own damage for the ability for everyone else to do more damage.

If a gear set gives me +20% CHD as a bonus, then it should drop my armor mitigation by 10% at the same time. Maybe the Deadeye 4-pc gives me -20% to movement speed. You all can think of positives and negatives on your own, you get the idea.

c00kieMasteR
09-06-2016, 11:00 PM
I have chosen B.L.I.N.D., Final Measure and AlphaBridge 4th bonuses, but that's only because you have asked to pick up just 3 of them. There are few more which comprehend my view of how gear sets should work. I have to say that I totally agree with what Skill Up said in his last video. The reason why everyone is using Sentry or Striker or Tactician is that they provide raw damage increase or they straightly increase your skill power. And let's be honest, everyone either want to make his damage output as powerful as possible or he focuses on the power of his skills at the first place. This leads to the point where nobody will even check if this or that mechanic of another set is nice or not. Cause let's be honest, who cares about bonuses on another sets if Sentry or whatever gives you 30% more damage if you score headshot. Everyone is aiming for headshot, every single time! Raw damage will always be superior over mechanics, status effects, whatever. In my opinion gear sets bonuses should provide the interesting ways to play, e.g.:

1 - Final Measure would be very interesting if we would have a real tank who agroes the mobs, their grenades etc. He could clean the way, let others focus on dealing the damage (not dodging the things) by throwing those grenades back. It could be also his way of doing damage if we consider making those "thrown-back" grenades more powerful against NPCs.

2 - B.L.I.N.D. - If we consider increasing the number of mobs, but decreasing their health, the crowd control would be much more important than it is now. And this set could make life easier (especially if we increase the range of flashbang effect).

3 - Alphabridge - This set is in general well designed. It let's people choose different playstyles by picking 6 talents for their weapon. This leaves people an opportunity to build their own way to play, but at the same this gear set doesn't feel too powerfull because you sacriface something (you either pick up close, mid or long range weapon, so you can't adapt easily to different situations).

So to sum up, gear sets shouldn't provide the raw damage increase, this will always result in making them too powerful. I personally think that gear sets should just provide interesting ways to play, different mechanics. So people could feel like: "oh, this set is cool, I like it" but at the same time they would still want to check the other set because it provides maybe the equal amount of damage, but it provides different thing/mechanic which makes your game experience a bit different. If our skills will become more balanced, how about making some gearsets useful only if we use certain skills, like ballistic shield or support station or whatever? What if we could maximize the power of certain skills only by using certain gearsets? Just few ideas which in my opinion could work. In current status, even though I see some interesting gear sets bonuses, I still use Sentry without even trying the new ones. Simply because nothing else will replace 30% headshot damage and 20% damage to NPCs, not even mentioning the 45% damage bonus. How can you compare crowd control to such a big damage buff. Such mechanic forces you to stick with your Sentry build like forever, until you get new patch with higher level Sentry pieces. It shouldn't look like that.

(And it would be obviously nice to have enough inventory/stash space to keep all the interesting gears. That's the way, playing with just one build over few months just makes things boring).

Russone_LA
09-06-2016, 11:00 PM
Gear sets would be more interesting (and easier to balance) if there were actual pros and cons to wearing them. Right now, by wearing 2, 3, 4, or 5 pieces of a set, you only get bonuses. There should be a trade-off.

For example, if I wear 4 pieces of sentry to get the ability to tag a target 3 times and mark them for up to 45% extra damage, my trade-off should be that, while any target is marked, my own personal DPS is reduced by 75%. Now you have a more interesting mechanic because I'm gimping my own damage for the ability for everyone else to do more damage.

If a gear set gives me +20% CHD as a bonus, then it should drop my armor mitigation by 10% at the same time. Maybe the Deadeye 4-pc gives me -20% to movement speed. You all can think of positives and negatives on your own, you get the idea.

This is perfect. There has to be a trade off so that people can pick and choose any set they want and not just the one all powerful set. Another example would be for reclaimer where you can only use the ability every 5-10 minutes or something thing like that. If you're running nomad, you should be able to run faster than other players. If you're running a tanktician then your health should regenerate a lot slower because you could withstand a lot more damage than others. Stuff like that where people have to weigh their options rather than just picking the powerful set with no drawbacks

noonan425
09-06-2016, 11:05 PM
Just have to fix all of them, where you can use each and every set in the game not 3-5 that everyone uses and you have no choice but to use these

Hugo-FOU
09-06-2016, 11:07 PM
If 'Enemy difficulty and time to kill' is addressed the way I hope then the damage dealing sets may become pointless or totally OP in their current form.

I personally love Predators in the current game, (although it's not powerful enough), but the 4 piece bonus would be pointless against trash mobs if that is how things go.

I have no problem with this, as I think trash mobs ARE the way to go, but since it should only take around 10 rounds to drop a trash mob, the 10 shot bleed wouldn't happen, so an additional 4 piece bonus would be needed to keep it interesting.

Maybe something like:-

'Landing 5 shots without switching targets grants 5 seconds of improved weapons handling. Landing 10 shots on a named enemy without switching targets causes the target to bleed for 100% of the damage caused!'

So a bonus that can be used against trash mobs and bosses.

This is the sort of approach I'd like to see across the sets.

Tilrap
09-06-2016, 11:39 PM
I am going to presume that by mechanically interesting you mean changes playstyle.

Sentry's Call ability to buff group damage is the type of synergy the game should have, but its not interesting. It limits your weapon choices but you don't play it any differently.

And of the 13 sets only 5 of them cause you to change the way you play, of which one fails (Predator's) because its too much work.


Those 4 sets are

Alphabridge - it allows you to customize your play style the most. Want to build a solo "on kill set"? Want to build a max group DPS set? pve or pvp? Want to coolheaded on a quality AR to spam flash bangs? or be group healer without completely horking your DPS
Reclaimers - it allows you to be a team buffer and use things that don't otherwise get a lot of use.
Final Measure - it gives you something to do other than dps or buff and the ability to survive if you mess up. Allows you to be the runner or "blocker"

Deadeye get honorable mention as being the shieldless pistol spec.

mr3LiON
09-06-2016, 11:52 PM
Talking about interesting mechanics I think about those from Diablo III. A set, that actually changes entire game style of a character. Not just making you more powerful, but forces you to change the way you play the game. There are not much of these in the Division. I'd say only few sets are actually changes your game style.

Final Measure is the first in mind. This is a very good example of an interesting mechanics. Sadly it has not much use, since players prefer power (damage and toughness) over tactics. I'd like the game to have more like this. But we need the game to allow as play in this way. I'm talking about classes and roles in party. Damage Dealer, Tank, Healer, Buffer/Supporter. So that the game pushes us to change the role in a party. So that these set mechanics to become useful.

I'd like to play in Final Measure style. Sadly the game doesn't offer me any activities to do so. First in mind was the Falcon Lost since there are lots of grenades. But it appeared that another damage dealer is much more useful for party than a wannabe tank-supporter. That means, the the game must not just give us interesting gear sets, the game must give us a context where these gear sets will be useful.

There was a very good example of a role in the game — Tactician Set (before 1.2). With this set there was a clear role of a supporter class. And it was useful in every party. But since then it vanished among tankticians. When everyone can gain 20k electronics, you don't need a supporter in party any longer. When every one is a supporter, no one is a supporter. Know what I mean?

Give us a strict class diversity, and Interesting mechanics for gear sets will appear themselves.

UPD:
But one must be aware of those game-changing mechanics from Diablo III. If they are too powerful and too must-fave (read, you can't play end game without set), than it brakes the game as well. I prefer no sets at all over must-have sets.

NovelR
09-07-2016, 12:05 AM
I chose Final Measure, Lone Star, Alpha Bridge. And mind you, I like to play "support roll" in group. I was struggling between Lone Star and Tacticians Authority. Mechanically, Tacticians Authority is most def a FANTASTIC set! But to me, 4 piece Lone Star is a "play style" changing set. And fun (potentially way more fun), cool and unique! (Side note* The Lone Star concept would be great for a tank roll and or damage dealer roll). But I digress... Anyway, the reasons above are my reasons for choosing, Final Measure and (4 piece) Alpha Bridge as well. I view them as truly "creative" and "play style changing" sets! That is was I think Gear Sets should bring. Not extra damage with Head Shoots nor extra DPS with the more shots you land. They should bring/offer something out of the ordinary. Something cool and unique. Game changing qualities if you will.

With all this in mind, there is are reasons I and the vast majority hate Final Measure and Lone Star...Their other talents are down right terrible. Or down right useless in many situations. They have so much potential though!!! Alpha Bridge is a game changer too! My gripes with this set are: Unlocking the talents. 299 weapons have some INSANE talent unlock requirements! To be honest, most of the unlocking requirements are vastly unreasonable on 204s/229s. And the 2 piece and 3 piece is very underwhelming to me. They make me feel, "blah". But the 4 piece is unique! As I've said above, the creativity with this set is there no doubt! It just needs reworked.

I hope my feedback has been constructive. Thank you for listening.

THEPREDATOR8963
09-07-2016, 12:09 AM
I think this is an excellent question. I think the most mechanically interesting gear sets are
1. Firecrest
2. Blind
3. Final Measure
In fact, I was very excited for Firecrest when it was first announced. I farmed for it, and quickly got a 4 piece. Though, in use I realized how bad it was due to the activate on death mechanic. Since I play in a group, it was barley ever activated. Not only was it hard to get targets on fire consistently, but even harder to consistently get kills. Even with the airburst mod on seeker mines, and the firebreath turret, it was difficult to get it activated. Though, the idea of being a "fire mage" changes the way I play the game. I think this gear set needs to be buffed, because when it works, it is extremely fun to use. Though I think the 3rd piece can be changed. An example would be "Enemies damaged by explosives have the on fire effect" . This would compliment the 4th piece, allowing you to catch enemies on fire more often. Also, remove the proc on kill, at least change it to proc on assist.

I like BLIND for many of the same reasons. This gear set changes the way people play the game, by Crowd Controlling targets, and using flashbangs, once again, changing the way you play the game. Though, the 2 piece bonus doesn't compliment the rest of the set. It should be something like "CC effects last 35% longer" this would compliment the idea of the set, which is CC. Though, the fourth piece shouldn't be proc on kill, this is terrible in a group based game, especially in a support character. I think you should at least change it to proc on assist.

Final measure's 4 piece bonus, giving you more grenades is an interesting mechanic. The thing I don't like about it, is that it is not practical in the current meta, and the 3 piece bonus "15% Protection from elites" doesn't compliment it. 50% explosive radius would be far more interesting, and compliment the 4 piece bonus. Also, you should remove the defuse buff of having to hit a character with a grenade, and just automatically defuse grenades, and other explosives, being able to use them on the enemy. Though this would make the 2 piece bonus useless. So it would need to be changed to something like, "AOE damage is increased by 35%"

ezsqurrel
09-07-2016, 12:24 AM
Predator, tactician, and strikers

A set should provide a cool ability or effect. We should not be catering to a set, because it offers raw damage.

Even adding a special bounses to play off of skills would be a cool idea. For example: Strikers could have a bonus that when an enemy is killed while they are pulsed would pulse the surrounding area (10 meters).

GD.ZhaZha.
09-07-2016, 12:30 AM
suggestion on every gear set bonus i think should be changed:

sentry's call:

talent

headshots mark the enemy increasing the damage inflicted on the target by your allies (aka you do the same damage) by 15% for a duration of 10 seconds each. a target can receive up to 3 marks that are refreshed with every headshot.

or

headshots mark the enemy increasing the damage inflicted on the target by 10% for a duration of 5 seconds each. a target can receive up to 5 stacks. mark falls off after 5 seconds the target doesn't receive a mark.

2 pieces bonus : 20% damage to elites, 3 pieces bonus is 20% headshot damage, no more 5 pieces bonus

path of the nomad

talent

when receiving fatal damage you are instead immune to damage for 5 seconds leaving you with 1 health. can occurr once every 5 minutes. bonus is not up instantly but after 5 minutes you wear the set

2 pieces bonus: 10% life steal; 3 pieces bonus 15% increased damage while in cover

striker's battlegear

every consecutive hit deals 2% more damage up to 100%. missing shots drop bonus by 4%. bonus fall off after 3 seconds you don t hit an enemy.

2 pieces bonus: 15% enemy armor damage; 3 pieces bonus: 25% critical hit damage. no more 5 pieces bonus

tactician's authority

talent

everytime you or your group kills a target you receive 10% bonus skillpower up to 100%. bonus is reduced by 1% the group isn't dealing damage and falls off completely after 15 seconds

2 pieces bonus:15% skill power; 3 pieces bonus: 25% skill haste

hunter's faith

talent:
hitting an enemy with a bullet grants you temporary HEALTH. the further you shot, more health you receive. bonus health disappear after one bullet hits you. bonus health is based on your firearms value. for every firearms point you can receive 10 bonus health.

note: if my math is good for 3000 firearms you can stack 30.000 health that became 120.000 thoughtness. numbers can be wrong but the important aspect is the firearm synergy

lone star

3 pieces bonus: 10% lmg and shotgun damage, maybe 10% lmg and 5 % shotgun, i m ok with 10% more damage for shotguns but some weapons are weak and some are overpower atm

predator's mark

3 pieces bonus: 10% assault rifle and pistols damage, maybe 15% pistols damage or a great buff to this useless category. again this is not the right place but these bonuses should be 10% each in a well balanced scenario.

reclaimer

talent: consumables and special ammo used now apply to the whole group. if one member in your group uses a consumable or a special ammo you receive 1 of that item

deadeye

2 pieces bonus: 40% bonus initial bullet stability; 3 pieces bonus 10% marksman damage

talent: while not scoped critical hit chance on marksmans is doubled but headshot damage is removed


additional notes:

deadeye bonus is the most difficult to rework, maybe it could be as it is actually but honestly i don't like it.imho it should provide a confortable dps for a marksman player but less powerful dps than an headshot marksman player, sometingh like 65 vs 100

i switched every flat bonus to a percentage. this because the more gear score is increased the less flat bonus are appealing. also for tanctician's authority, 60k dmg for a 255 gs group is easy to reach compared to a 180/200 gs group

my overall vision is that a 3+3 equip should fits a good amount of playstyles. so some 4 pieces bonus are situational and some are compromise, stronger bonus, something in exchange to a 3+3 that can fit a very particular approach.

gear set bonuses not mentioned are ok for me

i hope you like it. good work

EDIT: i forgot to mention that bonuslike 100% ammo capacity, + 3 med /firebullets should be removed if we unwear them.
also for clarity we should be able to see near player status icons showing the 4 pieces talent, useful in pvp and also in matchmaking

ReiShadowheart
09-07-2016, 12:45 AM
I'd say, after Strikers, Sentry's. and Tacticians, only Reclaimer and alpha bridge are worth a damn, and alpha bridge still falls short because of the limited ammo supply. The rest of the sets are interesting at best, but they lack power when compared to Strikers and Sentry's, the two sets most still use because shooting things is still the most effective way to clear content, and you have the tactician and reclaimer users helping the striker and sentry users shoot things harder.

Strikers and Sentry's could see an "unnerfing" if only all these other sets were worth using in actual end-game content, but we all know you just wont do enough damage with lone star, predators, hunters faith, blind, or firecrest. They just suck. They're "OK" when you are running around in a challenge story mission which you probably over-gear anyway, but beyond that... nope.

The 1.2 sets in particular tried to be the weapon-specific sets, but it really didn't work well. They need some real power to them too, and no not just by the little bit of extra damage from the 3 set. Something like adding another bonus to the 2 and 3 set of those predator's 2 set having +20% Optimal range AND +15% enemy armor damage With AR or Pistol, or Lone stars 2 set having +100% increased ammo AND +20% LMG fire rate / +10% shotgun accuracy. The 3 set should not have flat numbers, but instead % increases or the increases will end up being way too weak down the road. Just increasing weapon damage alone is boring too. Say have Predators 3 set increase the base damage a little for AR and Pistol, and then add something like +20% AR stability and +20% Pistol accuracy, or something. Something, as they are not end-game worthy as-is. Strikers/Sentry's can go back the way they were too if these sets were more viable choices.

1.3 sets didn't even try to be weapon-specific nearly as clearly, but like 1.2 sets, other than reclaimers, they are more interesting to use than anything. Blind and Firecrest however are both equally worthless. They should cool on paper, but they are just impractical outside of hard-mode difficulties.

And.... i'll end with saying again that Sentry's still needs to have its headshot damage bonus fixed to be additive, as it is currently causing all added headshot bonuses from anything to become multiplicative....

Texas_Rascal
09-07-2016, 12:54 AM
Well I have a lot of great ideas about gear sets but honestly feel like no one cares what I have to say as every long thread I have ever made seems to be ignored. So this is what I use:

I run 268 predator, reclaimer and tachtician on all 4 characters . Always a 4/2 with final measure.

I have a full sentry, striker, blind alphabridge, deadeye, and firecrest at 268 but don't use any of then. Run a miscellaneous piece now with sentry striker for build out.

I keep 2 Lone star strictly for ammo capa city.

The remaining sets don't even have a chance.

Junker-SWE-
09-07-2016, 01:14 AM
I think Final measure is interesting since it gives you 50% exotic damage resillience when you have two. I also like Reclaimer as two of them gives you more survivability with the heal station speed.

There are other I don´t like as much. Nomad for example. The two piece bonus is increased scavenging. But scavenging doesn´t add that much in the endgame so it´s quite useless.
Firecrest is supposed to work offensively but firebullets aren´t that extremely effective so it demands a complete gear set. Compare that to striker that boost your fire power much much more. There is no balance there.

I think that if you add a extreme perk like firearms boost there must be an equal sacrifice on health or skill power or armor. An alternative is that you focus more on the smaller stats like damage resillience, immunity, healing, ammo capacity, armor destruction, heal speed and such and not the major skills.

One other thing you should think over is that firing on an npc shouldn´t be much different than firing on another player in darkzone. The same stats should apply, like enemy armor damage and such. In that way we wouln´t have a pvp-build and a different pve build. You could manage both if you need. Then there could be lesser gearsets that focuses on the RPG holy trinity (tank/heal/DPS) with some different perks thats sets each gearset apart. Perhamp only six or nine different gearsets. I.e. one gearset that focuses on offensive tanking (less tanking / more firepower) and one that focuses on defensive tanking(more tanking / less firepower) <--- This is just an example but hope you get what I mean.

LibertyInc
09-07-2016, 01:42 AM
I voted on the poll, but figured I'd toss these up here.

I posted them on reddit several months ago to show off (what I thought) were some interesting ideas for more class based sets rather than general purpose ones like we have now (strikers, tacticians, etc). I want to bold this part because a lot of people got hung up on the numbers. The numbers are just placeholders and are scaled too high, the point of the post is more in the mechanics / encouraged play styles.

What division sets should look like (IMO) The numbers aren’t what I’d call perfect (and could probably be reduced) but I feel like at least these sets would encourage players to use and try different skills and fulfill different roles.

Squad Leader

2 Piece - Fireteam tactics : Gain an aura, while reloading teammates deal 30% increased damage. While firing, teammates gain 30% faster reload.

3 Piece - Move as one :While out of cover each nearby ally out of cover gains 3% damage reduction per ally in the same state. While in cover, each nearby ally in cover gains 3% damage increase.

4 Piece - Priority Target : Attacking a target causes them to take 5% additional damage from all sources. Each follow up attack from an ally increases the damage they take by 2%. (Maximum 20 stacks, user can not increase the stacks further) Stacks last for 4 seconds and can be refreshed by additional damage.

5 Piece - While your tactical link is active, each kill made by your allies increases the duration by 15%, each kill you make increases your signature resource by 15% for the next cast.

Ambusher

2 Piece - Target of Opportunity : Deal 10% increased damage to CC / Staggered targets. Deal an additional 15% if the target has armor.

3 Piece - Predator : Remaining still for 3 seconds without firing will conceal your actions from enemy forces. You will remain “cloaked” for 7 seconds after firing/moving. (Only works for AI rather than having an actual stealth class) Ambushing from a concealed state causes you to deal 5% increased damage to enemy players.

4 Piece - Eye for Weakness : Staggering an opponent causes them to enter a vulnerable state, taking 10% increased damage from all sources for 3 seconds. Destroying a weak spot causes the debuff to persist until the target dies.

5 Piece - Hit and Run tactics : Remaining in the same cover grants the user a stored 2% damage boost per second with a maximum of 20 stacks. Upon leaving that cover, the user gains his or her stored damage bonus for 5 seconds. *Note* The damage bonus only kicks in after the player leaves cover.

Marksman

2 Piece - Calibrated Equipment : Gain 25% better weapon handling (similar to capable talent) with Marksman rifles and burst fire variants.

3 Piece - Eye for Weakness : 20% increased damage to headshots and weak spots.

4 Piece - Precision targeting : Each headshot marks the target causing them to take up to 15% increased damage from each follow up headshot. (BASR’s = 15% per stack, Semi Auto Marksman = 12% Burst Fire = 9%) Max 3 stacks

5 Piece - Killing a target with a critical headshot grants you 10% crit chance and 30% crit damage for 10 seconds.

Combat Medic

2 Piece - Field Medicine : Revive downed allies 15% faster and defeated allies 25% faster. Gain the battle buddy talent for free.

3 Piece - Meditech Upgrades : First aid passively gains the defibrillator mod. Support station passively gains life support.

4 Piece - Vengeful Angel : Reviving an ally from a downed state grants 8% bonus damage for 30 seconds. (Up to 3 stacks) Reviving an ally from a defeated state grants 15% bonus damage for 30 seconds (Up to 3 stacks). Gain 3% damage for each ally affected by your healing auras.

5 Piece - Recovery Link can now revive allies from a defeated state, gains the ability to overheal and has its healing over time duration increased by 20% for each downed/defeated ally you revive with it.

Tech Specialist

2 Piece : Your Turret ability and seeker mine now stores up to 2 charges and you can deploy up to 2 of each. Additionally, your deployables (seeker/turret/first aid station/mobile cover) gain 80% of your armor / HP.

3 Piece : +1000 damage to Assault Rifles / SMG’s. Player automatically receives the tech support talent.

4 Piece : The burn proc’ed by your tech devices now deals 50% of your weapon damage (augmented by firearms) to targets with armor and it’s duration is increased by 50%. Turret projectiles deal 75% of your weapon damage and inherit your base crit chance with the weapon. *Note* Weapon DPS will only be used from SMG’s and AR’s.

5 Piece : You gain 5% increased damage for each nearby deployable. Your deployables take 10% less damage for each nearby deployable.

Demolitions Expert

2 Piece : Gain +5 frag grenades, +1 special grenades, +3 Explosive rounds. You regenerate 1 frag grenade every 3 minutes and 1 explosive round power up every 10 minutes. Additionally, all ammo crates will restock your frag grenades.

3 Piece : Sticky Bomb gains the BFB skill passively with 100% chance to proc bleed. Frag grenades gain 100% chance to proc bleed if they hit the target and explode 30% faster

4 Piece : Bleeds from BFB deal 120% of your weapon DPS to targets with armor. Bleeds from frag grenades deal 200% of your weapon DPS to targets with armor.

5 Piece : Explosive rounds no longer has a duration and instead lasts for your next 2-4 reloads. (2 reloads for shotguns / marksman rifles / LMG’s, 3 for AR’s and 4 for SMG’s/Pistols) Targets hit by explosive rounds take 3% increased damage from your bleed DoT’s, stacking up to 5 times.

Sniper

2 Piece : Semi Auto Marksman rifles now use ammo from a pool half the size of your AR ammo pool. BASR’s now only use from your Marksman pool.

3 Piece : Gain 15% head shot damage when you have two marksman rifles equipped. Additionally headshot kills grant additional 15% head shot damage for 15 seconds. Critical headshot kills grant additional 15% headshot damage for 30 seconds. (Performing a headshot kill refreshes the timer)

4 Piece : Each consecutive head shot grants 5% crit chance. A body shot reduces your crit chance by 3%. A complete miss reduces your crit chance by 5%. (No cap on stacks)

5 Piece : Your weapons gain all available talents from your equipped weapons (including pistols, but not sawed off shotguns).

(Set bonuses only apply when you have two marksman rifles equipped)

Front Line (Assuming Ballistic shield is less buggy)

2 Piece : Ballistic shield gains all skills automatically.

3 Piece : Can wield an SMG with one hand but it reloads 15% slower. +1000 SMG and
Pistol damage

4 Piece : Player gains 5% damage resistance for each hostile within 20M, their shield gains 10% per target. Each instance of blocked damage increases their damage output by 2% up to 15 stacks. You lose 1 stack every 2 seconds. At 25 stacks, the buff is locked in for 15 seconds and then resets.

5 Piece : Ballistic shield acts as a mobile smart cover with the trapper mod equipped with an 8 M radius for all allies/enemies around them.

Recon Specialist

2 Piece : Pulse automatically gains the effect of the recon pack skill mod. The player automatically gains the effects of the Precision talent.

3 Piece : Pulse gains 5% crit chance and 20% crit damage.

4 Piece : When an ally kills a target affected by your pulse, you gain 10% increased damage for 10 seconds (Max 3 stacks). When you attack a pulsed target, it deals 20% less damage to nearby allies for 3 seconds.

5 Piece : For 5 seconds after casting pulse, any target affected that is shot in the head will be blinded for 5 seconds. You deal 10% increased damage to blinded targets. (Not affected by the precision talent). You deal an additional 20% increased damage to blinded targets if they have armor.

Support Specialist :

2 Piece : Player automatically unlocks the stopping power talent and its duration is increased by 100%

3 Piece : +1200 LMG damage, equipping a second LMG will cause it to draw from your AR ammo pool.

4 Piece : Gain 1% damage resistance per second for remaining in the same piece of cover, up to 15 stacks. Gain 2% increased damage for each second you are firing, lose 1% damage for each second you stop. Max of 15 stacks.

5 Piece : When equipping two LMG’s, they each gain the talents of the other. Additionally, the unequipped weapon will reload 3% of its magazine per second it is not equipped.

(I’d probably add in something like an Assault Specialist, maybe a CQC expert, Survivalist that focuses on consumables with some other bonuses, and some sort of “entrenched” set revolving around really digging in with smart / mobile cover. ) But I figured that was plenty to read if anyone ever made it this far.

Silverstreak33
09-07-2016, 02:18 AM
My top 3 were Reclaimer, Final Measure, and Alpha Bridge.

1. Reclaimer. Although I am not in love with consumables as they are, a set that allows for resources to be spread to your whole group allows for dedicated support roles in group composition. I think this is definitely step in the right design direction, regardless of maybe balancing that needs work. I think there should be viable support role sets and Reclaimer comes closest.

2. Final Measure. I have never used 4 piece Final Measure, and I don't think I would in the current build/state of the game. However, the mechanic is interesting, and both it and the Blind Set are interesting in an outside the box kind of way. The struggle would be to make them useful.

3. Alpha Bridge. Alpha Bridge is brilliantly designed. From the beginning of the game you guys have stated you want people to build their sets around their weapons and weapon talents. No set defines this ideal better than Alpha Bridge. It is also GOOD! It is flexible for PVP/PVE and for different weapon preferences. I think it is the best designed set in the game, unfortunately out-shined by straight stat boosting sets like Sentry.

We all know that Striker, Sentry, and Tactician are part of the reason the game needs an overhaul. I know no one wants their gear nerfed, but the sets need to be changed to be more than flat stat increases. The challenge is to create sets that break the rules without being game-breaking, are balanced, are useful, interesting, and wait for it... FUN!

I would give honorable mention to Lone Star, anecdotally a lot of casual players I know seem to cling to their Lone Star because of how fun the set is to play with.. odd, but true.

I also think 13 sets is ambitious to try and balance correctly and make viable. I would reduce the number of sets and try and balance them out. Given I want the game to move into the realm of more traditional MMO combat tactics I think you should have maybe 3 tanky-style sets, 3 DPS style sets, and 3 Support/healer style sets. Currently I think 13 sets gives the illusion of choice and makes the RNG a nightmare. I hear a lot of complaints about the loot in this game. I think the AMOUNT of loot is fine, but the LEVEL of loot and the RNG makes it frustrating. However, that is another topic.

Thanks as always for the forum to voice our opinions!

DaGranMasta
09-07-2016, 03:25 AM
my go to list
1. tact
2.sentry
3.reclaimer

the rest are ok, my question to ya'll is do you want players to play with other sets in the incursions? i just don't see why anyone would. final measure is ok in clear sky but you don't have to use it.

i think gear sets as to be removed from the game is the answer i don't want to here but i think that's where it might end up, unless im not seeing or understand something.

the imbalance comes from them, just to much unknown potential in pvp and then like i said there is going to be little desire to play with anything else outside of the best gear sets. ppl play with what gets the job done why use anything else?

my suggestion is redo there talents with a straight forward stat boost
make them weaker stat boosters
1. 30% from sentry when you land 3 head shots in a row with a SNIPER ONLY.
2.tact when you wear 4 piece tact you give your team 5,000 skill power each and add 20% more skill haste to your skill
3.striker 4 piece gives you 20% weapon damage 5% weapon damage boost to your allies

if that ain't the answer then removing might be.

remove certain gear sets from the DZ as well i already made a post about DZ gear sets with pre-loaded stats on them a couple of weeks ago. but even so sentry,striker, etc need a nerf in order for players to use other gear sets

PLANET LYNX
09-07-2016, 04:13 AM
1: Lone Star - 4 Piece
2: Predators Mark - 4 Piece
3: Fire Crest - 4 Piece & 3 Piece

I gonna toss in 2 more

4: Deadeye - 4 Piece
5: Blind - 4 Piece (Would be more interesting if was to blind or disrupt players & MPC's) maybe with just Marksman Rifles or Shotguns


Since we are on the topic:
I think gear sets should have MORE multiple functions.

FOR EXAMPLE: Sentry's Call

2 Piece: 30% Headshot Damage
3 Piece: 20% Damage To Elites

(MPC's)
4 Piece: Headshot mark the enemy, increasing the damage inflicted on target by 15% for a duration of 10 secs each. A Target can receive up to three marks.

(Agents)
4 Piece: Critical Hit Chance Is increased to 100% on Headshot's (Every gun or just semi auto guns?)


Having the sets focus on both PVE & PVP helps with balancing and prevents gear sets from going to waste by not being used.

PS:
LoneStar has a cool 4 pieces bonus but the 2 & 3 pieces sucks, especially for PVP.

FccF6336
09-07-2016, 04:47 AM
Hi,

My top 3 interesting gear set mechanics, may or may not be useful:
1. Reclaimer, as this can really help keep NPC at bay even though your gear rating is not max out and you play heroic mode
2. Final Measure, save me a lot from all things other than bullets
3. Alphabridge, open option to have a 6 unique talents!!

In addition, in my view below is that will improve end game longevity, like other successful RPG game
1. Ability to customized gear bonus using a mix of 2 different gear get item. For example if I combine striker with final measure vest together, I should have a choice of which gear bonus I would like to have. Therefore if I have 4 gear set items both striker and final measure, I should be able to choose from set bonus from both gear sets. This will make a very interesting and unique combination.
2. Have a full 6 gear set bonus, since currently it is only 4 to 5 bonus. For the full 6 gear set bonus, move all the current talents to be 5th bonus and have the 6th bonus. This needs to be design toward a completely role specific. Example, if I have a 6 piece striker, 6 bonus should be Master Shooter and 6th bonus should be something like, “When shoulder aim and shooting, critical hit chance and damage double the current stat for 10 sec”. On the other hand, for the complete skills build like Tactician’s Authority, the 6th bonus should be something like, “When in cover and not shooting, Skill haste and skill power increase 100%”. Also if you take defensive, like Final Measure, 6th bonus should be something like “Signature skill duration and power increase by 50%”
3. Applied Stat Cap base on what gear set you put on. Example, if you put on Striker, Combat cap will be more than Final measure and if you put on final measure, survivability stats cap is more than combat stats, this only applied when you got the full 6 gear sets, else it is the same.

cheers

Fcc

Arokhantos
09-07-2016, 04:56 AM
First of all all killing blow required tallents and set bonuses should apply a debuff to target invisible that if target dies gives you killing blow process, not having this breaks many tallents and especially sets making them totaly not worth it.
Next i would buff duration firecrest gives.
Last as for blind i would change it last set bonus atleast to process a flash effect every 10 bullets and tie the blind set to the blind battle riffle, don't make this riffle work with any other sets.

Anyway gear sets should be both fun to use and be effectively useful, you have added sets like tactician / sentry that effectively always useful, while striker is falling behind slightly but is still far better then many other sets, all these 3 new sets are focused on damage so much that any other sets effectively are useless already, on the other hand these first 3 sets tactician / sentry / striker are quite boring.

Hunter's faith is a automatic disassemble, lone star no one likes doesn't compete with other sets although the 4 set bonus sounds fun on paper its not really that useful in reality other then for lmg which have slow reload times to begin with, final measure no one uses the full set probably because it can bug, at least that's my experience with set you don't pickup grenades always and process is problematic, fire crest wouldn't be so bad if the incendiary skills where actually more effective, i was under impression you could keep 4 set bonus up really long but in reality this set bonus does't last long enough for that and is hardly useful, blind is overall just bad the first set bonus if you go skill power is already useless you hit the cap on it so fast without maxing out crit forcing you to get more skill power, change this to make pulse effectively better so you need less skill power rather, or the whole set bonus becomes useless, the blind / deaf immunity sounds more like something that should be baked in by default on flash bang effects from this set, and does't sound as powerful at all, last set bonus just doesn't function at all if explained this problem already in first bit of my post.

Sets i do like to see get huge buffs, blind / firecrest / lonestar / nomad / final measure.
Sets that currently to strong tactician / sentry
sets that could use minor tweaks due potato aim on consoles for example strike.

With the first patch out 1.1 when falcon lost was introduced sentry has been outperforming striker and tactician at the same time, then you made it work with only single shot weapons, but the damage is still ridiculous, you could head shot players 20 times over in pvp if you wanted to at current state.
Tactician right now is so powerfull you can completly ignore skillpower and even firearms and just stack toughness even though toughness which i doubt was intended use for this set.

Anyway i really am hoping blind gets a complete rework or at least huge buff, this is one of the best looking sets cosmetically but it's one of the worst sets performance wise.

GreyOcelot1
09-07-2016, 05:46 AM
AlphaBridge and Strikers

deejfly
09-07-2016, 07:00 AM
It would be a great discussion if solo players had a better chance to actually get some choices other than low to mid end gear stats, only place available is underground in early levels, where 'xp' turns over quicker in levelling up. At later stages, 25 an up, it is once more a grind, and more often lower stats than already owned are happening.
A waste of time and effort to be so called 'rewarded' with 229 weapon with 40% lower dps than already owned, with similar 'talents' on weapon.
It is near impossible to earn any gear sets higher than 182 on 'hard' level, cannot survive solo in challenge mode, with once more arbitrary seeming npc powers,
ie no consistent level of NPC stats in and across all maps, from dz, incursions, hvt challenge etc.
By luck, I got 268 firecrest x 4, so a means to 'stagger' if incendiary triggers is possible, 2 lonestar essential for ammo Q as solo player, switched out to get higher armour & health options.
Pretty much all 'rewards' from lvl 20 onwards UG have been same or less than already owned, so with only 8 odd rewards left, cannot see much worth happening in this area.

dracosveen
09-07-2016, 07:34 AM
So I think to fully answer this properly we must maybe take a step back and look at gear in its totality. The reason I say this is because we have seen many build where the top end gear set gear is equipped but not in its entirety like the 3 striker, 2 sentry, savage gloves. That says to me that the gear set gear doesn't offer anything really useful.

Lets look at other MMOs. World of Warcraft has gear set gear. It is the top gear in the game and it is designed to enhance every class and playstyle but also is a necessity to complete the more difficult content like 25 man heroic raids.

Now back to the division. In one of the previous posts Final Measure for Clear Sky was mentioned. To be honest when I first read about it I thought that it would be a cool idea because lets face it, while division agents are gifted with digital maps in out contact lenses and pulse and healing skills, unlimited grenades we are not gifted with and grenades are annoying especially when you have 20 been thrown every minute. So the mechanics of Final Measure are "interesting" (for the topic) but not implemented properly because surprise surprise, the enemy AI is much more clever than the JTF AI and they move when you throw a grenade at them so it is really difficult to proc this talent. So most people just used the 2 piece bonus. And that is what is wrong with the Division's gear sets.

While I applaud all the work that the devs and other peeps are putting into the Division to make it better, my philosophy is less work, more thinking. I think, and this holds especially true for gear set gear, that more thought needs to be put into gear before adding to the game willy nilly. For instance (also mentioned in earlier posts) the "land the killing shot for X to happen" mechanic. Whoever thought this up and whoever then implemented it has obviously never played the game. A mechanic like this totally makes the "interesting" gear sets that it is applied to useless.

So lets make gear sets better you say. What would players like to see in the game you say.

Awesome. Here is what I say.

1. There are too many gear sets and due to the randomness of gear and stat generation for drops, it is highly unlikely that you will get the gear that you want or rather need to round out your set. So by reducing the amount of gear sets and removing the really stupid ones like Nomad, Hunters Faith should up the chance of getting what we want or need as there is less to randomize from. Then tweak the remaining gear sets to be more user friendly and everyone wins.

2. The tweak is very important. BLIND could be a pure must have in a 4-man but because it's proc is land the killing shot it is useless. This proc should be changed to something like Sentry's where you debuf an enemy and if it dies from any source while debuffed then flashbang. Having this type of mechanic does 2 things. Firstly it makes the set awesomely viable and secondly it adds an element of mob and debuf management. Say we add a further dimension to this and say that you have 3 debufs to apply and can apply them as you see fit so 3 on one mob or spread across 3 mobs etc. and that the more debufs the greater the area of affect of the flashbang. So now we have an interesting mechanic that has a viable effect on a fight and has added more to how a person must play than just point and shoot and hope for the best.

So I could go on and on but then this would be a wall of text and not appealing to read at all. So all I am saying is think a bit about what you are implementing before you do because it really seems that right now you are rushing stuff to get it in the game and then you are back peddling the whole time putting out fires etc and that can't be a nice way to work.

For me, each set has its pro's and cons and this is how it should be. But some are hated because they weren't implemented properly and that is why you have people playing with only 2 sets and then you bring out the nerf bat which is the incorrect approach. Making something better doesn't always necessarily mean you need to make it more powerful.

ceekay.sickart
09-07-2016, 09:06 AM
apart from the Lone Star gear set, never have I had an option to test the others to full. For crying out loud, I got my only Nomad gear item on the bonus loot drop at the beginning of September.

Fuz Fragstealer
09-07-2016, 10:10 AM
I rarely run full sets these days - since I play solo a lot - but I like that the sets have powers and trade offs for team play.

What I do NOT like is that specific gear items like the Police/Medic backpack and 2xLoneStar can be worn when resupplying ammo+medkits to increase the capacity - and you get to keep that bonus, even if you swap back to a different kit. IMO, the kit you wear, should offer it's bonuses while worn, but the bonuses should disappear when you replace the kit.

Having different bonuses and trade offs will make for a gear set variance among the players. Some go for the cannon, and can get away with less ammo, others go for the tank, and need more ammo.

Speaking of - it would be very nice to be able to link gear pieces to loadouts - so that you easily keep track of which pieces that you actually wear, and which that are recent loot that you are keeping, but not currently using - to avoid accidentally selling a good piece. Having such loadouts would also make it easier to swap between roles in team play.

trolleyjockey54
09-07-2016, 10:14 AM
I chose final measure. predators mark and nomad. I chose these because they add new and interesting things to play. Final measure picking up the grenades could be a lot of fun, predators (if it actually worked) would let you play with the DOT, and the instant revive would be so good for a solo player if it worked.

However all of the gear sets either should not add flat stat increases, no crit, +damage + headshot etc If they do include those on any gear set all of the gear sets need to have an equal Stat budget.
All the gears sets need to have a lot of the pointless stats removed and the essential stats such as armour and skill power should be included as base line and not need a good rng role.
They should have different and unique looks
you should be able to get the set you want from a variety of different activities.
The gear sets should be the way a player choses their roll, I.E Tanks sets, support sets, DPS, shotgun sets, sniper sets, assault rifle sets etc
one or two solo player sets would be awesome
we should be able to save two or three gear load outs
PVP and PVE sets should be different to stop the mess you keep getting yourselves into in the DZ. Let pvp sets drop in the DZ for those that enjoy that style of play

ShadowGearX
09-07-2016, 10:16 AM
are the hackers gone or you just want ideas to make it easier for them?

rowedav
09-07-2016, 10:54 AM
I went with TA, AlphaBridge and Sentry I think.

I just find the original gear sets more useful in the main. The second set...I don't know - I feel they came out too soon, didn't feel properly balanced, introduced issues and generally confused things a whole lot. I'd have no qualms if they pulled the 2nd set of gear sets while they were fixed/re-worked (understanding this is likely not going to be feasible as it'd decimate a lot of peoples builds).

Looking at the bigger picture, how many gears sets do we want there to be? If there are more sets coming in Survival and then the final DLC (I forget the name) - we're potentially looking at well over 20 sets. That seems overkill to me. I'd much rather have a smaller number of gear sets that are mechanically interesting and well-balanced.

electricsheeeep
09-07-2016, 11:02 AM
I like the way that Reclaimer, Sentry and tactician all have an effect on the overall performance of the team and make the team really consider what gear each of them should be wearing to make them the ultimate killing machine. A number of the sets are pretty redundant though. For me final measure and Nomad are the ones that need fixing first. If you put a 5 piece bonus on Nomad that perhaps allowed that player extended map invisibility or the ability to fast travel between safehouses in the DZ I think youd see people wanting to wear it again and would make the DZ a consideration for solo players again. To be honest I think all the Gear sets should have a 5 piece bonus really rather than nerfing the sets that everyone loves running.

This applies to guns too. Rather than reducing the strength of weapons that players have come to love, look for a way to improve the weapons that people dont use. This goes for Named weapons too. Massive mistake to sell them at the vendors and not allow people to bring them up to the newer 229 level. Also in a lot of cases you coculd just buy them at the vendor. These should have been hidden around the maps and be won through quest based objectives. It may be worth considering allowing players to re-roll 2 talents on named weapons rather than just the one on other guns (and maybe gold armour actually) so they actually are more worthwhile.

Desolator_X
09-07-2016, 11:03 AM
So I think to fully answer this properly we must maybe take a step back and look at gear in its totality. The reason I say this is because we have seen many build where the top end gear set gear is equipped but not in its entirety like the 3 striker, 2 sentry, savage gloves. That says to me that the gear set gear doesn't offer anything really useful.

Lets look at other MMOs. World of Warcraft has gear set gear. It is the top gear in the game and it is designed to enhance every class and playstyle but also is a necessity to complete the more difficult content like 25 man heroic raids.

This. Exactly this. I've said it before: you need interesting changes to your gameplay (usually accomplished by changing the way skills work and interact with each other). Say you play support. You have first aid, maybe smart cover, maybe healing station. Now, there's no set that really changes the way these skills work.
Say you were to add a set that had the following 4pc bonus: 2 man army: Your first aid no longer heals within an area, instead you attach it to one ally who gains +30% health and is healed for 5% max health per second while you stay within 20m of your target. You gain half these benefits.* This fundamentally changes the way you play the game as you now need to move together with the tank (if they fix classes, but let's assume that they will for a second) to heal him / her while your ability to provide healing has shifted from AoE group heal to single target sustain.
This could be done for any number of skills. Mobile cover could be transformed into a number of little drones that provide armour (like the NPCs have) for allies within a certain area. Some sets could reward high skill caps: Sticky bomb: If you hit 3+ NPCs with it the damage is increased by x% (couple of thousand percent atleast with current scaling, maybe even more. should be enough to take down 75%+ of their health) and the cooldown is reset / set to 1-2 seconds. This creates interesting situations where you need to aim properly with the thing and have to choose: do I use it on 1-2 enemies or do I wait for that one big chance?

*numbers need balancing, might use healing station instead of first aid, it;s more about the idea than balance right now.

Nazlani
09-07-2016, 11:03 AM
AlphaBridge - as the set that gives you an opportunity to create build as flexible as you want. DIY kind of thing.

BLIND - I like the idea of chaosmaker. It boosts skill that gives you ultimate visibility (Pulse) while enemies can't see a thing. If it works properly it colud be set that provides really dynamic playstyle.

Predator's Mark - I wish optimal range would be more meaningful, but still I think it is nice bonus as it doesn't boost yu DPS directly. I like using ARs at mid and long range. Also bleed effect is really cool idea but it's to weak. Also I think this set really suits it name - you have londer ranger at which you can prey and the bleed is your mark that finishes off your enemy...at least it should be like this if enemeis wouldn't have so much HP...

Also, both BLIND and Predator's Mark are nice choice to synergize with other talents and skills - blind with flashbang, and toxic talent (which should be boosted...); predator's mark with Shrapnel.

QuickPlayNinja
09-07-2016, 11:16 AM
Why can't completing the whole set give us an extra bonus ? I know some sets might become even more op with their 4 piece bonus. One solution could be is to add either a defensive or a offensive stat depending on the set.

Beast-Sufi
09-07-2016, 11:50 AM
Well first u have to fix Gear set stat rolls first (Health, Firearms, Electronics) whenever players receive any gear set as a loot, the gear sets stats should be maxed out (750 or above) fix this first your loot system is not up to mark from day one and gear set stats roll are one of the big problem which is not maxed out.

secondly following are my suggestions for new gear set and its bonuses

Gear set bonus 2 : instant refill Magazine after killing a target
Gear set bonus 3 : +80% burn resistance
Gear set bonus 4 : +60% Critical hit Damage
Gear set bonus 5 : consecutive 25 bullets hits on head bleed and blind the target
Gear set bonus 6 : +20% Marksmen rifle damage and +15% SMG damage

Pat.007
09-07-2016, 11:54 AM
Dev Team,

The idea of gear sets is a pretty good idea overall.

A suggestion for improvement on the gears; Maybe take a different approach with respect to benefits for wearing certain number gear pieces:

2pc - Affects agent in area of XYZ

3pc - Affects NPC hostiles in area of XYZ

4pc - Affects team (group) in area of XYZ

5pc - Affects agent additionally in area of XYZ

6pc - Affects NPC hostiles additionally in area of XYZ


Example:

Path of the Nomad

2pc - +X% scavenging

3pc - +X% health on NPC critical hits

4pc - When receiving fatal damage, you are healed to full health (affects entire group); Automatically triggers Survival Link Signature skill; occurs once every X minutes as individual agent; occurs once every X minutes when in group

5pc - +X% damage mitigation

6pc - +X% weapon damage to NPCs


Lonestar

2pc - +X% Ammo Capacity (Lose same X% when 2pc not worn)

3pc - +X% LMG/Shotgun Damage to NPCs

4pc - When weapon is holstered regains full ammo for individual agent/entire group / +X% Regain ammo on NPC critical hits

5pc - +X% SMG/Assault Damage to NPCs

6pc - +X% weapon damage to NPCs


I believe by taking this approach, there can be some positive benefits for sticking to a specific set/class.

Obviously, this idea would mean all current gear sets would need a complete overhaul and ensure balance for all sets (taking the paper, rock, scissors approach to balance).

Just a thought.. :)


Agents,

Gear Sets have become a key element of End-Game character building and progression. We now have 13 Gear Sets available each with very different effects and bonuses, some definitely better than others.

Gear Sets design has been a constant source of feedback and debate within the community and we would like to investigate this matter further with you. To begin the discussion, we are interested to find out your opinion on what constitutes well-crafted Gear Set design.

Of all Gear Sets currently in the game, which ones do you think are the most mechanically interesting, regardless of their actual power and stats? (up to three) (https://www.surveymonkey.com/r/TDGearsets)

As usual, do not hesitate to comment in this thread!

Thanks,
The Division Dev Team

OillyRag
09-07-2016, 11:54 AM
I went for:

Predators mark
Blind
Reclaimers

If we imagine a post 1.4 world in which all the gear sets are balanced then I would be looking for some fun from the 4 piece set bonus for example I love the bleed effect from the predators mark set especially when combined with the shrapnel talent, the blind flash bang effect is great fun and although I've never had chance to use reclaimer I would imagine seeing all 4 team members having fire bullets or explosive rounds would be spectacular.

Dirtymacho
09-07-2016, 11:55 AM
Its indeed a required topic. As game thrives with the set pieces and players hunt numerous hours play say 300- 900+ hrs . Yes that right. Never before in short span of time in less than 3 months player's easily crossed so much time.

I did missed the elite task force application due to my pc broken because of cooler failure 1 core died.

Coming to the Set items. To my view those items which benefits not only player but entire team as mostly its team work in every part goes first in the list

Sentry(Head shot marking 15% for each member upto 3 times) ,reclaimer(Consumable duration and special ammo for team) and tactician authority(heals team quickly)


Rest all or player's preference in combination with mission needs if played solo or with team in general mission's or dark zone.

Rest of the sets are not geared for team . As team suppose to have each set for mutual benefits.

I expect future gear sets should be capable of doing more of 1 team benefits out of 4 or 5 sets being released.

Hope this would give the position of the sets being currently available.

Dont reduce the efforts of the already released sets. its forcing user's to re-form again and pain as well.

kutshotz
09-07-2016, 01:52 PM
I mostly play for PvE so my opinion may differ from others.

Here are the ones I like:
* BLIND - I like the premise, but its too unpredictable to trigger the bonus (on-kill mechanic sucks in a team environment), and the has too long of a delay allowing NPCs to easily avoid it.
* Reclaimer - Great set since I always forget to stock up on consumables.
* Firecrest - Good idea, but its too hard to find fire bullets. Can easily be fixed by adding a % chance to find fire bullets off of npcs.
* Alpha-bridge - Very good set, nothing wrong with it.
* Predator's Mark - Good idea, but not very useful in PvE.
* Final Measure - Interesting idea, but very situational (grenades only), and hard to trigger.
* Tactician Authority - Good idea, but it's makes it even easier to ignore Electronics. I don't think that's the fault of the set though, I think it's more of having SP so easily available through Major gear attributes and mods.

Some other ideas that might be interesting:
* Providing a free talent - e.g. 3 piece Firecrest provides wildfire talent for free, allowing the player to spec somewhere else.
* Provides an immunity - e.g. immunity to stun, or fire, blind, etc.
* Damage Reflection - every hit received also hits the shooter for a fixed value or a % of the damage done.
* Tanking set - I want to see where the Front Line set goes, but I would rather see aggro management rather than SMG use as the talent.
* Cool Down Reductions - based on npc deaths close to the player.
* Offset DPS bonuses with increasing damage taken - e.g. Sentry takes more damage from close enemies, Striker takes more damage from further enemies.
* Stealth set - harder for NPC detection and increase the chance of "dodging" the NPC bullets.
* Bonus for shooting tactically (i.e. while flanking or from behind)

One thing I want to mention, is that in a team-based game any talent that provide a team-wide bonus is naturally going to be more "useful" than one that is not. Consider Sentry vs Striker as both are just a DPS boost, but Sentry is more highly useful because it buffs the team's damage, not just the player. Please consider working in group buffs into more sets, and also tone down the power of the group buffs, while maintaining the player buffs.

JoshN8er
09-07-2016, 01:53 PM
I personally chose Nomad, BLIND, and Predator's Mark. I have always thought any kind of special gear set in any game should make the player more powerful in ways that are not simple stat boosts.

Nomad (if tuned**) could be very capable of a Vampire/Leech Life style of play, which would be awesome for Solo Players as it would fit the 'you shot me in the face and all you did was piss me off' type of play style. Power through endurance.

BLIND allows for crowd control, and could also start a chain reaction of sorts. Getting one kill stops the enemies around the original target in their tracks, allowing the player and his/ her teammates a few moments to heal, reload, or simply get another kill which would repeat the cycle. Power through halting enemy advance.

Finally Predator's Mark gives a Support/Debuff ability which allows players to continually damage targets even when in cover or on the move, effectively allowing the player to switch their focus to more pressing matters while still chipping away at the enemies. Power through Debuffs.

Personally my least favorite Sets are Sentry, Striker and Tacticians. Not for over powered in PvP reasons so much as it is that the Sets only give the player Stat/Damage increases. For lack the of betters word I would say they are 'not creative'. They simple make the player more powerful by making them more powerful (Hope that makes sense).

** Just in case you are curious, I think the Nomad Set would fit the Survivalist class better if the 2 piece bonus was changed to the "Health on Kill" and the 3 piece bonus boosted the Self-Preserved weapon talent by an additional 1-2% or healed the player by 1-2% of their own max health (instead of damage dealt) on a Critical Hit of any weapon, making it a Vampire-like Gear Set. As for the 2 piece, from what I have seen, not too many people run Health on Kill and it wouldn't be over powered in my opinion as you can almost have that same amount of health from a pair of gloves, or simply reduce it to 15% or so. I know this is not the point of this particular thread but like I said just in case you were curious about my thoughts.

Thanks for listening! I truly love this game, and I want to see it thrive. Good Luck!

Thanks again,
Josh

PS I'm mostly a solo PvE player so I'm mostly directing my comments and thoughts to that.

camtastic1
09-07-2016, 01:55 PM
My three sets if I had to choose would be firecrest, blind, and Hunter's Faith. I want to see where if you want to be the best sniper you go with hunter's faith. If you have 4 pieces then your sniper rifle stats go up or something to that effect. Or if firecrest has 4 pieces then your SMG has a flamethrower on the bottom of it.Can only use it for 10 sec. I just think that the gearsets were intended to be geared toward styles so lets make them worthy of that and have unique abilities on those 4 piece sets. thanks

Kahdir
09-07-2016, 02:11 PM
I really wish I had more time to go into detail...

The 3 Gear Sets I like/use/wish I had -in current form- are:
Sentry's Call (I use with a SASG on my main Agent for PvE)
AlphaBridge (I have a decent 268 backpack, crafted 214 holster and keep getting stupid kneepads ranging from 191-268)
Reclaimer (I have a 240 vest and 268 mask)

I know this will be hard for the devs to hear as a critique, but I think they got it totally wrong when something you wear does more damage than a Named Weapon! After all, this is a tactical shooter, not some fantasy space sci-fi...
Gear Sets should have been about more protection/resilience and capacity. Some of the 2 and 3 piece bonuses make sense (like 100% ammo capacity and 100% health regeneration), but a majority don't (at least for gear).
As some forum/reddit members and YouTubers have mentioned, infinite pulse for Predators Mark would have been cool or Fire Crest being immune to fire's stagger effect (while still taking damage) would be better suited for things you wear leaving the damage dealing to Named Weapons (which are just about useless and meh).

The whole gear sets and gear score implementation is what really ruined the enjoyment of the game. Falcons Lost is a terrible mission that is a necessary evil to get decent gear. If doing that mission over and over again didn't burn players out, the lack of progression worthy drops would.

I will add more as time permits...

CTSCommando
09-07-2016, 02:21 PM
"Mechnically interesting" is a useful metric, but I don't believe it's the most important metric. The most important way of measuring whether a gear set is "good" or not, in my opinion, would be:

Does this gear set either:
A) encourage a different, fun and rewarding way of playing my character, or
B) reward me in an interesting way for playing my character well.

Reclaimers is a reasonable example of option A. It alters the way you play your character, by encouraging you to focus more on the use of consumables than you otherwise would. It does this by making consumables unlimited in use, however, and for this reason it is broken as the choice only becomes "Which consumable should I use this time?" and not "Is this a good time to use a consumable?".

Sentry's Call is a reasonable example of option B. It doesn't alter the way you play, but it does reward you for playing well. Marksmen (DeadEYE not withstanding) should always be aiming for headshots due to the huge headshot damage bonus on MMRs, and the gear set rewards you for doing this successfully. It is broken because the reward is disproportionately high, and because it is far too easy to achieve as missing a headshot (i.e. being a poor Marksman) has no negative effect.

Raw stat boosts, particularly team stat boosts, are inherently dangerous as they quickly become expected player behaviour and therefore require NPCs to be balanced around having them active. The idea behind Sentry's Call, encouraging headshots, is a good one, but the reward is a bad one (from a balance perspective). Similarly the idea behind Reclaimers is a good one, allowing one member of the team to manage the use of consumables for the entire team, but the reward is a bad one (both from a balance perspective and a gameplay perspective, because it ends up just being another button to press every few seconds).

AlphaBridge is a good example of option A - it alters the way you build and play your character in a fun and rewarding way. LoneStar tries to do the same thing but falls short, as while the playstyle it encourages might be different and fun it is not very rewarding. Final Measure also tries to do the same thing, and while the mechanic can be fun and rewarding in specific situations (e.g. Clear Skies) it is, in most situations, completely useless.

There are no good examples of option B. Sentry's Call and Strikers both reward you for playing well, but not in an interesting way ("more damage" is not interesting). If they provided something other than a raw damage boost they would be more interesting. For example, Sentry's Call could cause every third consecutive successful headshot on an enemy to briefly shock them (with an appropriate cooldown), providing minor crowd control and making it easier to land another couple of headshots.

Most gear sets currently in the game can be divided easily into two categories: Those that have boring but rewarding mechanics, and those that have interesting but unrewarding mechanics. Merely making gear set mechanics "interesting" is not enough. They also need to be fun and rewarding, and just as importantly they need to be well balanced against the other gear sets so that good mechanics are not dismissed due to the need to maximise damage output.

Borda-Bang96
09-07-2016, 03:25 PM
Agents,

Gear Sets have become a key element of End-Game character building and progression. We now have 13 Gear Sets available each with very different effects and bonuses, some definitely better than others.

Gear Sets design has been a constant source of feedback and debate within the community and we would like to investigate this matter further with you. To begin the discussion, we are interested to find out your opinion on what constitutes well-crafted Gear Set design.

Of all Gear Sets currently in the game, which ones do you think are the most mechanically interesting, regardless of their actual power and stats? (up to three) (https://www.surveymonkey.com/r/TDGearsets)

As usual, do not hesitate to comment in this thread!

Thanks,
The Division Dev Team


I love the whole gear set concept but they should be way more balanced as everyone already knows. When a set is deemed too powerful there should be a set developed to negate it or minimize the damage being caused by that op set. Also there should be sets to combat and defend against rouge agents to help protect the experience of those who prefer to farm.
But to get in tune with the question, I think the most mechanichally interesting sets are the reclaimer, striker, and predators mark...
A true division fan and veteran of the dark zone,
Borda-Bang96

Harleyquinn42c
09-07-2016, 03:31 PM
I feel out of the 13 sets that only Sentry, Tactician & Reclaimer are any good, others could be good but those 3 sets work great in a team or solo where as the others except maybe Final measure are all mainly solo.

There are several things that I see as issues the first of which is how under powered most sets are compared to others so much so 2 of the best sets sentry/striker were nerfed. Yes they were powerful sets but trying to balance them with other sets by making them 5 piece while every other set put together is 4 + 2 was a bad idea the other sets should have been improved to bring them to an equal footing or made so a full 6 piece set would add another bonus or two.

Secondly out of all the sets only Sentry, Tactician, Reclaimer and Final measure are team oriented, I would add BLIND but if a teammates bullet is the one to kill the enemy then the flashbang doesn't trigger even though you may have done more damage. I love the concept of BLIND but with bullet sponge enemies and team mates it's nowhere near as effective as I'd hoped, the same issues with Firecrest enemies don't stay on fire anywhere near long enough to get the bonus especially when a teammate bags the kill.

I feel gearsets need a complete rework for example lets look at Firecrest the 2 piece bonus is 3 extra incendiary bullets which considering the 4 piece bonus grants a 10 second use of incendiary bullets when active makes the 2 piece bonus useless especially if you have a Reclaimer on the team. The 3 piece bonus is 100% reload speed which while nice doesn't really help much. Then we have the 4 piece bonus with grants incendiary bullets for 10 seconds after killing a burning target which is great if (A) you kill the target before they shrug off the fire and (B) If you get the kill before your teammates.

I honestly think it could be better if 2 piece bonus was something like (grants bonus dps when shooting a burning target) maybe add another where no matter who in a group kills the burning target the firecrest person still gets the 4 piece bonus for the team kill. At least it'll give you a better chance to down the enemy first before they shrug off the fire and also move it more into a team or solo set.

I understand trying to balance things for pvpve and pve but I believe the pvpve should have a set gearset that gets automatically put on when entering the DZ so all players in pvpve are the same, their weapons could stay the same but the gear will always switch to a set standard then there will be less need to balance gear for pvpve and pve. As the DZ stands right now I have no interest in it I much prefer pve co-op especially if gearsets could be made to help in team use.

Pycusek
09-07-2016, 03:59 PM
For me, introducing Gear Sets made mechanics too complicated...

1) There are 13 GS, so we have dozens of variations when using 2,3 or 4 piece of one GS with another 2 pieces of different GS
2) Then you have to have maxed out Toughness (4K at least for end-game) and you can choose between Skill and DPS
3) Then you have weapon talents, then personal Skills, Talents and Perks

and all this can significantly change how specific GS will work and feel

So for me, question "which ones do you think are the most mechanically interesting" is too complex and cannot be answered without writing a book.

MSDX-
09-07-2016, 04:12 PM
The thing that annoys me the most with gearsets is the overblown gearscore the items have.
Gearsets are NOT THAT MUCH better (if at all) from yellow gear.

I run 2FM + 2Sentry + Rejuvenated + Savage

Rejuvenated saved me multiple times, Savage speaks for itself really and Final Measure's resistance is just too good for me to pass on.

VikMorroHun
09-07-2016, 04:19 PM
3. Nomad - Because its useful for solo players, although under powered IMO.

Yeah, it is so underpowered it never revived me. Not even when I deliberately died with the help of a basic NPC roaming in New York. (I have 4 pieces which should be enough.)

Gerard_Rocks
09-07-2016, 04:23 PM
An example would be, from the start of the game I wanted to use airburst seeker mine and flame turret (I want to set things on fire). Firecrest could be so much better if the set perks catered to these skills/playstyle. Reclaimer is a great set idea, Firecrest feels forced/half assed. It it was specific to fire skills that would be cool in my opinion.

Example 2, a tank build could boost healing skills, like support station range boost, maybe add more armour at the expensive of increased threat (if this mechanic worked).

Example 3 a sniper class that had benefits over a certain range, like increased stagger for headshots, or blind effect. Sentry might be balanced if in this context with a minimum range to trigger ability. Basically team help from range.

If the gear sets focus heavily on specific playstyles and skills, we'll see more variation. Things that work well together in a gear set rather than random boosts to different things.

kellygreen45
09-07-2016, 05:03 PM
I prefer the Destiny and Diablo approach to these special gear itemts. That is, they don't just provide raw boosts to your stats or your damage-dealing. They are a way to give you unique abilities that the you can't get any other way.

1. Alpha Bridge.
2. Lone Star
T3. Final Measure/Predator's Mark.

These sets compliment certain play styles in fun and interesting ways....without breaking the game because they are so overpowered. Which is the problem with Tactician's Authority and Reclaimer.

JohnnyPersia222
09-07-2016, 05:41 PM
I prefer the Destiny and Diablo approach to these special gear itemts. That is, they don't just provide raw boosts to your stats or your damage-dealing. They are a way to give you unique abilities that the you can't get any other way.

1. Alpha Bridge.
2. Lone Star
T3. Final Measure/Predator's Mark.

These sets compliment certain play styles in fun and interesting ways....without breaking the game because they are so overpowered. Which is the problem with Tactician's Authority and Reclaimer.

I think I'd agree. I'd prefer to see them as situational and functional in specific roles that emphasizes specific cooperative mechanics.

ManiacShogun
09-07-2016, 05:41 PM
If when 1.3 launched you hadn't nerfed the time you're on fire the Firecrest Gear set would have been monstrous in a good way. Nerfing the time the enemy stays on fire really puts that Gear set at a disadvantage. Most of the gear sets seem to be useless because of the PvP component of the game. Nomad, Hunter's Faith, Predators Mark and a few others are rarely used because of the very weak special attributes they provide. Some of the 1-2 piece bonus are just bad as well. Most of the people I've come across just don't use more then the Striker, Reclaimer, Tactician. I commend you guys at massive for admitting the game has issues that need to be fixed and sorted out before moving ahead. I don't think that it was easy to admit the game was in a very bad state and needed some attention to fix all of the major problems that have driven away much of the player base.

AK_8100
09-07-2016, 06:14 PM
I love the tactician idea but actually with skills cap is just not worth it.
I think that Alphabridge has a good potential.
Sentry would be my first choice (5 pcs) but just because of the unbalance in the game mechanic.

BarryDock1908
09-07-2016, 06:19 PM
The way the game currently plays, I have to chose Striker, Sentry and Tactician.

Unfortunately you are asking us this prior to any changes. If changes are made to the game the best gear set with the best mechanic would be anyones guess.

Harrismgrant
09-07-2016, 06:37 PM
Yannick,

The problem is that the gear sets that have the most interesting mechanics, are supporting other mechanics that are bad and need to be re-worked.
1. Alphabridge - gives you vast choice of customization (cooldown, headshot, etc) but the underlying weapon talent mechanic is flawed. As skillup pointed out, why have any talent locked in end game?
2. Reclaimer - fist team support gear set but as Marco Style pointed out consumables are too overpowered and should be re-worked if not removed.
3. Tacticians Authority - great concept, but electronics are too easy to max already compared to the other stats. Also why is a electronics focused set scaled from damage? Would it not be better to have 3 sets supporting each stat that are scaled from the use of that stat (damage scales firearms, damage taken scales stamina, etc)?

Ultimately I agree with many previous comments that damage should come from weapons and defense should come from gearsets. Why not a specific set to counter each weapon type in the game?

hedgehugger
09-07-2016, 07:09 PM
As someone pointed out, before the nerf, Firecrest would have been more viable.
I liked the idea of Firecrest, but the reality ends up very different from the Infernal Inferno Monster you thought you'd be!
Having to make that kill, before anyone else does (in a group), or the flames run out, you'd end up cheering for yourself, just because you made it proc once.
Could make it a more relaxed, get a shot on a burning target and away you go!
The reload on the other hand, loved it, almost instant, but needs 3 pieces, wished it was 2! The extra incendiary ammo... meh...not so good.

B.L.I.N.D, was so excited for B.L.I.N.D.....
I used to use a Flasbang stickie sooooo much, excellent item for stopping those charging shotgunners. Thought BLIND would do something similar and free me up a skill spot for something else...
phfft..there's your flash, did you miss it? all the NPC's did, it dropped and they moved away.
I was expecting FIREWORK BOOM FLASH goodness and got a sparkler instead. Make it an instant flash and as strong as a flashbang sticky and it'll gain a fanclub :)

Sentry. A set I've returned to since it had the nerf or 5. One of the only sets that make a noticeable impact on Heroic NPC's for outright damage. Plus it gives a damage boost to anyone else in the group. Like the precision shooting, and that it rewards you for doing so.

BLC Elder Zimm
09-07-2016, 07:51 PM
I think mechanically Final Measure, B.L.I.N.D., Firecrest, and Reclaimer are the most unique. No flat damage or resistance added. This is of course for the 4 piece.

For unique utility I'd have to vote for Nomad, the 4 piece has saved my butt more times than I can count.

I truly enjoy all the combinations and mixing and matching that is possible with all the gears etc though!

There is of course always room for balancing and tweaking but I know I've found use for all sets.

Umhal
09-07-2016, 08:02 PM
Top three:
Conceptually these are my three favourites:


B.L.I.N.D. because it's an interesting take on capitalizing on a certain type of crowdcontrol (namely the flashbang) with bonuses giving themselves more or less immunity towards the same.
Final Measure as it dips into the concept of changing your gameplay from scattering to staying together.
AlphaBridge is a good example of giving a player more power without directly giving them a flat bonus.


Concepts in general:
In short I like sets focusing on utilizing certain skills or giving some kind of bonus or extended utility to promote a change in gameplay as opposed to simply giving people more raw power. For example, the AlphaBridge is a much better approach than Striker's, Sentry's Call, Predator's Mark and DeadEYE in my opinion. Take Sentry's Call for example, there's already huge benefits from focusing fire, there's no need to devote a whole set for it, it just locks players into must-have sets. Ideally sets should all be good and tailor to various playstyles, so that if you pick the right one for your playstyle, or the other way around, if you capitalize on the advantages your set gives you, you should be able to contribute just as much as someone else in your team.

Complete sets:
While on the subject of sets and bonuses, I'd like to see a 2-piece, 4-piece and 6-piece set bonus revamp. While I think it's good to have options like 2/2/2 or 2/4 instead of just a single set, it would be nice to go all out and on top of it end up with a set that's cosmetically pleasing to look at, instead of looking like an ugly patchwork of mismatching pieces.

xcel30
09-07-2016, 08:29 PM
Just judging the concept, BLIND. Alphabridge and Predator's mark are very good on paper, but the execution of predator and BLIND are very very lackluster, a gear set that gives an AoE debuff to the enemy seems good and natural to an online MMO, but the way it works is horrible, small range, effect goes by quick, enemies are rarely affected by it, predador mark it's just barely useful against regular enemy, the only one that it's actualy useful in both concept and actual use in-game is Aphabridge, the other gear sets that do heavy damage such as sentry call are very satisfing due how bad the enemy hp is balanced

aldramelech
09-07-2016, 09:12 PM
Yannick,

The problem is that the gear sets that have the most interesting mechanics, are supporting other mechanics that are bad and need to be re-worked.
1. Alphabridge - gives you vast choice of customization (cooldown, headshot, etc) but the underlying weapon talent mechanic is flawed. As skillup pointed out, why have any talent locked in end game?
2. Reclaimer - fist team support gear set but as Marco Style pointed out consumables are too overpowered and should be re-worked if not removed.
3. Tacticians Authority - great concept, but electronics are too easy to max already compared to the other stats. Also why is a electronics focused set scaled from damage? Would it not be better to have 3 sets supporting each stat that are scaled from the use of that stat (damage scales firearms, damage taken scales stamina, etc)?

Ultimately I agree with many previous comments that damage should come from weapons and defense should come from gearsets. Why not a specific set to counter each weapon type in the game?

Agreed. Also the whole I've got a gear piece that has NO armor and a crap stat roll is beyond annoying and needs to stop yesterday. All GS pieces need amour as standard.

I like Deadeye the most, it's for me the most usable gearset, Reclaimer is interesting but as I'm a solo player I'm not getting the best out of it, Blind could have been really good but still no BLIND Battle Rifle, for me that's the biggest problem, I looked forward to seeing a combined GS - Weapon set and was really interested in how it was going to work.

robw8891
09-07-2016, 09:55 PM
Remove Gear Sets. Simple

DaGranMasta
09-07-2016, 10:08 PM
i think i went around the question. so im going to give my 3 most interesting sets or at least seem interesting

1. blind
2. hunters faith
3. lone star

4. fire crest i just don't know why it's in the game i would like for someone to explain that to me. we have reclaimer which came together in the same update so explain why would i use both on a team?

xWTOx SkiLLz
09-07-2016, 10:09 PM
There's no none option honestly gear sets are a dumb design and I would much rather them be removed over all and just update gold gear with different talents that benefit the players. Gear sets make the game so one sided. As everyone will basically be running the same stuff. The thing about this game right now is nothing is unique nothing makes someone feel special. Everyone uses the same exact stuff. If there was more build diversity without having the gear sets you might see people actually running different stuff.

Also no gear sets or armor in general should add bonus damage same with weapon talents having stuff like that in the game is stupid as again its all people will look for. Like right now all people do is go for brutal deadly on a gun. Savage gloves etc... or run sentry striker sets.

You really need to completely overhaul the loot system in this game. Look at a game like Defiance, Borderlands etc... thats how the loot system should be. You play and play and eventually can get something really rare that no one else really has. But that kind of stuff doesn't apply to the division. You play and play and just get the same stuff over and over. Or it's stuff that everyone already has. Thats one thing I find about this game thats boring is you never really feel rewarded at all never get that sense that you got something special.

In Defiance I remember getting a shotgun that only like 3 other people had and it was really rare and running around with that thing made you feel awesome since no one else really had it. But Division oh I got a vector oh well already have like 30 of those. Oh wow I got a G36 again already have like 20 of those.

Another thing you need to do is make guns feel different every gun in this game is exactly the same nothing stands out. All SMG are the same all Assault rifles are the same. Thats just boring. You have games like borderlands over here where you get a shotgun and it shoots acid. Then you get another shotgun that shoots fireworks and just crazy stuff like that. But everytime you got something it felt completely different that's why borderlands hold the record for most guns in a game cause really everyone is different and unique in some way. I know im not the only person that just dismantles everything the second I get it. Because its like oh I already have this shotgun no need for another one sense its exactly the same.

That's really all though. It's one reason why grinding in this game is so boring because ask yourself what are you really going for what are you trying to get. Its not like your trying to obtain this really unique rare chest plate. Or this ultra rare gun that only like 2 other people have. You just grind endlessly to try and beat the horrible RNG system in this game. Thats why everyone said playing this game is more a chore then to have fun or feeling like you're trying to accomplish something.

LatNWarrior
09-07-2016, 10:25 PM
I have two agents I am working on building up and they both use reclaimer. My goal is to get all 268 reclaimer gear as I enjoy being the support person for our team! I have played this game everyday since it launched for a minimum of five to six hours each day. I would hate to see any changes to my reclaimer gear.


Agents,

Gear Sets have become a key element of End-Game character building and progression. We now have 13 Gear Sets available each with very different effects and bonuses, some definitely better than others.

Gear Sets design has been a constant source of feedback and debate within the community and we would like to investigate this matter further with you. To begin the discussion, we are interested to find out your opinion on what constitutes well-crafted Gear Set design.

Of all Gear Sets currently in the game, which ones do you think are the most mechanically interesting, regardless of their actual power and stats? (up to three) (https://www.surveymonkey.com/r/TDGearsets)

As usual, do not hesitate to comment in this thread!

Thanks,
The Division Dev Team

GotEmCoach1914
09-07-2016, 10:35 PM
TEAM,

I believe that all of the gear sets are great concepts. Unfortunately once the design is placed into action, the outcome isn't always what was predicted.

If possible, I would like to see actual classes in the game. That is turn would allow the devs to have gear sets focused on specific classes. I know with coding and over all game design, this might be a bridge too far. I will continue to beat this dead horse though, the original released version of the game was excellent, to include end game. I would strongly consider scrapping the gear sets if classes can't be implemented.

I would go back and look at the 1-30 progression and then the high end gear progression, which seemed very well balanced. Especially when you could go into the DZ and get better high end gear. It just seems like the teals just threw everything off. I believe if the teals are scrapped, that the start point would be the high end gear. This concept would allow devs to implement the 1-30 progression that we felt before end game. I would also consider leveling going past level 30.

Again I strongly suggest scrapping the teals and running with the high end progression. The concept of the teals was an awesome idea but it just broke the mechanics of the game. Honestly I put a hodge podge of random gear sets to make my toon OP. And that was enarly without getting any gear set bonuses.

If gear sets are scrapped, I would consider creating some sort of special skills or attributes to replace the teals. For instance, maybe the healing mask glitch can be turned from a glitch to a perk for high end gear. Or like the reckless glitch, that could be redefined as a perk for the future.

I hope I'm not too far out of bounds with these suggestions.

Thanks.

Coach

EightSinclaire
09-07-2016, 11:38 PM
Sentry, Alpha, and Lonestar for sure. Reclaimer and Nomad are both pretty interesting, however let's talk about why I chose these.

Sentry rewards precision, but it also functions as something that aids your entire group due to how it works.

Alphabridge is interesting in concept because it forces you to gear up a certain way and allows a great level of customization. The downside is that you won't have much ammo which the end game content relies heavily on, so it's kind of forcing your build.

Lonestar in itself isn't amazing as an idea, but being able to reload your weapon by holstering it allows for a different style of playing. You could intentionally run a setup where you weaken enemies from afar with an AR or sniper and then switch to a shotgun/smg when they get in close. If the NPCs weren't basically invulnerable, this would be pretty cool.

Reclaimer in concept is cool, because it works as a group support buff. In team based games, that's always cool to have. I just don't think that it should be so necessary. That said, ammo types need to be looked into because if you're going to use a consumable, the least they could do is function with every shot.

Lastly, Nomad is an interesting set because it gives a bonus to a solo player and is basically a second chance at life. However, it's hindered by the fact that it doesn't really have any use in end game as it's centered around salvaging. Unlike all of the GOOD sets, it can't be abused thanks to the 10 minute timer.

Now what makes a GOOD gear set?
1. Having more than one use. (Not necessarily multipurpose, but it shouldn't something that is only good for bosses, or only good for scavenging, etc.)
2. Typically being able to make use of the gear at all times. (Each shot takes advantage, or permanent weapon buffs, etc. Nomad is an example of a bad set as the revive only works every 10 minutes. Whereas Final Measure is a good one as it can be activated every time you hit with a grenade.)
3. Having something that your team can take advantage of or allowing you to aid your team in certain situations.

Pyknospex
09-07-2016, 11:46 PM
Only one set is mechanically interesting to me: Nomad. It seems like it should be for the solo player, and the mechanics appeared that they'd support that -- hard to kill, environment savvy, and when everything goes bad you still get to tell death "Not today." At least, that's the intent; the emergent metagame makes it pretty useless compared to other sets.

The rest are either fiddly, strange, or oddly out-of-alignment with their names and what it seems like they should be for, e.g.:

--Lone Star? From the name I would have assumed "Pistol Set" or, maybe, "Rogue Hunter," not "LMG guy who reloads really fast."

--Deadeye and Sentry are...really...not at all about any of the things you think when those words are used in normal conversation.

--Predator's Mark? Knives. Blades. Stealth, above all. Not "shoot him and he bleeds."

I'm not a fan of gear sets to any great extent, but there's nothing wrong with the idea either.

REXTON
09-08-2016, 12:43 AM
reclaimer as it provides support, strikers is good for the dps character and sentry is a good sniper gear set as these gear sets are set for a certain play style. the problem with some of the other gear sets are they are very situational like final measure and path of nomad. firecrest was good in theory but its bit tricky to pull off as you need to kill an enemy on fire and final measure you need to hurt an enemy to activate the skill but then if you dont get hit by a grenade it is kind of a wasted grenade or you get hit by grenade luncher and can only absorb one grenade not the rest. path of nomad is kind of redundent as of the 10 minute cool down its a dead gear set in that cool down which makes it pointless. gear sets should ether have a passive ability to buff you a certin way or be easier to activate like strikers and tactians but also not be dead for 10 minutes like path of nomad.

EightSinclaire
09-08-2016, 12:49 AM
http://forums.ubi.com/showthread.php/1489992-Suggestions-Making-more-Gear-Sets-Useful?p=11923726#post11923726

A recent thread on how to make the other less relevant gear sets useful.

Solid_Stryker
09-08-2016, 12:53 AM
My go to gear sets,

1) Sentrys, my favorite, love sniper rifles, love damage, sentry's does that
2) AlphaBridge- this one needs further refinement, really cool concept to allow weapons to share talents, i think pistol should be included for a full 6 peiece set bonus
3) Strikers, not so much my fav after its nerfaege, but still a cool DPS build and still has the best visual appearance.

Rest are ok but they really need more 1-2 bonuses to mix and match better since they are all pretty pointless over all, with the exception of EDR on Final Measure, which we should not even need anyway as it obfuscates things.

Mrmcstonedface
09-08-2016, 02:05 AM
The first gear sets were by far the best. But then you ruined them because apparently you're idiots who don't know how to make **** for your own game. Its truly pathetic how much you've screwed up this game. I haven't had an urge to play since your update ruined my build that took about 10 days to create.

There's perks that STILL don't work. The dark zone is a complete joke. The god damn drop tables for the HVTS don't even give you anything worthwhile. You have to play the OLD missions/incursions/whatever the **** you're calling them now in order to get, in my opinion, the best gear sets. And even then you can't get the better higher level crap that came out with the excuse for a DLC you released.

All this **** is ****ed up and your priority was "hey lets nerf some of the stuff we just made. Because people who worked really hard to create their build are becoming way too O.P. and we can't have that. Even though we created a completely unbalanced multiplayer world where only the stronger, better built characters survive."

To answer your question, I clearly thoroughly enjoyed the Stryker and Sentrys call gear sets. BEFORE you ruined them, obviously.

Mango.KS
09-08-2016, 03:35 AM
This 3 are my favorites:

1- Sentry's Call: I like the concept but i think is badly implemented. It should only be able to stack the buff with markman rifle. Removing automatic weapons to stack damgage was a correct move, but in my opinion it was not still the definitive move. The concept is good because, like the game is cover and cooperative shooter, with Sentry you are giving benefits to all in your squad. The role could be offensive support... Like warlocks/hunters in MMOs that put debuffs on enemies.

2- Alpha Bridge: The idea i perceive from this set is this set should have been the pure dps gear set of the game that everyone who want to be in the rol of the dps of the squad should use. The 6 weapon bonus makes me thing that way. That set bonus give you a lot of freedom in weapon choice.

3 Reclaimer You don't have much to sayabout this gear set, the idea is great... is the pure supporting gear set of the game, but in current state is too op. Role like support and healer in MMOs.

The 4th one i like is Striker Battlegear, i think this gear set should have been the tanking gear... But as right now this game has no aggro table, so you cannot have a real tank gear set... If devs adds an aggro table, threat, and make Ballistic Shield viable, like giving more threat/aggro if you are using the shield and increasing the durability, on that i think the Striker 4 set bonus will sinergy very well with threat building.

tx6cowboy
09-08-2016, 04:33 AM
I really don't think the issue is gear sets in pve whether they are broken or OP... the issue is gearsets in relation to PvP...

Since I don't see a topic to post this on I will post it here...

The gearsets are fine the way they are in pve however if there was a change that could be made to really bring more balance to the Darkzone and with a good storyline that makes a ton of sense I would make it so that the 4th gearset talent could not be used when firing on another division agent whether rogue or not. The storyline for this is very easy... division tech or shade tech can not be used against our own. If you where the orange watch or the orange ring it make you immune to that 4th talent.

This would really bring more balance in the Darkzone as far as gear sets are concerned. Also the gold level gear should be at the top gear level as well. Initially when talking about gearsets it was said that gearsets would not give you more stat rolls but you would have a unique set of talents when equipping gearsets and were suppose to make it a hard choice between stacking rolls or having lesser stats with a unique ability. But with gearsets at 268 and gold gear at 229, it's not a hard choice at all.

I'm fine with the gearsets how they are right now ... some need to be reworked for pve, but nerfing should be the go to ... the other gearsets need to be buffed for pve ... the 4th gear talent rendered useless in pvp ... and gold level gear brought on par to the highest gear score. Give us a hard choice on whether we wear the gearset or have a viable option to really customize our build with gold level gear.

Thanks for listening, I think it's amazing the community now has a voice with this game ... let's make it great again!

CaliJoe090
09-08-2016, 06:35 AM
I should not have deleted my epic post from the last survey. I'll give my short opinion on the sets now that I have "collected them all" to at least the 4 piece set, I'll stick with just PvE experience because that is mostly what I know.

Striker - great individual set. Needs to move back to 4 piece. More hits, more damage. Simple.

Nomad - Did not function the 1st time. Functioned the 2nd time at a separate playtime. It needs to be a "leveling" set that moves with you through the game, not 30+. The revive needs a short timer since it is suppose to forgive a "screw up"/ perish. 10 minutes is way too long. If it was suppose to be a DZ set, it fails at it.

Tactician - I never "feel" it works better when solo. It's a group gear set and always hits 100% easily. I never get the ramp up.

Sentry's Call - or as everyone calls it "ruining PVP". It works well with a SASG-12 or M870 and a non-bolt sniper rifle. Move back to 4 piece.

Hunter's Faith - like the idea of a "temp armor" but it is terrible in performance because it was not a forgive a "screw up". Was it suppose to be a "pop-up and shoot" style of sniper set? I remember it was to bring in a "different type of way to play" but the play needs to slow way down for this style to work, I'm guessing? This could be another "leveling set" but it's more throw it away.

Final Measure - love the idea of defusing grenades. I got it work easily when it arrived. Landing a grenade hit is extremely difficult with npcs nowadays. They auto-roll away most of the time. Instead, the defuse should "catch" the explosive, "drop it" for the player or group so that it can be picked up and used against the npcs. This would include gas grenades the cleaners use. Also, the 4 piece should grant a larger amount of carrying grenades with longer reach/higher/farther arch. Like, how do bosses in the DZ throw so damn far and accurate but the player can't?

Predator's Mark - good idea. Does what it does. Maybe needs to "bleed" quicker or "deeper" because it sometimes almost kills the npc but that last sliver of life bar keeps 'em going.

Lone Star - as much ish as it gets for being THE HVT set, it is 100% bonus ammo and instant reload. I am loving it right now with a 4 piece LS, and 2 piece striker or reckless chest/savage gloves and my RPK-74M.

B.L.I.N.D. - this one is so, so irritating. The rushers are always the first to pop and the cooldown isn't complete until the rest of the npcs arrive. The only way this works is if there is a funnel, but usually there is not. 4 piece is a waste, 2 piece works fine. 3 piece not so much because it only defeats flashbang affect which most often can be avoided. Also, the issue of the flashbang effect NOT affecting the npcs nearby the one that pops.

FireCrest - too situational for 4 piece. 3 piece reload works almost as well as Lone Star 4 piece.

Reclaimer - PC players need that consumable wheel option like console players do. I forget which buttons I set my consumables to. In the middle of a fight, I don't want to think about it. It's THE "healer" set. Okay.

DeadEye -fun with a SVD but not much else.

AlphaBridge - I love playing around with this set. It needs the 100% + ammo like LS because you chew through so much, so fast. Problem is when I have to recalibrate set pieces and cram mods in my gear to make it 100% work. Another "survival in the DZ" set? Not quite. You don't have the revive like Nomad, so do you have a speed boost? A "tanky" feel? How is this the "DZ survival" set for solo players like Nomad was suppose to be?

Cholo981-ITA
09-08-2016, 07:16 AM
I think every Gear Set special bonus should be counterable by another one. We got final measure 2pc bonus because of the tactician sticky bombers.
What the counter to a reclamier?

AthosTheBearer
09-08-2016, 08:07 AM
They all have interesting mechanics, but they all suffer on how their idea is actually implemented in-game. I regard Gear Sets as an approach to Player Classes (Medic, Engineer, Support, DPS, etc..), and the total number of Gear Sets (13 ATM) should provide a way to experiment and explore different styles of strategy and tactics. So far so good.

HOWEVER, there are several problems with them:


1) The loot drop rate and the loot drop locations do not favor trully exploring the GS potential, because I need vast amounts of play-time plus playing a little bit of everything (even if I hate playing specific missions) in order to collect them all.

ATM you kind of flow with what the game and RNG drops to you, instead of making experiments. I'm at ~600 hours and still have some missing (268GS) pieces that prevent me from trying all sets.
Why I cannot buy them at vendors? Why there are no blueprints for them?


2) All Gear Sets should be equally strong. So OK, after so many agonizing hours in the DZ, I can experiment with the Nomad Set, but for what? It's useless ...

BLIND is another dissapointment. Reading its description makes you think about stealthy game play and clever/surprising tactics. However, the flash grenade effect does not live up to its expectations (no one is actually blinded by nothing plus where is that rifle that would supposedly complete the set?).


3) In the end, there is little room for customization. i.e. you cannot go with an aggressive DPS-oriented Reclaimer setup because with all these caps and limitations and according to the Gods-of-Reddit-and-Youtube, the most optimized way to run it is at ~40k SkillPower, so that's another support build.

I miss the days when you could do "crazy" things with gear, like for example mix 3Striker and 3Sentry. Right now, there are specific guidelines on what to do with each gear piece ...

LonigusEze
09-08-2016, 08:27 AM
Sentry, Striker, Dead Eye and for the support class Reclaimer/tactician

If ANY set doesnt have some sort of crit/dmg/chance buff then it is obsolete by default for the solo player.

CRACKdaSKULLS
09-08-2016, 09:09 AM
What constitutes a well-crafted Gear Set design:

1. Needs to contribute to groups overall effectiveness
2. Needs to be challenging to put together
3. Needs to work well with two other kinds of pieces if a 4 set. In other words, each additional piece needs to contribute to the effectiveness of the main set pieces
4. Needs to look pretty cool
5. Needs to have give bonuses that are not attainable by another set
6. Needs to be adequate for solo play


Wish list:
1. A Stealth addition to the Nomad set that will not aggro npcs but is only active when not shooting or interacting with the environment
2. A Theif/Assasin Set that grants faster interaction with supply drops, a faster run speed, and the ability to backstab players/npcs in cover
3. A Medic Set that grants faster revives, unlimited med kits, an upgraded immunizer/heal box, and stim boosts for teammates
4. An Engineer Set that can take over enemy deployments, repair team deployments, and extend the duration (and effectiveness?) of team deployments

Reaze__
09-08-2016, 09:36 AM
Since this is a cover based looter mass damage should be taken when out of cover. OP gear sets only reduce strategy and make it a run and gun game in PVP. Therefore don't allow gear sets in the DZ.

As for GearSets they should be the gear above purples.High End should be the highest in the game. I also believe that the talent of high ends could synergize when all 5 pieces are linked for a special talent.

Gearsets should be used for squad tactics and High end used for the DZ and or Solo Play

chillaxr6
09-08-2016, 09:57 AM
My 3 favorite sets are :

1. Reclaimer : love the support role and keeping everyone stocked with either explosive or flammable bullets or just the boss boost damage.
2. Blind : love the mechanics of the set but only run it on hard as its useless on anything higher in difficulty due to the large TTK and other sets having a bigger dps effect or utilization.
3. Final Measure Build : love the catch and release gameplay, hot potato or running behind players and keeping them safe from grenadiers.

Only problem i have is with some of the sets, are they work well on lower difficulties but on challenging or heroic they are time wasters as TTK is so high on the harder difficulties so they dont proc as often or are as much fun.

New sets should make the game better without needing to nerf any of the existing builds. Nothing makes players more angry then spending a lot of time customizing then you nerf what they were trying to achieve like ive spent hours trying to get the full alpha set with a caduceus and only just got it on the weekend so please dont nerf the alpha set before i can complete it.

I think the idea of sets ( mechanics ) need to compliment the unique skills like making turrets invulnerable to hacks or getting the remote controlled cars like the cleaners in dragons nest. Look at the game mechanics and how people play the game and make sets that reflect the gameplay. Another unique skill could be to dual wield pistols like Desperado Mexican stand off style or using the blast shield viable. Look at the skills no one is using and make them more attractive or user friendly to keep things interesting. A massive boost to melee hits so you can flank an enemy and one or two hit em with a melee shot if attacked undetected like an assassin or ninja set.

Ssanfi
09-08-2016, 10:59 AM
1)Alphabridge
2)Deadeye
3)Reclaimer

discowombat
09-08-2016, 11:18 AM
I think the most interesting would be:

Alphabridge: it makes you build very specifically and carefully select weapons to allow the best outcome. - a little under powered
Lonestar: makes you play a very run and gun style - just poorly executed.
Final Measure: I can see where you're going with this, it was meant to be a tank style player - it just really doesn't do anything a guy parked behind smart cover doesn't

Hunter's is interesting, it was meant to buff to allow a really glassy build. But doesn't do enough damage, the buff doesn't last long enough and doesn't do anything a sentry behind smart cover doesn't.

Deadeye - from PvE, really interesting. But again made redundant by Sentry's. Would be good if it was more powerful/or sentry's was A LOT less, headshot crits weren't a thing, Scar-L was more powerful.

Voronja_SaVi
09-08-2016, 12:54 PM
What constitutes as good gearset design is a gear set that benefits a team and a solo player equally.

Based on 4 set bonus's alone, I shall rope the 5 piece bonus's into this as well.

TA is a great build for both solo and team play. It enables a solo player to mix it up using the skills available to either stay static and sit in SC and pulse. Or be a bit move free roaming and use heal and pulse or a little more sneaky and use CC as I diversion. In a team you can put down SC and pulse for a team knowingness everyone, if sitting in your SC, will be sitting pretty whilst it's up. Nothing IMO needs to change with this set.

Sentry's call. I use this set now and am very impressed with the damage output and the diversity of it. Either a true damage dealer with no SP. or High SP or a balanced build. Which is where I've build mine. Still a WIP but I just can't get another BP with skill power in and electronics savage gloves. But anyhow. The thing with this set is. As much as I like being able to give that damage buff to the team I don't think it should happen. I think the SC markings and damage buff should only be for the player using it. No other set does this so why should SC's? I think by changing this it might make the other damage orientated set more viable.

Final Measure. Love this set. Like being able to get away from the gun fight and have a good old go at lobbing grenades at anything that moves albeit with the help of a turret. The EDR with this set is too low IMO but the proc duration is just right. It's enough time to unload a few rounds ready for the lobbing to begin again. I would however like it if this proc was timed like it is now but a unlimited amount of grenades debugged with in that time slot. And the way that the grenades work. Funnily enough once you've used your allocated 4 grenades it moves around to the next grenade along even though you've got them grenades back from hitting the target and getting it procced. And not all grenades cause the proc. That's a bit annoying. And given the time restrains and the focus on the parts of the controller that have to be used I feel for those using a standard controller (It's a bit easier for me as I have the left and right d-pad allocated to my two flippers. But I paid 100 odd quid for that privalige and this game wasn't build around that controller. Xbox btw, don't know if PS has one, I imagine so.) as this takes them away from looking and reacting to their surroundings whilst jostling around with grenades making sure it's selecting the right one.

Going back to when gearset first launched. I was suprised that the sets aren't 6 piece. I think you can elaborate on a 5 and 6 piece bonus to bring them more in line with the current and future content. I know it restricts certain things but it just makes sence to wear a full gearset and not one of a few pieces of this a few pieces of that. And nothing unlocks on that gearset until all pieces are worn. None of this 2 piece 3 piece garbage. Get rid of that and make a gearset a gear set. and a solid talent(s) at that.

nickyboombox
09-08-2016, 01:13 PM
I CALL IT "SENTICIANS MARK" after 1000 hours played and every gear set tested, sentry call offers so many benefits for you and your team. after trying many different combinations with the sentry build i was able to put together one that yields 2833 firearms, 420k toughness with 75% armor, and 42k skill power. 5piece sentry with vigorous chest piece. in a group this setup allows you to mark targets up to 3 times for 45% damage increase to any weapon used by anyone, even npc's, on that marked target. this setup also can easily max out any skill equipped by using the correct gear mods on top of the 42k skill power you have. (electronics are around 1900.) so not only do you have a respectable full 5 piece sentry build that can produce very high damage from you and your team, you're also playing the role of a tactician. In my opinion, this by far is the best all around build for your agent and also the best support build when in a group that i have seen or used. to sweeten it even more i use the FW X45 pistol with toxic and harmful talents. i use this pistol about 80% of the time since i can headshot and mark hostiles with sentry,which can blind hostiles with those same headshots,, and also proc the bleed effect from harmful talent in less than 5 shots anywhere on hostiles body. i have landed 3 straight headshots with my pistol on many occasions and had that target triple sentry marked, blind, and bleeding. my team then shredded the target. so by having this setup its like running full sentry,tactician, and predators mark gear set at the same time. dont forget by having 2833 firearms in this build its enough to activate all weapon talents that dont require electronics (if you throw in an electronics mod in place of a stamina you can activate all weapon talents this game has to offer. toughness drops to about 408k which is more than enough when on smart cover. If anybody thinks they have a better high damage dealing/group support build than the build i shared with you just now i beg you to give this build a try. i am confident you will be amazed at everything this build can do for you and your team. I will never argue with anyone who disagrees with me on this or thinks their build is more effective than mine. go with whaver build you enjoy and feel is best for you of course. when my team pvp's i run this build,we have 1 reclaimer, and 2 deadeyes. i always run my maxed out conceal smart cover about 100-200 feet from the pvp battle with the deadeyes and reclaimer glued to it with immune station in same spot. i will advance close enough to land those head shot sentry marks with my pistol as quickly as possible on multple targets, proc some bleed and blind status effects also, and our 2 deadeye drop everyone. even if we get rushed they are far enough back to drop those rushers, and dont forget im in between with a 5 piece sentry build and an m870 that can drop those few that get too close. i love this build and urge everyone to try it. ill post a pic of my build if this site has that option otherwise i will provide a link to it. i would love to hear feedback and any constructive criticism. im always open to suggestions to improve my character. if anybody wants to trash talk and insult me and the build i shared, i can tell you right now i wont feed into it so save it for someone else. we can swap gamertags (xbox one,) you bring your best 3 as will i and settle any doubts you have

nickyboombox
09-08-2016, 02:48 PM
tacticians technically does. your skill increases by damage done by your team.

nickyboombox
09-08-2016, 02:54 PM
deadeye can counter shotgunners very well and if built crrectly you can easily 3 shot those sentry shot gunners from a distance before they get anywhere near you when they rush

nickyboombox
09-08-2016, 02:58 PM
short and sweet but most importantly all your descriptions are perfectly described.

ToretoGSXR
09-08-2016, 03:10 PM
Some of the 2- and 3-piece bonuses are quite good, though. For example, the 2-piece Lone Star ammo increase, while used by most as an equip/unequip ammo loading gimmick, is great to have, particularly with the super spongy targets in the game. The 3-piece Firecrest bonus of decreased reload time is also very nice (My favorite agent to play is actually Lone Star 3/Firecrest 3). The +20% Pulse crit damage of 2-piece B.L.I.N.D. is great (I use it with my Tactician's build). There are others, but I won't list them all. We all know the good ones. ;)

I agree 200%. I actually use 3-piece Firecrest bonus and 2-piece B.L.I.N.D. in my agent and my focus is in toughness.


Of course, there are other 2- and 3-piece bonuses that aren't any good at all. The 100% Support Station healing speed of Reclaimer sounds great for a support player, until you realize that the speed is capped and with a skill build you'll already be at that cap without the bonus. If you aren't playing a support skill build, there's no real reason to use Support Station. The efficacy and cooldown won't benefit you. The +40% Initial Bullet Stability on Deadeye is a head-scratcher. IBS isn't a particularly useful stat, even for weapon mods. It's particularly odd, given that Deadeye is best for rapid-fire MMRs, rather than slow-fire. Heck, if you're taking your time with an M44, you should be shooting for the head, rather than pumping body shot crits into your target. The +20% Optimal Range on Predator's Mark 2-piece is similarly useless. You'll only see significant gains on Optimal Range with longer range weapons, since it's percentage-based. Of course, most combat in this game is close- to mid-range, particularly in PvP.

I think there are tweaks to made to many of the gear sets to increase their utility. Additionally, though unpopular, I think the stat-boosting sets need to be tamed. This is coming from someone who has played Tactician's Authority since it dropped. If you're playing support, there's no real comparison. I can't see a set being better for overall support. A Reclaimer skill build can be nice, but you'll sacrifice a lot to get to the skill caps you can hit easily with Tactician's Authority.

I look forward to 1.4 and hope it will help rejuvenate this game. It has so much potential!

-Rem

Also agree with. I think along with the set's balance a more effective measure would be the loot relevance. Today, in underground for example, to run heroic mode we need the loot from heroic mode. I'm playing The Division almost every day and I'm a Diablo player since 1996. I'm seeing the same problem here we have in Diablo III, loot is almos irrelevant. We play lot of times and nothing good comes.

Anyway I'm sure this is the way to go and Massive is aiming in the right direction - the willing to fix the game, hearing and going after the community's help. Again, our game has so much potential just like The Remander just said.

ToretoGSXR

shnauser
09-08-2016, 05:09 PM
For me good sets/set designs are sets that have connection with what the overall core game play is all about and that can change how i play the core "cover based shoothing". Both in Solo/Co-op.

Im only going to talk about the 4p bonus from game play mechanics (PVE). Sentry & striker have bloated damage modifiers in 2,3,5p slots and as such stomp all other sets in this regard. I would not mind having the 5p bonus removed and the 2,3p bonuses reworked to QOL changes like most of the other sets have.

Generally speaking any sets in RPG games that have very situational benefits find them selves in Trash tier of options. Sets like that in the Division are Nomad, FM , Blind, Firecrest. If the benefits are very situational it's just not worth it vs. sets that give you benefits 100% of the time.

Reclaimer and Predator are fine, but boring. They don't change how you play nor do they have a skill requirement. They only offer you stats and/or opens up the use of consumables.
Sets in general that are clearly "built" to buff unused items or skills is just bad design as having a set as a crutch to use bad weapons/items is not the way to go. And that is where Predator, Reclaimer and Lone star fall in. Predator, Lone star clearly designed to promote weapons that nobody used back before the balance pass.

Hunter's faith is completely backwards.

Dead eye does not promote skill and also feels like a set built to promote rapid fire MR's. Remove it and buff rapid fire MR's instead.

As such My favourites are (in no particular order) Sentry, Striker, AlphaB, Tactician's authority

Why is sentry good?
- For a Marksman build it in terms of game play allows you to mark high priority targets for your team and offer a buff for you/them to quickly take them out.
It rewards skilful gameplay and offers nothing for poor gameplay. As such it feels good to play with in a team.
: side not i think Sentry should only work with marksman rifles

Why is Striker good?
- It offers a flat damage bonus which is boring, but it is a set that rewards you if you are a very skillful player and land most of your shots (I am not). And again gives you nothing if your aim is poor. To compensate for my bad aiming it pormotes me to play aggressively to be close enough for my level of aiming so I can land most of my shots to get any benefits.

Why is AlphaB good?
- Ability for up to 6 talents simply opens so many different builds that are not achievable in the current meta and require to much Electronics to unlock. These builds can very drasticly change how you play the game and that is what RPG loot grinders are about.
With AB you can unlock alot of electronics based talents with 163-182 weapons as the secondary as they have lower elec. requirements.And you can heve these talents without having to sacrifice your DPS.

Ex.

With AB you can have a signature focused build with commanding /skilled so you have huge uptime on your sig. You can't have that with other setups without sacrificing DPS which is what you need to proc these talents.
There are other talents that are also interesting, but simply lose out against the pure dps ones as most of the time you are going for benefits that you can have available 80-100% of the time vs talents that are very situational.

Why is Tactician's authority good?
- We all know that Smart.C, pulse are crutch for the end game currently. But with TA you can be for Co-op the ultimate support build poping healers and CC all the time for your team. You can play it in a fun way without having to deal massive damage and turtling in SM all the time. I have had runs in the Underground where i have played with 2 damage dealers and 1 Reclaimer for CC. In those runs we did not need SM so i took the role of the healer. I could swap skills on the fly regarding what rooms we entered to ofer the most benefits for the team while constantly keeping them topped of in health.

To end this long post a example of a badly designed set (surprised some have actually had it down as a good one)

Hunter's faith.

Why is Hunter's faith bad?
- It is a set that goes completely against what a marksman build needs. In a marksman build you strive to be in a position where you can't be flanked and you have good visibility over the battle area. This means you are most of the time at the very back of area/team. You also need to be at long range for this set to work at all. While you are at long range you are also at less risk than frontline players and as such take less damage wich renders the set pointless.

On the other hand what if the set was for shotguns and the bonus was reversed? Shotguns require you to be at very close range to use and in those situations you NEED as much mitigation as possible. The set would work as gain mitigation up to +X % depending on how CLOSE you are to the target. With a set like this you could for your team advance from cover to cover and then hit an enemy in the flank to stagger them out of cover so your team can shoot at them. While doing this you are exposed and take alot of damage, and that is where the bonus would be very good. This would promote a new gameplay style without the absurd risks it currently comes with.

You could with this change also make Sentry ONLY for marksman rifles while Hunter's would be for Shotguns. Would "fix" some of the issues regarding sentry marks in PVP.

III_Hammer_III
09-08-2016, 06:02 PM
I personally think gear sets are not a good design concept for this type of game. They are too restrictive/constrictive.

I'd much rather have 268 HE gear with different talents I can mix and match at will, rather than be constrained to specific sets.

And even better, be able to recalibrate all the stats in one piece of gear, not just one stat. THAT would make for more varied builds.

BTW, 13 sets @ 6 pieces per set = 78 pieces of gear. Total stash space: 70.

As for the mechanics, some of them have already been render almost useless by the game itself. For example, the B.L.I.N.D. set, which rarely applies its 4 piece effect, as NPCs are programmed to roll out of AoE immediately after it is cast.

NO-Tom
09-08-2016, 06:20 PM
First of all I think gear sets should be about changing the mechanics of the game and bending the rules, NOT about damage.

The most inspiring set by far alpha bridge. It is held back by a couple of things:
Unlocking the talents generally make you a "jack of all trades" unless you go all in with firepower etc. If you want to try some different combinations, you generally need to farm more copies of the set so that you have pieces that are aligned with firepower, stamina and electronics etc. so it is by far the set with the highest upkeep. The idea is good and will be even better as soon as the weapon talents are tweaked.

I like Reclaimer a lot.
It opens up a different playstyle which is great and also the fact that it is a social thing makes it even better. The consumables should be balanced a little bit differently though.

Nomad needs tuning, but this is a feally good idea to promote solo play.

But... as I've mentioned before... Sets are like slivers and elves in Magic the Gathering... they take up all of your item slots, limit your creativity and take away build diversity. Set bonuses should apply at 2 and 3 piece max and the majority of the mechanics should be transfered to named items instead.

MadMattatatta
09-08-2016, 09:22 PM
I think it'd be great if striker became a 4 piece set again, but not the way it was, combine the 4th at 5th set perks into the 4th perk so it can be used as a 4 piece gs instead of making it a 5 piece. it'd also be great if the striker 4 piece bonus actually worked when you changed weapons

Ephr4im
09-08-2016, 11:17 PM
I love Reclaimer cause it's the most social set and you are always welcomed - It's the ultimate support build and it seems to me the most balanced one cause u can't have any DPS/Stamina/Electronics boost like Sentry or Tactician. U have to sacrifice firearms or skills and can't be OP like Sentry

Sentry is fun cause it force us to aim and make headshot but the meta shotgun in DZ is awful

Tactician is fun cause it allows u play to play with all skills so u can swap a lot ur skills and play differently depending of the situation

xxSHEPERDxx
09-08-2016, 11:37 PM
I think it would be much more important to have gear sets that, instead of creating some new perk, actually enforce our agen't skills directly, so we can specialize our builds in ways beyond the current limitations. I also feel that you should be wearing a full set (six pieces) of gear from a gear set, and not mixing them out, with each 2 pieces providing you with a perk for the same skill. This way it rewards you as you obtain the skills, and with agents being limited to equipping only 2 skills at a time, there's less room to mix gear together from other sets. You need to instead focus on one skill more than the other. This could also aid in returning functionality to some skills that currently are terrible due to how the over-powered AI reacts to them, such as AI instantly one-shotting your deployed devices or turning them against you with line of sight mind control, or the tac shield that breaks far too quickly while also never being able to effectively tank (no enmity generation). You could create much more potent builds with a system like this. Just the same, we also could have used more meaningful talents that similarly focus on improving agent abilities.

Even if you guys do away with a hefty amout of the un-fun enemy bullet sponge experience, and actually improve enemy AI to make them tactically more efficient instead of just bolstering ridiculous stats to compensate, it'd be nice to see enemies being able to spec into the same builds that players use, so you'll see enemies that more diversly fit the bill of role types. IE: It'd be nice to see enemy healer classes attempting to revive their fallen comrades who should bleed out like our players do, while their sheilded tank classes become smart enough to move to cover their healer, and their damage classes switch to providing cover fire to surpress players and/or distract them.

Would also be nice to see an ability added that allows a player to drop an ammunition pack. It'd be a single person instant pickup, and wouldn't have the fastest cooldown around, but would be enough to resupply players who are running out of ammo (which is rarely multiple players at the same time). It fits the bill as more of a generic ability that would be helpful for any build as a 2nd, support oriented ability, while the gear set emphasis would empower the other, primary ability they've chosen.

GFlack
09-08-2016, 11:45 PM
I think Gear Sets like Sentry and Striker are fun, but just adding %'s to stats are a bit dull overall.

I think the Gear Sets should work outside the box a little more. Reclaimer and Alpha Bridge are a good examples. They give bonuses that is not able to be received in any other way except with the Gear Set. Some will argue that the Striker and Sentry are the same, and this is true in a certain view. But just adding %'s is not very creative.

Like Reclaimer and Alpha Bridge, I think the gear sets should add something unique. A couple examples:
Gear Set that adds an additional Skill
Gear Set that enhance a specific Skill Category (meaning all the skills in that category have higher number, but the skills in the other 2 categories are lower)

I also like the idea of Specific Gear Sets working with Special Weapons to open unique talents. Every Gear Set should have a corresponding Weapon that opens a unique talent or skill. I also do not mean a class of Weapons. It would be a singular model weapon (such as the B.L.I.N.D. rifle we saw in earlier videos).

Force_Dragon
09-09-2016, 02:00 AM
I am going to list the ones with the most interesting mechanics to me that I thought were great ideas and what I think would make people use them:

Lonestar:

2 piece bonus shouldnt be needed in the game to start with, should be replaced with 10-15% ammo capacity bonus to active weapon on reload
3 piece bonus, think this should be changed to +%Weapon Damage, +Crit% or +CritDMG%
4 piece bonus change to just make reload speed 1s



Nomad:

2 piece since scavaging is broken change this to increase credit, accolade and XP rewards
3 peice change to Self Preserved 3% heal from crit damage
4 piece bonus great idea, cool down reduced to 5 minutes would do the trick


Hunters Faith:

2 piece bonus good
3 piece bonus change to Toxic talent chance
4 piece bonus allow this armor to exceed the 75% cap most of us are at to say upto 90% for the single shot youre hit that removes it

ALPHA_Perath
09-09-2016, 07:31 AM
I am not taking into consideration the 2 and 3 piece bonuses, but just the signature bonuses given by the sets.

1. Alpha Bridge
This set allows players a huge diversity of play styles but it still comes at the cost of only being able to use one weapon type.

Predator´s Mark
Another set that really gives you a unique experience when being a damage dealer as it requires a certain timing and observation of the enemy.

Hunter´s Faith
I like the fact to having to watch my positioning/proximity to the target to benefit from this bonus. This set really needs some skill to be played correctly


All in all I would totally agree with what SkillUp keeps saying all the time: don´t just add numbers like damage or toughness when using a set. Make Gear Sets an OPTION for players that want to really follow a certain playstyle. Gear Sets should make you powerful under very specific circumstances that require skill and tactics. Players that rather run a balanced "good for everything"-build should be able to obtain this with HE-gear where they can combine up to six item-talents to make them more variable.

mark_hawaii
09-09-2016, 08:51 AM
While I think Reclaimer is cute to have, the tinkerers at Massive should come up with Reclaimer-II, a set which allows you to have unlimited grenades. How would it work? Say you picked the flashbang grenade slot, which carries up to two items. Use these in real time, and implement a cooldown period where you wait for the slot to be re-filled. However, during that time you can switch to EMP, and use up that supply in real-time. Then it has to undergo a cooldown, possibly the extending the time for the other empty sets to refill. On top of this, Reclaimer-II should offer a grenade launcher, whose explosives blow up immediately on impact, unlike regular grenades which foreshadow an explosion, and allow enemies to scurry away. Unlike a Sticky Bomb, the grenade launcher should be able to hold 4 grenades that can be replenished.

BaronO1
09-09-2016, 12:46 PM
I have selected AlphaBridge, Reclaimer and B.L.I.N.D..

BLIND set was interesting idea but horrible execution. 4-piece effect's AOE was way too small, random and at the end ineffective. AlphaBridge is very cool concept, which need to be imporoved for PvE. Reclaimer is good set due to adding new way to support team.

Machinejedi
09-09-2016, 03:02 PM
What I think is missing is that, earlier you had to choose the path between high DPS or high toughess or the guy with maxed skills .
After patch 1.3 the choices become blurred a little, as it was possible to max out almost all skills while maintaining high DPS and Toughness .

The Gear Set conceptually increases one's ability to stand out is only Tactician in my opinion.
Most gear set are focused around damage like Sentry, Striker, Predator, Alpha Bridge, Reclaimer, Dead Eye but in unique ways.

In a team of four there should be room for diversity. where each player could have specific roles like Tank, Healer, Skills, Damage.
With the current set its only Tactician within the scope of this , the remaining are created around the concept of making high damage .

Concepts like nomads , hunters faith i think is interesting but sadly not very usable

BEEBSTEEN
09-09-2016, 03:59 PM
I'm currently using an almost full B.L.I.N.D.gear set. I used to leave 1 piece off as to not get the flash bang perk. I know the games current meta and i didn't want people to think "why is this guy rocking BLIND?? what a noob" or something of that effect. The BLIND gear set is aesthetically pleasing and i also think with some 1.4 tweaking it could be one of the more valued gear sets. I don't think anyone should be shamed as to what gear set fits their play style.

MatrX_Wolfcast1e
09-09-2016, 06:30 PM
Like mentioned by others, since there is no class, gear sets need to give you a role. That has changed a bit with reclaimer and BLIND but it's not enough.

Healer set
- bonus to heals
- bonus to healing talent
- buff that give extra armor to tem etc.

Tank set
- extra armor
- extra life
- extra agro

Darkzone set
- 2 set: 10% extra damage to rogues
- 3 set: see rogues as if they were pulse when looking through scope so you can see them even if they are hiding.
- 4 set: get 1 star per rogue kill. 1 star: 10% damage to rogues 2 stars: 10% protection from rogues 3 stars: when ambushed by 2 or more rogues get the Chuck Norris buff letting you 1 shot anyone.

These are just rough examples but I think that would make a change and bring more fun to the game, instead of choosing a different way to boost your dps.

Slug_Overdose
09-09-2016, 07:17 PM
In no particular order, and sorry, but I have to pick 4, because these 4 are equally awesome:

1) Final Measure: This set has a ton of potential but I think the majority of people overlooked the 4-piece bonus because they were just looking to take advantage of the 2-piece to add survivability to their DPS-focused builds. I've never actually seen a single person using the 4-piece bonus. I considered using it when it came out, but I just never got more than 2 pieces of it. I think the idea of a defuser is absolutely spectacular and definitely would make this game interesting. The main problem with it now that I think has made it trash tier in many people's eyes is that you have to actually consume a precious grenade and successfully deal damage with it just to proc the buff, and then you have to actually charge into what may potentially be a swarm of grenades from a grenade launcher, knowing that you can only defuse a single blast. I really feel like this set should just be able to constantly defuse, or perhaps defuse with a high random probability, so that it would pair well with tankier builds who can sustain some occasional damage.

2) Lone Star: I absolutely loved this set from the moment I heard about it. I was so happy to find that it dropped so frequently from HVTs. Which is funny because most people complain that they hate it and that it's all they can get to drop from HVTs. I built up a top-tier Lone Star set very early on because my squad mates just kept passing all their pieces to me. Lone Star lends itself to a very aggressive, out-in-the-open DPS-focused build, without just building straight stats. I highly recommend people at least give it a try if they haven't.

3) B.L.I.N.D.: Similar to Final Measure, this set has a ton of potential, but is mainly brought down by its extremely situational proc. You have to land a killing blow to get it, and then it creates a flashbang effect at that enemy's location... AFTER HE'S DEAD. So the only way it does anything is if there are a bunch of enemies crowded around that enemy you fortunately were able to steal from your teammates. I think the idea of a set that allows you to flashbang on all (or a high percentage) of your headshots is awesome. That way, it could actually be a very unique form of crowd control. Heck, we already know how useful it is because the LMB sniper use those lasers to blind us all the time!

4) Reclaimer: This is my 2nd love after Lone Star. I love playing support roles in games. The first thing I tried to specialize as in this game was a healer. Unfortunately, it's not very viable to have a dedicated healer in the current state of the game, because healing output is not enough, and the game doesn't reward high skill power very much in terms of healing because low skill power builds can heal themselves for more by running in and out of their own first aid circle repeatedly. But that's a separate issue entirely. Reclaimer is a true support set in that it allows you to buff your entire team. I actually love the design because it's one of the few gear sets that actually scales up with your team's strength in a sense. A lot of sets like B.L.I.N.D. actually become weaker at a higher level or with more teammates. That's because it's harder to proc and the time to kill means you'd do a lot less of it even going solo. One of the true strengths of the popular sets like Sentry's Call was that as you raised your DPS stats, the set itself provided more benefit as well. Reclaimer is one of the few sets that is currently viable without providing a straight stat increase. This is because it is more effective with more teammates, and provides crowd control which becomes more important against higher level enemies relative to low level mobs which go down quickly. I think these aspects make Reclaimer one of the most well-designed sets currently, and one which needs virtually no change, except in PvP, but that's more specific to consumables than the set design itself.

Avera9eJoe
09-09-2016, 07:44 PM
@Ubi_Yannick, any guesses when we'll be able to see the data? I'm very curious :)

- Also, I wanted to say that posting in your guys forum is a bit of a throwback to Kerbal Space Program's as their old forums used to run with the same framework :D

COL_Norris
09-09-2016, 07:46 PM
I prefer running with the reclaimer set myself and would not even consider entering a Challenging or Heroic mission without at least one reclaimer and one tactician in the party. It took my group a little while to figure out the complementary aspect when various combinations of gear sets were employed by the team. Once we got that squared away and left the DPS monkey and tank mentality our success rate shot way up. My personal gear set preferences in order are:

Reclaimer
Tactician
Sentry's Call

Norris

DontGoRogueOnMe
09-09-2016, 08:03 PM
I actually created a few threads in the Suggestions forum regarding 3 gear sets.

Suggestion for gear set change: Final Measure
One of the problem with getting the Final Measure 4-piece bonus to proc in the first place is the insistence upon doing damage with a grenade first. The real issue with this is that in order to take advantage of this, you have to be routinely hucking grenades about. This wouldn't be an issue save for the fact that it's not as simple as going to a restock box to get your full compliment back. It's also a problem because you have NPC's that shoot 3 grenades with laser like precision into the exact same place in consecutive fashion, leaving you helpless against the second two. Further, the debuff, for some reason, disappears in time if not used. Here's my suggestion to making the set relevant and useful.

Set Bonus (2)
+50% Exotic Damage Resilience

Set Bonus (3)
All grenades regenerate to 100% capacity over time

Set Bonus (4)
When damaging a hostile with a grenade, gain the defuse buff. Buff is activated next time player is within the radius of a grenade. Buff lasts for 10 seconds from activation.

Set Bonus (5)
+25% damage to all grenades

The 3 piece bonus would be sort of like the 100% health regeneration buff received by AlphaBridge, and the Reclaimer set's ability to use special ammunition without it coming out of your inventory.




Suggestion for gear set change: Firecrest
Currently, the Firecrest set is one of the more out of whack sets in the game because its dependent on inventory, and getting the killing shot on a target that's ablaze, which can be tough to do in a team environment. Here are my suggested changes to the set:

Set Bonus (2)
Incendiary bullets regenerate over time

Set Bonus (3)
100% reload speed

Set Bonus (4)
Killing a burning target grants one clip of incendiary ammo on your next reload. Does not stack. Reloading while bonus is active ends the bonus.

The current 2 piece bonus set is too prohibitive. There's no set way to go about reliably acquiring additional incendiary rounds outside of getting one round from the BoO periodically. Once you run out of these, the 2 piece bonus is worthless, and makes the 4 piece bonus nearly impossible to proc without devoting your two skills to flame turret and airburst seeker mine.

The current 3 piece bonus is great for the purpose of this set. When you hit your 4-piece bonus, you need to be able to reload quickly so you don't spend more time than necessary reloading during your 10 second bonus. Even with that, you often fritter away your bonus because there aren't necessarily more targets to shoot at the given moment. Grenades are simply too difficult to come by in the first place. Never mind the fact it's next to impossible to even hit an NPC with one since you cannot "cook" a grenade in this game, and the NPC's scatter like roaches under a light when you toss one at them. The 4 piece bonus needs a buff simply because you never know when you'll face a grenadier, and losing the buff so quickly after earning it makes the bonus very impractical.


Suggestion for gear set change: Nomad
Here's a gear set that people gripe about on a level 2nd only to Lone Star, and for good reason. The name implies that it should be an ideal candidate for solo players. However, the bonuses are among the most paltry in the game, especially the 2 and 3 piece bonuses. A gear set aimed at solo players really needs to focus on survivability. Not just against NPC's, but against rogues, too. Here are my proposed changes to the gear set:

Set Bonus (2)
+30% health on kill. Grants overheal if at or near full health

Set Bonus (3)
+15% running speed

Set Bonus (4)
+100% Item find. All NPC's drop loot or consumables

Set Bonus (5)
When receiving fatal damage, you are instead healed to full health. Can occur once every 10 minutes. Grants 30 second window to respawn.


This set sucks. Let's face it. The scavenger bonus is awful. No one even knows for certain what scavenging DOES in this game. Does it give you increased odds at better loot? Does it increase drop rates? If so, of what? Loot? Consumables? Get rid of it. Let's replace it with the former 3 piece bonus, and give it some teeth.

The three piece bonus is a big one. Perhaps this can be changed with my proposed 4 piece bonus. However, when you're playing solo in an environment where the mobs outnumber you 8 to 1...and a group of rogues can outnumber you by 4 to 1...there is no fight to be had. You need to be able to get away. Period. You also need to be able to arrive at landmarks more quickly than everyone else if you're to have a chance at capping the boss or getting the loot crate.

The 4 piece bonus replaces the old 2 piece scavenger. If you're going to run solo, you need ammo. Med kits. Grenades. Consumables. You're a one man army with ZERO help. You need to find things more readily. Your risk of getting rogued is greater too...so non-named elites need to have the chance of dropping high end gear. Not set pieces, just high end gear. Bosses that DO drop high end gear, need to have an increased chance of dropping green. This would make it easier to reacquire loot in the event you keep getting robbed blind.

The 4 piece bonus can be moved to a 5 piece bonus. However, there needs to be a little more flair with this. You need to be able to respawn when you want to, not immediately. You need to be like a jack in the box. It'd add an element of surprise whereby you might be able to get back at a rogue after they've left you. They won't know whether you've respawned or not...and waiting around to find out opens them up to being caught up to by other agents that are hunting them down. Also, if the person wants to instead respawn in a safehouse/checkpoint instead, the option should be there, thus saving the bonus for use at another time.

Ldsboots
09-09-2016, 08:16 PM
I really think there should still be a tank set. I just think that we have to keep in mind that with set items we should be clearly defining a role. A tank should be able to take massive damage but on the other hand should deal much less than a dps build. I feel that too many of the sets are buffing without making people pay for a trade off. I have always felt that in these RPG style games that you have to define a role in the team and build to that style. If you are tank then YOU are the tank and draw fire from your dps teammates so they can take the shots for the kill, the medic has high skill power but is obviously not tanky or super dps. This would also help make people invest in alt characters more than just being pack mules.

It all boils down to me that there has to be a distinctive choice when building a character. In solo the path you choose will help a bit and keep you in the fight but as a team you then start seeing the real effects of your choice as you play a real role on the team. The ability to built a super strong dps build with high health and damage resistance and high skill power (high enough to cap skill abilities) seems too achievable and makes it like there is no real trade off in the choice you make for your character.

Nenah
09-09-2016, 08:59 PM
1. Tactician
2. Final Measure
3. Nomad

Please don't start implementing fail mechanics like different runspeeds. I saw this suggestion multiple times now. Plenty of MMO's use this. It's garbage.

Rather think about a bonus that makes it worthwile to wear 6 pieces of one set.

DestroDom
09-09-2016, 09:41 PM
Since playing the game and watching other's play, AlphaBridge is a very unique set that I think is quite good. Definitely love that concept of using the talents on both weapons to increase your overall ability. In looking at DeadEYE, in all honesty, I really believe that talent should be active only when ADSing over 40m but this is just my opinion.

AshawnXX
09-09-2016, 11:34 PM
beinng a hardcore gamer i choose Striker... it had great stats and an awesome talent (incursion striker) and im sad its so downgraded atm :( but Yannick it would be good to finaly get Gear set Weapons... please tell us where is the BLIND assault riffle

Quercus_UK
09-10-2016, 02:14 AM
gear sets are so broken right now you just need to change the whole idea:
1. Get rid of the inflated gear score - level 30 (GS 163) compares to GS 191 for a generally weaker item?
Increase the effective GS of the player based upon the number of matching gear set items. - I level 30 item = GS 163. 2 x items = +8 to GS. 3 x items = +12 to GS and finally 4 items = +20 to GS.
2. GS items have talents as per normal items of that type, plus an additional benefit for multiple items similar to the current ones (but less powerful) and tailored to the concept behind the gear set. The full four set bonus is greater but not as strong as some of the current ones (reclaimer, sentry, etc.)

R055I
09-10-2016, 03:40 AM
imo Alpha Bridge is a Set that changes the way u Play the game not just boosting any stats...

DontGoRogueOnMe
09-10-2016, 04:37 AM
1. Tactician
2. Final Measure
3. Nomad

Please don't start implementing fail mechanics like different runspeeds. I saw this suggestion multiple times now. Plenty of MMO's use this. It's garbage.

Rather think about a bonus that makes it worthwile to wear 6 pieces of one set.

We're trying to have a discussion here. You don't get to determine what's a "fail mechanic." You can offer your opinion on it, and state why you believe so (which you didn't). Plenty of MMO's using it doesn't sound like it's garbage. If it were, there wouldn't be many using it. Be a bit more constructive that calling things "garbage" because you don't believe it to be a good mechanic. As it stands, this game already possesses a mechanic that offers a different run speed. Have you never equipped Security Link in this game? That permits increased run speed. Is that a failed mechanic? Is it garbage? Yeah....plenty of MMO's use this...including this one.

That said, I agree that 5 and 6 piece bonuses need to be a thing. Again, it's ultimately all about balancing and making sure that the 2, 3, 4, 5, and 6 piece bonuses for each set are functional in such a manner that the bonuses for one set make those of another virtually unfeasible to run and remain competitive.

DontGoRogueOnMe
09-10-2016, 04:44 AM
imo Alpha Bridge is a Set that changes the way u Play the game not just boosting any stats...

How does running with 6 weapon talents change the way you play the game? I can't for the life of me think how having more talents on your gun, having 2 more medkits, and having your health regenerate to 100% over time...changes the way you play the game.

Dark-Elf-Sabby
09-10-2016, 06:33 AM
Don't know about changing the way I play - but I really like my alpha bridge set.

Personally, I really like Alpha Bridge and Lone Star.

Ameidus
09-10-2016, 08:50 AM
For me i Would like to see,BLIND,nomad's,final measure,and lone star to be more used,because they are just simply ignored at the moment ,You only use final measure for stickies or when doing clear sky only,lone star is just being used for it's 2 pieces for more ammo,As for the sentry's call it's totally dull and lame,but i have to use it,it got the most pure DMG in the game,am not sure if i can say the same for striker's gear set since it's bugged and am not sure of it's potential I hope it isn't dull and boring as the sentry's call.


There are few gear sets that can turn the tide for a team in PvP either the team using them are good or bad at PvP,the sets are reclaimer,Deadeye,and tactians's authority if used with vigirous chest piece and triage,those sets could simply allow any good team with some skills to do 4v12,which doesn't make sense at all.

Reclaimer: 4th passive gives unlimited consumables which makes no sense in PvP,using Fire or explosive bullets 24/7 in the DZ makes the team using it nearly unstoppable.

Deadeye: for it's tons of crit dmg when using a sniper when not scoping well...... that's not how are people using it at all,they are using M1A with hip fire accuracy and using it at short range like a shotgun (which makes no sense at all),am not sure if the problem is mostly in the gear set,but maybe the weapon itself.

Tactian's authority :ofcourse it's based on skill power when used with the talent "Triage" (which everyone uses that talent) can give the team with tac 0 CD on first aid heal and can make the team fight 4v12 for like 10 or even more so minutes,which makes it totally unfair at all.

Sentry's call :as for this gear set am forced to use it all the time for it's pure DMG and massive headshot DMG,my personal opinion for this set is that it should be optimized for snipers only reward the players accuracy on headshots with more DMG,and maybe it's passive 30 headshot dmg also should apply on snipers and burst fire weapons(i would to see those weapons used they are great ,but they are useless with the current meta).

Striker's :this build is also for raw DMG output but am not sure if it's broken as the sentry's call,it's bugged at the moment so i can't judge it right now,maybe after a fix.

Predator's mark :I'd love to see this gear set getting changed for the better,it's bleed passive is insane but feels like broken every 10 shots bleed,i can use an MP7 and make other agents in PvP bleed all the time even with their heals,and since it's focused around using assault rifles it must get more damage for them,when i use an assault rifle with sentry's call it have way more damage than predator's mark,if if the bleed gets balanced maybe to trigger every 30 secs maybe,and the assault rifle damage increased it would be great and better than using the lame sentry's call.

Alphabridge: for me it feels balanced at the moment ,depends on weapons talents which is really cool and creative.

Firecriest: The idea behind fast reload is awesome it's like never stop shooting,but it's other passives are totally useless, having a reclaimer is way better than having a fire criest in the same team.

Path of the nomad:it's 4th passive is awesome but with scavenging currently broken or bugged,it fails like a waste to use this set/

Hunter's faith :it's idea is cool and creative also,but maybe if it gives more dmg or crit hit dmg,i think we will see a lot of snipers,instead of M1a used in close range as a shotgun(i hope it gets fixed this M1A close range acc)

Lone star :same as predator's mark needs more dmg on LMG and shotgun,when using same weapons with sentry's call it gives more dmg,so everybody stays away from lone star.

Final measure : only time i use this gear set 1-when there's only too much stickes in the DZ 2-when playing clear sky incursion. maybe it's 4th ability needs a puff or something,for this set to be used more often.

A lengthy i know,but thanks for reading :)

android_kid
09-10-2016, 10:13 AM
Tactian's authority fcourse it's based on skill power when used with the talent "Triage" (which everyone uses that talent) can give the team with tac 0 CD on first aid heal and can make the team fight 4v12 for like 10 or even more so minutes,which makes it totally unfair at all.

Yeah I was so hyped when the Tactician set came out! My other team mates weren't interested because they wanted to do more damage and don't like using mainly skills.
I really like the concept behind it, to allow a skill power base player like medic to focus on his job of healing and shine while being buffed not by doing damage himself but done by the team mates. That sounds like a really cool team based complementing build.

But in the end the meta destroys this idea, because with very good gear it seems to be quite easy to max the stats out.
So the whole team could just max their damage, reserve a bit on skill power for tacticion to max and put the rest into toughness.
I think that was not the idea behind the set.

Capjack1974
09-10-2016, 10:30 AM
Agents,

Gear Sets have become a key element of End-Game character building and progression. We now have 13 Gear Sets available each with very different effects and bonuses, some definitely better than others.

Gear Sets design has been a constant source of feedback and debate within the community and we would like to investigate this matter further with you. To begin the discussion, we are interested to find out your opinion on what constitutes well-crafted Gear Set design.

Of all Gear Sets currently in the game, which ones do you think are the most mechanically interesting, regardless of their actual power and stats? (up to three) (https://www.surveymonkey.com/r/TDGearsets)

As usual, do not hesitate to comment in this thread!

Thanks,
The Division Dev Team

Hi there,

First of all thanks guys you're awesome! I love that you actually listen to your public! Now, I think the problem with the division is very simple, and it is hidden in the very basis of the game.

I started over something like 12 times and I can tell you that leveling up, and actually "scoring up" after level 30 isn't that different, is a huge frustration because the player has no control and choice about both gears and weapons. In the end of the day all is about what you are going to find next. So, let's say, I love the Navy MP5 and I was able of playing with it for about...1% of all the time I played, why? Simple... I've always got something different that was so much better I couldn't ignore it. Same thing about gear sets. I would love to use one but makes no sense buying score 214 blueprints, or keep using something that gave me no basic stats whatsoever and this is why in all my 4 character (levels: 243, 252, 238, 232) I have to use a firecrest holsters, I don't know why but it seems I can always get a new one with awesome basic stats.
So, my point, I would like to work for something...I would love to being able to choose which weapons and gears (aka which playstyle) I want to use. In order to fix it my idea is...keep away levels and score from weapons and gear sets and most importantly avoid dropping stuff altogether! Yes...drops, mission rewards and caches should have only blueprints and resources, than I'll go "home" and I'll craft whatever I like. This way I'll be in charge, and even casual players will be able to get where they are heading to! Instead of "finally get" their favorite weapon just to use it once and being forced to change to another one so much better in stats (same thing for gear sets).
So, 4 or 5 weapons levels in total, this means I'll play for 10 levels with the same weapon if I love it, and since you already are 5 different colors the thing is already done, let say until level 10 I won't be able to use green weapons...than level 20 for blue and so on. Same thing for gears, and when I hit level 30, end of story, from now on I have just to collect resources (not 3 tools per time but 1000 tools as reward for a challenging mission for example), get money (same thing) and start crafting and recalibrate what I want as I want to (all things not one!!!!!).
Another thing, DZ is awesome because there is always a lot of AI guys around, well, it seems to me a waste...why don't extend the thing to the rest of NY? So going around will be interesting and funny again?
And for PVP, well, since in DZ the "systems don't work", no stats in there, just 5 body shots or 1 headshot to kill a human player no matter the build and his stats, so...no matter I have a life and a job, aka I can't play that much, or I am a kid playing 10 hours per day, we will have the same chances.
Stats and stuff apply to AI guys, none of them to human players. (ok lets keep differences on weapons such as a shotgun close range will be more powerful than a SMG, and if you want to snipe from the distant you need...guess what? Yep...a sniper rifle!)
Another thing about weapons, right now, and as well as for the discussion about levels, the only thing that matter is DMG, so doesn't matter if it is a SMG, LMG, or an Assault rifle I am forced to use the most powerful one...let change basic usage of these weapons in a way you can't do everything with it, and don't make a L85 so similar to a G36, or why do they have different names?
Oh, why don't you limit the weapons? meaning, do you want to have a sniper rifle? Good! You need a sniper gear set! (lets sayDeadeye, and to use a G36 you need predator mark...)
So people will be forced to build different sets in order to use different weapons, and so doing the playstyle and the experience will be different.
even more so if in a squad people are forced to do different roles, let say:
1 sniper (most likely electronic guy with pulse and smart cover)
1 medic (support station, etc)
1 assault (seeker mines and shield just for instance)
1 support (LMG, mobile cover...)
So when you casual matchmake you can ask someone to join you to cover a precise role, right now casual matchmaking sucks because you'll get four guys trying to do the same thing with no coordination, and often people don't use mics, my way, more or less, even if you don't know your teammates, if I join a team as a combat medic, most likely I am going to do that...
With this system you can also make things more interesting for hardcore players...for example "extreme mode" no secondary weapon, (only 1 primary and the handgun), one skill, etc. So I play 2 hours, I only do normal and maybe hard from time to time, slowly yes, but surely, I can build as I like using the weapons I like, I want the extreme thing because I have a very good group? Ok, you do it...
Now I am going to ask something "weird"...seriously guys? In 1998 I played PS2 with vocal orders to an AI team...really? really? No? Can you for God's sake allow me to play my game with my AI team!!! What's wrong with all of you game makers? Sorry...please extend to your friends of Ghost Recon...I swear I won't buy it if I cannot play it as I did 15 years ago!!! You just screwed up Rainbow Six!!! :)

Again guys thanks for all you are doing, I hope some of my suggestions will be useful (I think so because I can tell there is already some in the game so...yes...that one developer guy who already said it was freaking right!!!)

YushBoss
09-10-2016, 11:06 AM
I like the Nomad best as a concept the way it works is terrible but has lots of potential.

I would like to also suggest 2 sets like just made up that would be cool.

The Medic
Set 2 bonus - 50% skill hase on all healing skills

Set 3 Bonus - Increased Support Station and First Aid duration and healing speed by 100%

Set 4 Bonus - All healing skills provide an over heal effect to all. Provides an additional 10 000 skill power to all medical skills. Also take no damage while reviving a dead ally.


Technical Advance
Set 2 Bonus - All Tech skills health are increased by 100%

Set 3 Bonus - Increase all Tech Skills damage by 50%

Set 4 Bonus - Tech skills lifetime is disabled all deployed tech skills has to be destroyed, Seeker Mines will automatically be destroyed after explosion to a maximum of 10 (Gas Charge)

DontGoRogueOnMe
09-10-2016, 12:30 PM
Striker’s Battlegear: still bugged AF

Path of the Nomad: trash as Intended

Tactician’s Authority: the useless team member buffing skills for the team and trying to one shot with the childish BFB

Sentry’s Call: why using a rifle when your 30 rounds pistol is a better marker?

B.L.I.N.D.: PvE only I don't care

Final Measure: Clear Sky

AlphaBridge: cause 204 chc smgs are not cancer enough

Predator’s Mark: why using it when the devs allows Harmful on pistols? why when bleed is active NPCs are able to run while players not?

Hunter’s Faith: hunter faith, oh you must be a glass cannon. bye

Lone Star: HVTs

Reclaimer: CANCER

DeadEYE: M1A was OP? let's create a set that make the oroginal M1A 2 times OP

Firecrest: useful like the inventive talent


It's helpful, thought provoking posts like this that are going to help the game move forward. I'm particularly impressed by the mature manner in which you laid out the issues, and the clear, concise manner in which you went about expressing the changes you'd make that you'd find beneficial. I'm so glad the community has turned the corner and decided that being a bunch of hate mongers isn't at all productive.

And you have the nerve to call stuff in the game a cancer? lol

DontGoRogueOnMe
09-10-2016, 12:34 PM
I like the Nomad best as a concept the way it works is terrible but has lots of potential.

I would like to also suggest 2 sets like just made up that would be cool.

The Medic
Set 2 bonus - 50% skill hase on all healing skills

Set 3 Bonus - Increased Support Station and First Aid duration and healing speed by 100%

Set 4 Bonus - All healing skills provide an over heal effect to all. Provides an additional 10 000 skill power to all medical skills. Also take no damage while reviving a dead ally.
arge)

The never ending string of healing that players already have the pleasure of employing, is a huge problem. 9 medkits. An overheal that can regen in 20 seconds or less. Immunizer. Medical link. You can have all of those equipped at once, in addition to weapons with Self-preserved, Sustained, Predatory. People are already walking hospitals. Throw in the added skill power you're proposing, and you're just trying to give the already prevalent, and annoying, skill tank its own formal class. Just my 2 cents.

YushBoss
09-10-2016, 01:38 PM
The never ending string of healing that players already have the pleasure of employing, is a huge problem. 9 medkits. An overheal that can regen in 20 seconds or less. Immunizer. Medical link. You can have all of those equipped at once, in addition to weapons with Self-preserved, Sustained, Predatory. People are already walking hospitals. Throw in the added skill power you're proposing, and you're just trying to give the already prevalent, and annoying, skill tank its own formal class. Just my 2 cents.

You of the guys that just complain anyway it's an idea and I like it a dedicated gear set for healing the team I think it's good

CodeKaran93
09-10-2016, 03:03 PM
I really like using the reclaimer set. It is the best support gear set in the game. Also alphabridge and deadeye are the ones I use on my alternate characters. Alphabridge 4 piece concept is very good, getting all active weapon talents to both primary and secondary - YEAH! only gear set should be able to do that!. Same goes with Deadeye! 100% crit hit chance is amazing!. Hope you dont nerf these three sets.

Thanks for fixing the game Massive.

DontGoRogueOnMe
09-10-2016, 03:40 PM
You of the guys that just complain anyway it's an idea and I like it a dedicated gear set for healing the team I think it's good

Excuse me? I'm one of the guys that just complain anyway? Where the **** do you draw that conclusion? I don't complain about anything. Complaining is making baseless comments about things you don't like without expressing why you don't like them, and without proposing a solution. I'm always conscious to avoid doing either of those.

One of the primary things being addressed at the summit in Malmo was "time to kill." It's an issue with both PvE and PvP. Having a team of 500K+ toughness tanks with endless heals between them, is a real problem. Yeah...having a healer for a team sounds like a brilliant idea up until 2...3...and 4 people start running the same setup and the game changes from The Division to General Hospital. It's problematic at best. Spamming heals is an issue just like spamming Sentry shotguns in a group.

I'm not complaining. I'm brining up something that's an issue. It's not the same thing. You'd do well to learn to comprehend the difference between one and another.

Harleyquinn42c
09-10-2016, 04:17 PM
I honestly feel that gear sets should be 6 piece and have bonuses that affect a team they also need to have bonuses that reflect what the gear is aimed at. Eg:

http://i109.photobucket.com/albums/n65/clairedanielle/1-3.Firecrest.png
The whole premise of this set is to kill enemies that are on fire but you have no fire resistance at all and turrets are destroyed too quickly so why not fix that, bare in mind these are only my thoughts laid out as an example, those reading this may have better ideas.

http://i109.photobucket.com/albums/n65/clairedanielle/1-3.B.L.I.N.D.png
http://i109.photobucket.com/albums/n65/clairedanielle/1-2.Final%20Measure.png
http://i109.photobucket.com/albums/n65/clairedanielle/1-3.Alphabridge.png

SCNM0S
09-10-2016, 05:01 PM
love the idea that gear sets can give u resistance to things other than bullets (2 final measure/3blind) and why can't be gear set that gives u 100%shock or fire or disrupt resistance? that is so cool and not OP...... and why there are so many gear sets for marksman rifle (dead eye/hunter/sentry) while there are no gear sets for LMG and assault rifles I know there is lone star and predator but they are not only for the LMG or assault rifle example how about gear set that give at 2 pieces more accuracy for assault rifles and at 3 pieces more optimal range for assault rifle which can go great with the more accuracy then at 4 pieces can give u more crit damage for assault rifle only so it may bring them back to PVP i would love that as I love assault rifle i know this basically gives more stat but it is cool to have gear set dedicated for a type of weapon other than marksman rifles.

Red_Oryx
09-10-2016, 06:37 PM
Alpha Bridge
Lone Star
Final Measure

When I first heard about lone star and final measure i thought, "cool they are giving us tanking gear". Lone star seems like an obvious LMG range tank choice and if you have a team mate with final measure posted up with you then its a team of tanks that cover all the bases while delivering constant cover fire and disruption in the form of explosives. So When clear sky dropped with hard mode only I started building these sets thinking that would be the strat to defeat challenge mode. Basically set up a tanking threat machine with those two players run the errands. When challenge mode dropped my team and i tried this strat for 2 hours at least until we finally beat challenge mode only to find two days later that all we needed to do was use all the gear from falcon lost and smart cover brute force our way through it.

The point of this story is that i think the concept of the gear sets does the right thing in that it makes you think about how you might use the set to create a new tactic to defeat content. However, if all the encounters ultimately can be defeated through raw stat muscle then the gear sets that offer those stats will ALWAYS prevail.

The raw stat gear sets made sense at that first tier of transition between dinging 30 and getting up to speed for future incursion play but after that transition they need to be made obsolete by the next round of gear sets. Simply scaling them up with everything new will mean they are always the best simply from a shear damage output stand point. No matter how clever a concept may be or how interesting it can make the game play in the end raw damage and protection will always win out unless you create situations that require creative thought.

prittievakant
09-10-2016, 07:13 PM
I do not have a dedicated squad so I am solo or matchmake.

The best gear set concepts are the ones that encouraged me to play nice with others. I am much more likely to matchmake running Reclaimer because I know I can contribute greatly to a squad. The best gear sets are the ones created to benefit a team. I believe Sentry falls into this category as well. I am just as happy to see a 214 Sentry or Reclaimer show up to the party as 268 because of the benefit they bring to the experience is so game changing. These two sets bridge that massive gap between lthe fresh level thirty and the min/maxed players. These are two sets that in the game's present state seem to be viable. Fix Final Measure, Blind and Firecrest they would be on this list.

As a solo player, Nomad's concept of a second chance is very cool....hmmm what if this perk was given to the entire squad? We get wiped at the end of a Heroic underground run, but because we have a Nomad, we all come back. How f*&^ing cool would that be?




2. Lonestar: I love this set because out of all of them, it seems to work as advertised and intended. It gives solo players the benefit of extra ammo, higher DPS by eliminating reload time and versatility. I am not locked into a damage versus skill because of it's intent. I have been a very effective team member that provides plenty of damge (or support) and the group was shocked to find I was running a Lonestar build. I believe this set has been overlooked by the community because it doesn't offer any OP benefit like Sentry or Tach. I also believe we got a bad taste due to it being the pervasive drop in HVT missions. Lonestar kept me interested in using LMG's and Shotguns when SMG's were the meta.

SkyCheez3_
09-10-2016, 11:09 PM
From my perspective, one of the main problems with gear sets is they aren't specialized enough.

Since The Division has no set classes, this means the gear players equip determines the build / role they play in the game. This is at he mercy of RNG, so players cannot choose what they want to specialize (min/max) in unless they get lucky in the current system. Players cannot just decide to make a Sniper and go get the "Sniper" gear that increases range, better accuracy, percentage increase for head shots, etc. Not in one gear set at least.

So, the gear sets need to be more specialized to allow actual roles e.g. tank, healer, DPS, support, etc.

This is already done to some degree e.g. Tacticians, but not to the point where a specific set is designed for a specific role, and one role only.

For example, FireCrest should ideally be used to "tank" Cleaners if a six piece bonus gives a player 100% Burn Resistance. The major character attributes on this set would be stamina vs. medium to low DPS and Skill Power. This would be the trade-off and make player decisions to run this build (role) mean something rather than trying to make all the gear sets just different aspects of one another (better damage, accuracy, etc.) like they are, currently, IMO.

When considering new gear sets moving forward... Specialized Diversity should be a key concept designers keep in mind at all times because then it means no one particular gear set, or combination of sets is "OP", or preferred over others. Another way to ensure balance is to make gear sets have four, five and six piece bonuses only to reduce the amount of OP combinations by default. This would be off-set by the specialized bonuses players receive when wearing a full, or close-to full set vs. now where players can create Frankenstein-type builds that lead to over powered combos.

The game needs to get away from raw damage out put, better accuracy, damage mitigation and other similar attributes as the primary gear set bonuses to allow for more diverse, balanced and focused builds, for both solo and group play.

JerginsSoft
09-11-2016, 02:57 AM
Good set design has to, at some point, have clear distinctions between the tiers of gear scores, first and foremost. Eliminating most, if not all, gear stat overlap MUST occur, if you keep gear scores in the game.

Secondly, the balances between utility and fun are crucial, as we all know. Relegating benefits that trigger only when you get the kill, in a group setting, is basically randomizing that benefit, and demoting it to a second, or third tier benefit, at best. Increasing raw power on a gear set will instantly create a meta that lessens the benefit of any set not doing the same thing.

These are a few examples, but there are many things out there that can be fun or interesting already, that should be kept. Alpha bridge, is a great set, for instance, and offers a very unique build opportunity. I have a lot of fun with my caduceus alpha set, and it opens up a very dynamic role for support characters in heroic groups. We need sets to follow this sort of ideal in 1.4.

Hugo-FOU
09-11-2016, 09:03 PM
This is a post I've also put in the skills discussion but it relevant here.

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?

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

Nomack
09-11-2016, 11:14 PM
i do like most of the gear sets that are out there right now. the ones that i find fun are;

lone-star - i like that fact you get more ammo and you really dont have to reload just switch weapons. i find the gear set fun. i do wish the 3 piece would change. maybe no weapon damage but you get more medkits or skill haste would be great. this is my favorite set since i play mostly solo

deadeye - its fun to use. i dont think it needs to change

final measure - the 2 piece is great it ties in nicely with the 3 piece. i like the 4 set i just wish it would change from not having to throw a grenade doing damage to stop one. i wish that you could stop the incoming grenade. i think it could be a great change

firecrest and blind are good but the 4th set piece needs to change or be better in some kind of way but they offer something good and different.

those are the ones that i have the most and enjoy using

Khayne_
09-11-2016, 11:15 PM
I would say the most interesting gear set ingame to date is the Predator's Mark. It gives you a bonus which is not too powerful, yet adds utility and damage increase for both PvE and PvP. It directly couples with talents to make it even more useful and can be devastating in PvP if used correctly. This could have been done with more gear sets, by for example making the Firecrest have a similar system to apply incendiary damage, or even Toxic effects for the Blind set. The mechanic on the Predator's Mark is grossly under utilized and should be used on more effects.

Mechanically I also favor the Reclaimer. It is quite broken as it is, but the concept is awesome. To be able to give my team heal increase or remove status effects is great, and coupled with incendiary/talents it makes for an awesome crowd control in PvE. The problem is of course PvP, where the set allows people to annihilate other teams with explosive ammo etc. If the Reclaimer was restricted to using the buff items, rather than explosive/incendiary bullets it might just fix the whole problem. Too many see the ammo and stop there, whereas the armor set can provide synergies to the team with things like Canned Food and Soda, which can help the teams immensely in PvP and PvE.

guest-xGlX0WN4
09-12-2016, 04:19 AM
I really like sentry set, tried to level up my gear set since day one - never really able to do so because it's locked behind stupid hard difficulty co-op content. The loot cycle in the game has effectively stopped me playing. That issue aside, I think the way gear sets Vs exotic items is very poorly balanced, I understand you are doing that also.

That fact that the aforementioned biggest issues are being addressed has me absurdly happy for a game i haven't played in weeks! GJ

Looking at the way the current sets work:

Strikers Battlegear:
Worked great in team play had a good synergy with teams in co-op to greatly increase dps, very useful.

Path of the Nomad:
Resurrecting self is a bit silly TBH, I realize that it is there for a reason, but how many times out oif say 100 do you think it works as intended (solo player gets downed, gets back up and survives) I think the 2 piece (%100 item find) could have been great, more on that... this is where Firecrest and Nomad suffer for me, I will never play them as the idea of having to scavenge and having no way to alter the rate of scavenging effectively (should i say understanding the mechanic) makes the idea of using these go into the TL;DR basket. TBH Firecrest should go, POTN should stay but Scavenging should definitely be in game and it should work for ITEMS. Many if not all of the best loot games have Item Find %.

Tacticians Authority:
Love this, it works really well considering how in 1.1-1.3 the games difficulty required dps + hit points, it allowed me (a player that didn't DZ and could not do heroic/challenging incursions) to provide a high impact on the team, by running very high healing skills.
However, I think the game balance issues are shown for that same reason, people were using tacticians as a PvP tool because the skill power buff was better for survivability than actually running high health builds. The way Skill Power is done in game is incorrect, I won't go over it in detail though would suggest leave Tacticians, fix Skill Power.

Sentry's Call:
Love it, use it during incursions and missions - it is the better sniper set and has good team synergy.

B.L.I.N.D
Well i have max levelled blind thinks to it being forced on me, it still sucks though, as you have to kill something to caused the flash yet that flash stuns for nimonal amount of time when AI hit points effectively allow them to survive for 60 seconds+ currently. I think Blind will become better in 1.4 with the HP scaling changes.

Final Measure
Never used the final measure, the set kind of suffers because the 2 piece benefit trumps almost everything else in the game.

AlphaBridge
Haven't seen more than 2 items, the idea is cool but because some of the weapon talents are garbage so i can't really see it being overly useful.

Predators Mark
From what I have seen, bleeding doesn't scale so this was quite innefective considering how high the HP was. I actually remember something from Diablo 2 where there was "open wounds" which stacked and was ridiculously powerful, if this was like that it would be useful.
Another concern for 1.4 is that this will be more effective on scaling, however due to lower health pools and faster firefights, is there going to be any point in bleeding out enemies? Should this skill be rearranged to make more effective against uber bosses and should uber bosses have massive xp still? this would seem to synergize with the name.

Hunters Faith
I have a full set but not really even tempted to use it, the idea that a sniper would want armor as their ultimate skill is a bit strange. I would suggest looking at it this way, if a player is going to be a sniper class they choose between Predator/Sentry/Hunter... Hunter is not even close to the other two in terms of usefulness, there in no team synergy and no dps benefit.

Reclaimer
Seeing this in use was absurd, the damage/cc you get as a team is rediculous. Thought it was a bit OP to be honest.
On the flip side the controls are a bit hard to use on Console (Vs PC I presume) because the d-pad is intuitive during firefights, it makes more sense to me allowing you to hot key it to controls, bumper or L3/R3. I thought that the unlimited ammo part of this set was what really took it over the edge (it's OP)

Deadeye:
Never used.

Firecrest:
I have know idea why Firecrest was put in when Reclaimer does what it does but infinitely better. I also have major objections to it being forced down my throat during 1.3, Firecrest for me one of the single most annoying things in The Division.

If you asked me what were good ones, then I would say Sentry's, Tacticians, any skill that has a synergy and helps the team as well as buffing the player, however to answer the question "which ones do you think are the most mechanically interesting?" I am not sure, because that seems to be Reclaimer (which is OP) it provides amazing team synergy, increases damage, cc status effects and takes the most difficult to use thing in the game(CONSOLE - using consumables) and makes it easy.

Note: I am very happy to hear them bringing the gap between set/exotic items down, it will be good to use the exotics again as some of them are very useful - I would also like to see some more exotic bonuses introduced and in line with the set bonus'. I think the best way to look at this set bonus holistically is it has 3 functions
1) Provides Team Benefit
2) Provides User Benefit
3) Provides unique power
The problem with the divide between set & exotic now is that set will always be providing the unique + team benefit that exotics can't, so you could look at buffing exotics to include exotic benefits, you could look at including Set Weapons to balance it.
example here - maybe for Reclaimers full set you need a 7 piece including the weapon. maybe there is an exotic weapon attribute that it always shoots fire bullets as opposed to the 10% chance on the first bullet of the clip or whatever it is.

Adrian092
09-12-2016, 05:54 AM
I will only comment on the 4-set bonuses. The gear set that are most interesting for me are:
Predator's Mark:
Bleeding and multi-dotting is great way to continue inflicting damage while staying safe. Good for solo player being flanked by NPCs.
DeadEYE:
With the NPC flinching, moving their heads and stumbles after getting shot at, being able to land critical hit is great as to continue landing headshot after the first headshot lands but does not kill them can be tricky with a controller.
B.L.I.N.D:
Having a unlimited flashbang is a great crowd control especially for solo as you will land the killing hit and you will be flanked. This will give you the window to reload and get out of trouble.

Bolo Vic
09-12-2016, 03:57 PM
The most interesting set is easily alphabridge. The combos you can make and having the choice of all weapons is very unique. I went with alpha bridge, predators mark, and reclaimer. All 3 sets are interesting and make everything usable to an extent that it helps the team out, and deals effects on the enemy. There are other sets that could become good if things were tweaked like BLIND not having a cool down, lone star if they actually made light machine guns do any sort of damage, and final measure if instead of diffusing the grenade it added it to your inventory(basically meaning you can throw infinite grenades depending on how many the NPCs throw). They need to make gear sets that work outside the norm, and make them actually able to compete with the "meta" sets. Like say they made a gear set that made seeker mines more powerful or added effects, or multiplied them. How about a set that works with the turret? Need more "thinking outside the box" type of gear sets.

This is all my opinion of course.

KURUNZI
09-12-2016, 04:01 PM
Hello,
regarding gear sets, I would have to say that my favourite regarding mechanics/bonuses and fun gameplay is Alpha Bridge.

Building this set was the most rewarding end game experience I had. I had a lot of stocked pilled "bad guns”, with lower GS but with really good talents before this set came out and as soon as it was announced it made look at them in a totally new perspective and making loot much more rewarding. Perhaps I wouldn’t find the gun I was looking but I would find another that could give an amazing synergy of the 6 talents.

The six talent Bonus makes this set flexible/adaptive for different battle purposes making the player feel strong in different gun categories.
Obviously the extra med kits and 100% health regen are very good in current state of the game, giving a sense reassurance as you have more safeguards to heal yourself.

Other sets:

Predator’s Mark- Also one of the set’s that I had more fun playing with (although honestly I think I did not get to it’s full potential after the Underground DLC.
The bleed effect is a very good bonus and the only thought I had wend I was playing with it in PVE content, is that although the enemy was bleeding they still could run quickly. I feel that the bleed effect on the player side is a lot more disruptive.
The Damage Bonus on the AR’s is nice, but at the time it came out I think we needed more then 800. As for optimal range I don’t think it influenced much specially if you already have good mods on you guns.

Sentry-We all know it’s great as a solo player and for team players as well.
The meta at the moment with shotguns gives it a bad reputation. I play with this gear set and use the stack talent only with my M1A. I’m not very good with shotguns, honestly if you make the stack only work with the sniper rifles and side arms i think it would solve the issue.

Reclaimer- Great support roll team fun, the constant explosions can actually be annoying threw out an entire mission, but it’s a good concept build for PVE only!

Final Measure- First two Bonuses are great and can be helpful. As for the Final Bonus it could be interesting, but honestly, in the current state of the game and playing in challenge and Heroic content how many times can you really kill a target with a grenade? The can one shot you! but the player makes a small dent.

Path of the Nomad- Good concept if scavenging is change and made interesting again and if the final bonus works both in PVE and PVP.

I would like to point out that my major experience with this game is in PVE content and so my opinions are based mostly in this category.
I hope this helps and we all want this game to be great again! :D

Ground-Hugger
09-12-2016, 08:44 PM
This may be out of place but I think there should be a 2 pc set that complements each of the 4 pc sets. These sets could boost DPS or skills.

KarlusempBR
09-13-2016, 12:52 PM
For my role and preferences in the Division the best Gear sets are:

Tactician’s Authority Gear Set - to support my team with good damage reduction and over healing.

DeadEYE Gear Set - because I love to play as a sniper.

Reclaimer Gear Set - to use the support station with good health regen and give the incendiary bullets or explosive round to my team mates.

nickyboombox
09-13-2016, 02:56 PM
"There are no good examples of option B. Sentry's Call and Strikers both reward you for playing well, but not in an interesting way ("more damage" is not interesting). If they provided something other than a raw damage boost they would be more interesting. For example, Sentry's Call could cause every third consecutive successful headshot on an enemy to briefly shock them (with an appropriate cooldown), providing minor crowd control and making it easier to land another couple of headshots.

In your example are you suggesting every 3rd consecutive headshot on an enemy will briefly shock them in addition to the current DMG buffs (15%DMG buff per headshot up to 3 marks) the 4 piece bonus offers?

Blade-Razors
09-13-2016, 04:44 PM
Please for the name of weapons of any stand,as in the game they are useless for use in the majority,but because of the beautiful appearance I do not want to sell,but on the wall they would look not bad.For example, in the power unit lots of shelving and a lot of empty space,you are going to do something beautiful for storage of personal weapons.SORRY THAT IS NOT ON)))

echobasedarkside
09-13-2016, 05:14 PM
Final Measure -versatility and compliments all my other gear sets

Reclaimer -who doesn't like setting the other guy on fire?

Sentry -'cos it's such a punk azz set who needs a shotty anyway?

Striker - an original favourite

Dead-Eye - 'cos body shots are so easy on the run

Predator -just so helpful for the track star Rogues

Tactition -MEH I can build skill into a USEFUL build

nomasnomore
09-13-2016, 05:38 PM
Pred Mark was the one i love the most. I love the idea of slowing the enemy and that it will deal damage when im still in cover also saving me ammo. I think though over all I want gear sets to be more specific to tasks. meaning in one situation you need a pred mark build on your team comp in order to compete the task. Also i know its a nerf but i would like it if you needed to wear all 6 to get the perks. Basically without those two concepts i can see only a couple of gear combos being used by everyone in the game.

ThuggyJae
09-14-2016, 03:01 AM
Pred Mark was the one i love the most. I love the idea of slowing the enemy and that it will deal damage when im still in cover also saving me ammo. I think though over all I want gear sets to be more specific to tasks. meaning in one situation you need a pred mark build on your team comp in order to compete the task. Also i know its a nerf but i would like it if you needed to wear all 6 to get the perks. Basically without those two concepts i can see only a couple of gear combos being used by everyone in the game.

I have been saying that they need to be 6 piece sets from the beginning. Either a 2,4,6 set up. It would really force people to pick a role and stick with it. Plus allow for counters to each of the builds in PVP

Pyknospex
09-14-2016, 06:35 PM
I have been saying that they need to be 6 piece sets from the beginning. Either a 2,4,6 set up. It would really force people to pick a role and stick with it. Plus allow for counters to each of the builds in PVP

Not to be a "me too," but "me too." :D I've thought the same about sets -- there needs to be a meaningful tradeoff for choosing one -- if you want the good stuff, you need to wear all 6 pieces and rely on your teammates to fill in the missing portions.

Basically, I think sets should have a bonus for 2 pieces -- something small, but useful -- and a set of bonuses for 6 pieces. Nothing in between. You can wear a utility set (mixing up 2-piece combos), or you can go all-in for the big money with a 6-piece set.

hallfrom8
09-15-2016, 08:51 AM
Agents,
Gear Sets have become a key element of End-Game character building and progression. We now have 13 Gear Sets available each with very different effects and bonuses, some definitely better than others.
Thanks,
The Division Dev Team

Bonuses worth some sets would reconsider.
Also, it would be necessary to add 4 and 5 bonus.

Node_OMG
09-15-2016, 09:30 AM
Paper, Rock, Scissors...

Each build should have a Counter Build and Be Superior to another Build...

No One Build Should be able to Rule... So when you Go 1 on 1 it comes down to Skill & Luck.

Gandal.
09-17-2016, 05:21 AM
Personally (if you are balancing High-end Gear with Set gear) I think the bonuses on these "sets" is very hard to narrow down to 3, because... Well I'd pick something like Sentry Call or Reclaimers for running with a group... but if I was running solo... i'd probably pick maybe Strikers, Nomad, or AlphaBridge. Some of these Talents benefit the group... while some others benefit just the player. So with the game changes in 1.4 this might become a good thing. Since solo players might go after certain sets while group players will go after others.

Just Sayin'

mmhorda
09-17-2016, 02:32 PM
If Predators Mark (5 peace) could do 1000% or okay 500% bleed in 10 seconds. that would be probably epic too :)

Mad EYE Murffy
09-20-2016, 03:52 PM
I love my 4 piece tactician.
My 4 piece reclaimer
And my 3 piece firecrest 2 final measure and savage gloves ( reload speed, exotic damage resilience)
I would like a good sentry set but can't get any worth having.

I am a PVE player. Please take this into consideration when applying nerfs for PVP.

Tex Silver
09-20-2016, 10:09 PM
Cripes, I haven't found a full set, yet!

RichFalcon99
09-26-2016, 12:59 AM
Alphabridge is the first gearset that encourages player creativity and is not limited to any particular play style. However in some situations it's impractical to use because the user is locked into using only one weapon type plus their sidearm.

YushBoss
09-30-2016, 12:13 AM
Good day All,

I'm just going to place down my honest opinion of patch 1.4 please this is just my opinion.

There's lots of things I like about patch 1.4 but there's a few things that's absolutely bothering me.

The thing I don't like most is that all the good gear sets that everyone actually liked got nerf'd and all the ones that is bad got buffed to a point that it's like everything that was good before 1.4 is now crazy and everything that was bad is good, which brings up concern. They wanted to even the game out but just made everything opposite of what it used to be with big concern about people who cannot play.

My question is why nerf things instead of bringing the bad gear sets up to the good ones level? Like making all 268 gear named 229, instead of bringing up the 229 and call it 268.

Also a big concern was that some gear sets are overpowered in the dark zone my solution I think would be best is instead of nerfing everything must disable the 4th bonus of all gear sets when going into the dark zone. BOOM!! solution to all the complaints of the dark zone and all future complaints and it would be better to use gold gears sets for the dark zone and won't be over powered on players.

it would be a simple yet efficient way to even the fight in PVP and make it on how you build your gear set and not which gear set you are using in the dark zone.

I am a perfectionist and I put lots of effort in to building my gear set to be good only for it to be one of the worst gear sets of 1.4 where is the concern for us loyal player that put all the time and effort in to our gear sets for it to be nerf'd.

To me that's disappointing please massive take this into consideration I love Sentry's Call and Tatician Authority just some people took advantage of this in the DZ and now all my good sets I'll have to throw away.

Just disable any and all gear sets 4th bonus for the dark zone and there wouldn't be any future complaints

Like SMG'S was good now it's bad and Light Machine Guns were bad an is the best now nobody is going to use SMG'S and we forced to use LMG'S you wanted to give us choice all you had to do was make what's bad and buff it to the same level of what's good. I feel like all that was done is turned the table on what's good and bad instead of giving them even ground by buffing what's bad nef's is never good.

sagat108
09-30-2016, 10:52 PM
This is my idea to defeat the Grieving problem that rogues groups are causing.

Since movement speed can't be increased on consoles, the problem with everyone thinking is that players that go rouge never go into cover for fear of being overwhelm. that way of thinking has to change some how so for that reason.

Suggestion #1

Banshee show be as its name sake. When attack by rogue agents Actives affect that Distortion effect pulse, this effect will disable all rogue agent abilities for 25 sec. secondary Effect will include reduce Turning radius for the same duration this affect can only be counter only but taking cover for more 10 secs.

This set bonus will change the way rouges attack solo and group players.

Suggestion #2

Generally same as the first Effect but instead of rouge agents it effects all agents Near by all agents, Reduce turning radius speed, Disable roll for 15s this effect stacks 3 times against rouge agents.
Also Removeable if taking cover over 8 seconds.
This idea is to get rid of the ridiculous long winded bullet sponge fight and get back to more tactical way of fighting using proper ambush with the use of Cover to cover that hardcore players never use .


These idea in part was a reflection of 1.3 content.



In short the idea is to not to take away from rogues but make it so Rogues have higher risk of being taken down if effect by distortion more than once.
While this might not sound attractive at first look. There is a cause and effect that would change combat in pvp.

With one person Equip with this 4th set bonus could Effect lower skilled rouges and and deter targeting fellow agents. In a 1v1 situation taking away turning radius would give the fleeing agent more time to react to the turn and devise counter attack.

With one person Equip with this 4th set bonus in a 1v2-4 would cause the stacking effect meaning the more rouges that target" non rouge" the effect would get worse faster.
True 1v4 will ultimately kill the non rouge but the effect of shooting will will resided long enough to for others to fight rouges who can't isaac's skills.

This will change the meta slightly as player who enjoy pvp will have to use weapons Range more than face blasting without repercussion.
Like

RichFalcon99
10-02-2016, 02:19 PM
You could improve gear sets by expanding their talents where players can truly invest into a gear set and then play the game to unlock the ability to use certain gear-set talents.

Currently players can't invest in a gear set because gear sets have become trivialised. With 3 2 1 combinations for example players are only after the talents instead of what the gear set can bring to the player as a playing style. In some respect this is what 4 piece bonus does, and this is where I suggest you could expand player involvement.

The Banchee set is a typical example, instead of creating a highly situational set, rather create a theme and allow players to invest time in building the set in the areas in which they'll find the set most useful to them. Move away from providing an end result to us and move towards giving us tools with which to be creative in our game play. Give us a stream, fishing pole and hooks, instead of a single type of fish.

xcel30
10-02-2016, 06:26 PM
I understand making a gear set for the dark zone that is a good conecpt, but man i hate the 2pc bonus, DZ funds doesn't mean much, the 10% out of cover makes sense, the last one is only useful for DZ, i really hope you can make something good for people out of the dark zone similar to the old blind, a debuff gear that doesn't rely on skills like firecrest, just making the old 4 pc be something that only affects PvP make it a PvP only gear set that will be the meta on darkzone and create a problem there