The Division 2 Patch Notes and new updates coming to the game next week in patch 2.1 (Pic: UBISOFT)
The Division 2 fans have some amazing update news this afternoon as the Ubisoft devs revealed a plethora of changes to the game, both introduced today's new April 11 Patch Notes, and those coming in a future update.
First things first, this morning's server downtime and update was a success. As not only did it manage to address a number of issues, but most importantly, the big question mark over whether the game could fix the specialist Ammo bug was also solved.
As a very quick reminder, you'll find the changes deployed following today's update, just below (including confirmation of a fix to the specialist ammo drop rate):
- Fixed not being able to fast travel to the Castle settlement.
- Fixed several cases of abnormal Bounty boss skill-use behaviour.
- Fixed an issue causing the Nemesis crafting materials to be unobtainable.
- Fixed Delta-03 error occurring at the end of Conflict matches.
- Fixed an issue that would cause the pathfinding line to behave abnormally when in close proximity to your destination.
- Fixed the “donating” sound playing repeatedly after having donated and abandoned a daily mission.
- Fixed an issue related to cache countdown timers.
- Fixed an issue where Specialization ammunition drop rate was lower than intended
However, as we've mentioned that's not the only big update news Ubisoft revealed today.
Over on the games Sub-Reddit, U/JokerUnique, the moderator of the official Division Subreddit dropped a whole host of info pertaining to the future of the game and some updates and bug-fixes coming to the game in the weeks ahead.
"The team has been hard at work post-Invasion update, collecting everyone's feedback as more players share their thoughts with us," explained JokerUnique.
"There have been plenty of conversations about the changes made with TU2, and we want to keep those conversations going.
"As the first of a series of updates we would like to provide after major content drops, our goal is to share not only updates on present issues but also contextualize some of our design decisions as well."
At this point, you don't want to see what we've got to say, you want to know whats on the agenda, so keep reading for all the key details.
Patch 2.1 (coming next week) will include the following changes:
Characters getting stuck
We are trying to reproduce this internally. If you have more information on the topic, please share it with us (e.g. if youre experiencing high latency).
We have one fix for players getting stuck in the revive animation.
Made first improvements with TU2.
Another fix incoming to reduce more occurrences in 2.1.
We'll apply more fixes in the future as needed.
"The larger conversations" from fans – addressed:
Scarce Specialization ammo:
Were working on a fix for this, both for the bounty screen as well as the NPC's remaining in this position when you kill them, occurring more often since TU2.
Gear dropping below 500 gear score:
This was intentional but after hearing player feedback, we will look into potential changes in the future.
We understand that this concept is not working for everyone, and that the expectation is to always get max level gear score.
We know there are some things that are especially disappointing (e.g. crafted exotics or brand items).
Underperforming Gear Sets:
We appreciate the feedback on the green gear sets, but we want to give everyone more time to play with their rolls and discuss build opportunities.
If the trend towards not using them continues, we can make changes to them.
We do like the idea of gear-set-less builds to allow more build variety.
Underperforming Exotic Weapons:
We want exotic weapons to feel strong and powerful, and we feel that some non-exotic weapons overshadow them. That being said, we would also like to hear more feedback about the exotic weapons:
Which exotics feel weak / not as powerful?
Why do they feel weak? (shooting, damage, etc)
Are there specific activities they feel weak in? (co-op, open world, pvp, missions)
We want to give you a heads up that we're looking at the performance of talents and have identified some that are too strong and some that are not popular because they are too weak. We will provide nerfs and buffs to talents in an upcoming patch. The goal here is also to allow you to choose the talents you want to play, without heavily increasing your time to kill. The changes to NPCs we're talking about below will help with this, too.
Theres currently a bug with enemy AI being too aggressive, due to them not acknowledging player hit points correctly. We are currently investigating this as a top priority issue.
Were looking into balancing armor and survivability a bit. Expect these tweaks to be included in the PTS testing, starting next week.
We want to increase protection for players sprinting and going cover to cover so they take less damage in a future patch. Here, the goal is to make re-positioning a viable tactical option.
We agree that hard, challenging and heroic mission NPCs can feel too spongy. We want to improve this and decrease the time to kill. We want to test this on the PTS next week, but are still talking about the exact changes.
We agree that Control Points on higher levels can feel too hard and that the NPCs can also feel too spongy. We're talking about possible changes right now and will have more news on that soon.
We know its currently very difficult to keep track of all your items and want to add more filtering options in the future.
We want to allow you to recalibrate items from your stash.
We dont think that salvaging talents will actually improve the situation, but rather move some of the pain points to other parts of the UI.
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