If you’re still kicking and screaming in The Division, you’ll be happy to know that a rather large update is on its way and will definitely make playing the game a lot smoother. The update will be available today if you want to hop in and try the changes yourself.
Here are some of the highlights. For the full list, please visit The Division’s website.
New Feature: World Tiers
- Upon reaching level 30, players are now able to select a World Level Tier that controls the level of enemy NPCs encountered and the quality of the loot they drop
- There are a total of 4 World Level tiers:
- Tier 1: enemy lvl30, gear score rewards 163
- Tier 2: enemy lvl31, gear score rewards 182, unlocks Challenge difficulty, unlocks Incursions
- Tier 3: enemy lvl32, gear score rewards 204
- Tier 4: enemy lvl33, gear score rewards 229
- Activity difficulty in a same World Tier (Normal, Hard, Challenging) will provide more rewards
- Added a player reporting interface for PC users.
- Players now have the “mark as junk” option when equipping mods.
- Players can now mark weapon and gear items as “favorites” which locks them in their inventory. Locked items cannot be sold, shared or dismantled.
- Added a buyback option to vendor’s inventory. Players can now recover items they have accidentally sold.
- Added Quick Nav option to vendors and menus allowing players to quickly select item types they want to display.
- Weapon skins no longer take inventory space.
- Equipped items are now always displayed at the top of the inventory list.
- Recalibrated items now have an icon displayed next to their recalibrated stat/talent.
- Crafting materials can now be converted in bulk at the Crafting Station.
- Players can now deconstruct items from the Stash.
- Players now have an option to find a better server if they are currently on one that is not their best option. They can do so from the Group Management menu.
- Players are no longer able to open their inventory while under status effect.
- Recalibration bench now opens instantly instead of waiting for watch tapping animation.
Search & Destroy and High Value Targets
- Search & Destroy will now reward the player with 5 Target Intel upon completion at the mission board for normal Search and Destroy, 10 for Critical Search and Destroy (instead of 2 and 4).
- Weekly HVT vendors now sell 2 of each contract type, instead of 1.
- Added 40 new High Value Target contracts to the contract pool.
- Prices of High Value Target contracts have been adjusted and normalized to avoid overlaps. This results in an overall slight decrease of cost for many contracts.
- Daily High Value Targets now all scale with group size.
- The difficulty of some of the hardest HVT contracts have been slightly lowered.
- Enemies in Search & Destroy missions will now be Normal and Veteran instead of mostly Elites.
- Time-to-kill enemy NPCs has been lowered.
- Many improvements were made to enemy AI.
- Player ammo capacity has been increased by 50% after level 30.
- When matchmaking the game will now attempt to refill empty slots if the group privacy allows it.
- Incendiary and Explosive Rounds will no longer apply status effects like Stagger and On Fire.
- Accuracy will now be lowered for a short duration after performing a combat roll.
- Added a delay between leaving a group and signing up for matchmaking.
- Weapon magazines are now refilled when restocking from an ammo crate.
- The crafting material drops from the Base of Operations will now reward High-End quality after level 30.
- Removed scavenging from the game. Scavenging is removed as a secondary stat on all gear pieces. New gear pieces can no longer roll scavenging.
- The Map indicator for Rogue players now increases in size the closer they are to the player.
- Player grenade damage now scales with the current World Tier to ensure consistent efficiency against NPCs across World Tiers.
- Shotgunner NPCs: their damage falloff and accuracy have been slightly reduced. This should limit their range and lower their lethality in long to mid-range combat.
- Several improvements to NPC AI.
- Player health will now progressively regenerate to full when out of combat.
- Updated the ways NPCs react to Player Threat, now allowing players to more predictably manage enemy agro
There’s a whole lot more where that came from, so let’s hope this update is worth it. No idea how big it in terms of data, but I’m pretty sure it’s going to be sizeable.