Tom Clancy's The Division

PSN-Name: Kaamie
Spielt gerade: The Division
Morgen kommt das lang erwartete 1.3 Update endlich auch für die PS4.

Die Expansion 1 - Untergrund - folgt dann am 02.08.

Quelle: Ubisoft Forums - The Division

Patchnotes
UPDATE 1.3

The following content, changes, and bug fixes are available for Xbox One and PC players on June 28th.
Unfortunately this patch has been delayed on PlayStation 4. Expect more information soon.

NEW FEATURES

New Gear Sets


Added one new Gear Set:
AlphaBridge – Take advantage of all your equipped weapon talents with this powerful set.


New High-End Weapons and Weapon Types


Added nine new weapon types:
Military G36 Assault Rifle
G36C Assault Rifle
G36 Enhanced Assault Rifle
Surplus SVD Marksman Rifle
Paratrooper SVD Marksman Rifle
PP-19 Submachine Gun
Enhanced PP-19 Submachine Gun
X-45 Pistol
First Wave X-45 Pistol

Added a new High-End named weapon:
The Showstopper: A unique full-auto shotgun that’s perfect for close-quarter combat.


Heroic Mode and Challenge Mode Missions


Added Challenge mode difficulty for two new main missions:
Hudson Refugee Camp
Queens Tunnel Camp

Added a new Heroic mode difficulty:
Fight even stronger enemies to unlock top tier rewards.
Available for the Main Missions: Refugee Camp, Queen’s Tunnel Camp, Russian Consulate, Lincoln Tunnel Checkpoint, Lexington Event Center, and WarrenGate Power Plant.
Available for the Incursions: Falcon Lost, Clear Sky, and Dragon’s Nest. Please note that Dragon’s Nest Heroic Mode will be made available the week after release for Underground owners.
Daily Missions do not support the Heroic difficulty.


Base of Operations Extension


The Terminal is a new shared social space inside the Base of Operations.
The Terminal can be found in the back of the base, next to the Reward Claim Vendor.
Visit High-Value Target contractors and all new Vendors.
The Special Equipment Vendor has been split into two vendors within the Terminal, Items Vendor and Blueprint Vendor.
Players can also Fast Travel directly to The Terminal.


Weapon Recalibration


You can now recalibrate one of your Weapon Talents at the recalibration bench.
Recalibrating a weapon talent requires Weapon Kits and Phoenix Credits. Weapon Kits can be acquired through drops in the game or crafted.


GAME CHANGES

Gameplay


Added a new Dark Zone bracket for 231+ Gear Score.
Player stash size has been increased to 70 total slots (including Base of Operation upgrades).
Level 30 players will now only encounter level 30 or higher enemy NPCs in Free Roam.
Rebalanced NPC’s weak points to be more consistent across the board. This impacts the amount of damage needed to trigger them and the amount of damage it does when triggered.
You can now convert three High-End Division Tech to one of any High-End crafting material.
Reduced the Phoenix Credit costs of 204 High-End and 240 Gear Set items and blueprints.
The Special Equipment Vendor in the Tech Wing only sells items now and will no longer sell Blueprints. Blueprints have been moved to a new vendor in The Terminal.
You can no longer share an item that you have equipped.
Adjustments have been made to NPC threat lists that caused players to stay in combat for large periods of time. You will now leave combat after reaching a certain distance away from the enemy or after a set amount of time.
Players will now be disconnected from the game server if they are inactive for 15 minutes or longer.
Players can now matchmake from inside no-respawn areas and can fast travel into activities while the group is in a no-respawn area.
You can no longer kick a group member in a boss fight and up to one minute after it has been completed. This restriction does not apply to group members who are AFK or outside the mission area.
All players must now be present in the final Circle in Clear Sky before you can interact with the laptop and fuses.
NPCs located in the final Circle in Clear Sky will instantly respawn once killed until players enter the area.
Players can no longer deploy Mobile Cover skill while they are performing a Cover-to-Cover move.
Exotic Damage Resilience is now capped at 90%.


Weapons

These changes only impact weapons acquired after Update 1.3 unless stated otherwise.


Added unique bonuses to several weapon families:
LMG – Increased damage to targets out of cover by X%.
Shotguns – Added a chance to stagger NPCs. This will not affect other players.
Assault Rifles – Added an enemy armor damage bonus. This does not impact damage done to other players.

Changed the weapon bonus on SMGs from a % crit hit chance to % crit hit damage.
Increased the base damage of Shotguns.
Decreased the damage done by the AUG and Vector. This impacts all new and existing ones.
Increased the minimum accuracy cap on the M1A. When shooting consistently, the crosshair will grow to a much larger size than it previously did. This impacts all new and existing M1As.
The damage done by Explosive bullets has been reduced.
The status effect of Incendiary bullets has been reduced against other players.


Items


Every gear piece now has a set number of mod slots that can’t be recalibrated. This change only affects gear that drops after Update 1.3. Each gear piece will now have:
Chest: 2 mod slots
Mask: 1 mod slot
Kneepad: 1 mod slot
Backpack: 1 mod slot
Gloves : 0 mod slots
Holster: 0 mod slots

Holsters will now always have all three attributes.
Sentry’s Call and Striker’s Battlegear gear sets have had their two-set and three-set bonus reduced, and we have added a new five-set bonus. The four-set bonuses have not been changed.
Sentry’s Call bonuses were:
2 Set: +30% Headshot Damage
3 Set: +20% Damage to Elites

Sentry’s Call bonuses are now:
Sentry’s Call 2 Set: +10% Headshot Damage
Sentry’s Call 3 Set: +10% Damage to Elites
Sentry’s Call 5 Set: +20% Headshot Damage and +10% Damage to Elites

Striker’s Battlegear bonuses were:
2 Set: +20% Enemy Armor Damage
3 Set: +50% Critical Hit Damage

Striker’s Battlegear bonuses are now
Striker’s Battlegear 2 Set: +10% Enemy Armor Damage
Striker’s Battlegear 3 Set: +20% Critical Hit Damage
Striker’s Battlegear 5 Set: +10% Enemy Armor Damage and +30% Critical Hit Damage


Dark Zone


The 231+ Gear Score Dark Zone bracket will include more powerful NPCs.
DZ 01-02  NPC lvl 33
DZ 03-04  NPC lvl 34
DZ 05-06  NPC lvl 35

DZ 05-06 in Gear Score bracket 201-230 will now have a chance to drop Gear Score 229 High Ends and 268 Gear Sets.
Dark Zone chests now scale better with the Gear Score bracket and the named zone you are in.


Loot Changes


The High-Risk High-Value Targets have had their rewards and difficulty adjusted to take into account the Gear Score increase.
Normalized loot drops from Main Missions in Challenge mode.
Caduceus can now drop from Hard Mode Mission bosses.
Normal mode Missions now drop Superior items.
Green Division Tech will no longer drop in the Dark Zone after level 30.


UI


Added a base weapon damage value that makes it easier to compare weapons.
Gear mods and weapon mods are now combined in the same inventory display.
Added a new inventory slot for Misc.
Improved the visibility of Supply Drops on the Mega Map.


BUG FIXES


Fixed a bug where the Predator 4-set bleed effect would not trigger the Shrapnel player talent.
Fixed a bug where a player using a med-kit while having the combat medic talent equipped would result in destroying allied skills proxy.
Fixed a bug where using a med-kit while having the combat medic talent equipped would heal the player using it for 40% more health instead of just their allies.
Fixed a bug where EMP grenades would not always trigger the Final Measure four-set defuse effect.
Fixed a bug where the Operation ISAC timer was showing the incorrect time.
Predatory weapon talent now correctly uses the player’s Health as the base of the healing amount, instead of the target’s Health.
Fixed a bug where the Survivor Link Signature Skill would increase the movement speed while moving backwards and carrying an item.
Fixed a bug where the Ballistic Shield would lose its hitbox after the player performed a roll move.
Fixed a bug where the Ballistic Shield would become invincible after opening and closing the inventory.
Fixed a bug where Pulse would sometimes not detect NPCs in range.
Fixed a bug that caused loot containers to sometimes not be detected by Pulse when using the Recon Pack modification.
Fixed a bug that allowed players to go through objects by deploying the Mobile Cover at the top of stairs.
Fixed a bug where NPC skirmishes could start while a Supply Drop event was underway in that same location.
Fixed Supply Drop notifications and mission tracker inconsistencies.
Fixed a bug that allowed Explosive Bullets to sometimes damage players behind cover.
Fixed a bug where sometimes the damage shown by the weapon blueprint is higher than the actual damage of the crafted weapon.
Fixed a bug where sending a group invite to a player from the suggested list would make that player visible on the megamap in the Dark Zone.
Fixed VoIP chat causing lag and freezes in the Dark Zone.
Fixed a bug where surplus Division Tech rewarded in Sealed Caches would not drop to the ground if the player had reached Division Tech resource limit in their pouches.
Fixed a bug where sometimes players could not pick up currency drops from enemy NPCs.
Fixed a bug where the Rogue icon would stay on the map after the Rogue player was eliminated.
Fixed a bug where players could use the Ballistic Shield skill to break the collision with the Dark Zone Checkpoint doors and enter the Checkpoint while Rogue.
Fixed a bug where players would be teleported out of an electronics shop inside Clinton map area.
Fixed a bug where the player could exit the playable map area in Napalm Production Site mission.
Fixed a bug in Napalm Production Site where sometimes the first objective would not complete if players killed the NPCs and Napalm tank with a single Sticky Bomb.
Fixed an FPS issue during the explosion sequence in Napalm Production Site.
Fixed a bug where players would be considered outside the playable map area and teleported out in DZ06.
Fixed a bug where sometimes players would take damage when climbing a ladder in DZ01.
Fixed several character collision issues in Precinct Siege mission in Brooklyn.
Fixed a bug where the Critical Search and Destroy mission icon would not display on the Megamap.
Fixed a bug where High Value Target NPCs could shoot through walls in Flatiron District.
Fixed a bug where the High-Value Target mission in Hell’s Kitchen would sometimes lock loot behind a door.
Fixed a rare bug where a group of Level 1 NPCs would spawn in DZ04.
Fixed a bug where sometimes the Deconstruction UI pop-up would overlap the Crafting Table menu.
Fixed a bug where you could recalibrate an attribute to a value outside of what was displayed in the UI.
Fixed a bug that would sometimes cause numbers to be rounded incorrectly.
Fixed a bug where sometimes reloading wouldn't take extended magazines into consideration.
Fixed a bug where ending reload animations would not play.
Fixed a bug where the player would be stuck in the blind fire position for too long.
Fixed a bug where player would see the fall damage warning on non-movement interactions.
Fixed the color of vanity loot drops when viewed in the game world from afar.
Fixed some audio propagation bugs for Fragmentation Grenade and player gunshots while in the Dark Zone.
Fixed several subtitle localization issues for interactions with JTF patrols.
Fixed a bug where friends were not visible on the megamap when not grouped.
Fixed a rare issue where the mission UI would disappear following a mission failure.
Minor text corrections for a few items in the in-game store.
Fixed a bug where the Moon was upside down.
 
systems, systems
PSN-Name: gc_made
Spielt noch Jemand The Division ? Mir fehlen noch die 2 Trophäen mit den 20 rogue Agents töten und an jeder Zone was ausfliegen zu lassen. Hat jemand Lust mir dabei zu helfen ? :D

---------- Beitrag um 14:25 Uhr hinzugefügt ---------- Vorheriger Beitrag um 13:14 Uhr ----------

EDIT : achja, jetzt weiß ich wieder wieso ich dieses Spiel irgendwann in die Ecke geworfen habe. Es ist so lächerlich wie dann irgendwann ein aufgepumpter, fetter, arbeitsloser 22Stunden am Tag zockender Klops vorbeikommt und ein 4er Team in 10 Sekunden auslöscht und und sich dann einen drauf runterholt. Wieso wird es nicht nach Level oder Gearlevel getrennt ? Hurensohnspiel.
 
PSN-Name: Kaamie
Spielt gerade: The Division
Wie wohl einige selber erlebt haben, hat das Spiel eine dringende Komplettüberarbeitung benötigt.
Dazu hat Ubisoft alle geplanten DLC's verschoben und sich dem Mammut Projekt angetan.

Morgen (25.10.2016) wird das lang ersehnte Update 1.4 für alle Plattformen veröffentlicht.

Ich kann jedem nur empfehlen nach dem Update dem Spiel nochmal eine Chance zu geben.
Es kann nur besser werden.

Viel spass beim Lesen!

Update 1.4 - Patch Notes (Quelle: Ubisoft)
Greetings, Agents!

Here's the list of changes implemented with Update 1.4

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

UI Improvements
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.

Gameplay Changes
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

Activities, Loots, & Rewards
Global changes
All NPCs will now have chances to drop High-End and Gear Set items, tougher enemies (veteran, elites) have higher chances to drop.
Removed Gear Set Weighting from all activities except Incursions. Any Gear Set can now drop from any activity.
Weekly and Daily assignment loot caches now drop items scaled with the players current gear score.
Added new blueprints for Level 33 mods and Gear Score 229 High End.
Added Field Proficiency: Players can now gain experience past level 30 and earn loot caches.
Updated Vendor Stocks:
Items quality will adapt better to the player level during the 1 to 30 progression.
Vendors now sell items Gear Score 163 to 229 as soon as the players reaches level 30.
Added more High End items for sale in all currencies.
Added more Gear Set items at Phoenix Credits and Dark Zone Vendors:
Phoenix Credit Vendor sells 1 random slot of each Gear Set
Dark Zone Vendor sells 1 random Gear Set for each slot
Vendors will now sell Sealed Cache for all currencies.
Marksman Rifles, ARs and Shotgun prices have been lowered.
Gear Set items now cost as much as a high end gear piece, resulting in a large price reduction.
Item prices in DZ Funds have been adjusted. Gear score 182 item prices went slightly up, as gear score 204 items got a small price decrease. These changes were made for a more normalized, fairer price increase of items with gear score.
Items priced in Phoenix Credit gear score 182 went down in price slightly, whereas items gear score 229 went slightly up. These changes were made for a more normalized, price increase of items with gear score.Drop rates have been modified for all named NPCs encountered during missions and incursions outside of the actual boss. They will no longer guarantee High-End drops. Instead, they will guarantee crafting materials and have a chance to drop a High End or Gear Set item.
The Phoenix Credit Vendor has been removed from the Tech Wing in the Base of Operations.
Division Tech has been removed as a requirement from all High End and Gear Set blueprints.

Open World
Roamer NPC groups and bosses are now back in the open world. They now respawn every 4 hours.

Main Missions
Updated Rewards for all main missions:
Normal Mode
Boss drop:
1x Superior or High End
Reward:
1x Superior
Hard Mode
Boss drop:
1x High End
Reward:
1x High End
Challenging Mode
Boss drop:
1x High End
1x Gear Set
1x High End Mod
Reward:
2x High End or Gear Set
30 Phoenix Credits

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.

Updated Rewards for all High Value and High Risk contracts:
Daily low cost High Value Target
Boss drop:
1x High End or Gear Set
Reward:
15 Phoenix Credits

Daily medium cost High Value Target
Boss drop:
1x High End or Gear Set
Reward:
1x High End
20 Phoenix Credits
Daily high cost High Value Target
Boss drop:
1x High End or Gear Set
Reward:
1x High End or Gear Set
25 Phoenix Credits
Weekly low cost High Value Target
Boss drop:
2x High End or Gear Set
1x High End mod
Reward:
1x High End
1x Gear Set
50 Phoenix Credits
Weekly high cost High Value Target
Boss drop:
1x Gear Set
1x High End or Gear Set
1x High End
Reward:
2x High End
1x Gear Set
50 Phoenix Credits
Weekly low cost High Risk Target
Boss drop:
2x High End or Gear Set
1x High End mod
Reward
1x Gear Set
1x High End
1x High End weapon
60 Phoenix Credits
Weekly high cost High Risk Target
Boss drop:
1x Gear Set
1x High End or Gear Set
1x High End mod
Reward
2x Gear Set
1x High End
1x High End weapon
70 Phoenix Credits

Underground
Players can now gain Underground experience past level 40 and earn more Underground Caches.

Updated Rewards for all Underground Operations:
Directive now reward with Phoenix Credits and no longer items.
Normal Mode (boss drop)
1x Superior or High End
Chance for a High End mod
Hard Mode (boss drop)
1x High End or Gear Set
1x Gear Set
Chance for a High End mod
Challenging Mode (boss drop)
2 High End or Gear Set
1x Gear Set
Chance for a High End mod

Incursions
Falcon Lost now has additional checkpoints after each C4 explosion.
The 4 Horsemen farm cover has been modified to prevent players from avoiding RC Cars explosions.
Abilities cooldown will now reset when the group wipes and respawns at the last checkpoint.
Changed Gear Weighting from Incursions: instead of guaranteeing specific Gear Sets, each incursion will now guarantee specific Gear slot items
Falcon Lost: Gloves and Masks
Clear Sky: Body armor and Holster
Dragon’s Nest: Backpack and Kneepads

Updated Rewards for all Incursions:
Challenging Mode
Boss drop:
2x High End or Gear Set
1x High End Weapon
1 High End Mod
Chance for a named weapon
100 Phoenix Credit
Reward:
2x High End or Gear Set
Heroic Mode
Boss drop:
2x High End or Gear Set
1x High End Weapon
1x Gear Set
1 High End Mod
Chance for a named weapon
120 Phoenix Credit
Reward:
2x Gear Set
1x High End weapon
1x High End or Gear Set

Dark Zone
Updated Rewards for boss drops and Supply Drops in the Dark Zone:
Boss Drops:
1x High End or Gear Set
1x High End Gear Mod or Weapon Mod
Supply Drops
1x High End or Gear Set
1x Gear Set
1x High End Mod
15 Phoenix Credits

Gear Stats
Removed Skill Bonus from all gear items. Instead, Backpack, Holster and Kneepads will now have additional slots dedicated to Performance Mods (Backpack = 2, Holster = 1, Kneepads = 1). Note that this change will not be retroactive.
Gear items of Gear Score 182 and higher will now provide fixed base stats in each of the main attributes (this comes in addition to existing random main stat bonus)
182 = 48 Firearms, Stamina and Electronics
204 = 101 Firearms, Stamina and Electronics
229 = 148 Firearms, Stamina and Electronics
Reduced the range of additional bonuses such as Critical Hit chance or Headshot Damage.
Rebalanced bonuses provided by Performance Mods.
Removed stats overlap between Gear Scores (this does not apply to percentage based stats).
Armor has been overhauled:
Your Armor value now has a different Damage Mitigation value, depending on the World Tier you are in
Damage Mitigation has been capped at 70%
Reaching Damage Mitigation cap will now require much more armor, forcing you to make a conscious decision to spec into this stat

Toughness now takes All Damage Resiliency into account
Reduced Health on Kill bonuses on Gear by 50%. This change also applies to existing gear. Nomad 2-piece bonus is not impacted by this change.
Skill Haste bonus will now directly affect Skill cooldowns by the same amount. For example, 10% Skill Haste will reduce Skill cooldown by 10%.
Global Rebalance pass on Gear Talents:
Accomplished: Rewards from Accolades are tripled (no change)
Astute: The first 3 bullets of your clip have a 5% higher chance to do a Critical Hit (instead of 5 to 10%)
Cunning: After reloading, your next shot with this weapon has a 10% higher critical hit chance (instead of 5 to 10%)
Decisive: Headshots with your side arm deal 35% more damage (instead of 10 to 25%)
Enduring: While in your last segment, your health continuously regenerates to fill up the segment (no change)
Forceful: Your armor is increased by 15% while your Signature Skill is active (instead of 5 to 15%)
Inventive: Your Skill Power is increased by 15% while you are at full health (instead of 5 to 15%)
Nimble: While doing a cover to cover move in combat, you heal 2% of your max Health for every 1 meter run (no change)
Perceptive: Your Gold find bonuses are increased by 15% (instead of 10 to 25%, no longer increases item find)
Prosperous: Critical headshots grant you Credits (no change)
Rapid: The cooldown of your healing skills is decreased by 15% (instead of 5 to 15%)
Reckless: You deal 8% more damage and receive 10% more damage (instead of 5 to 15% damage dealt)
Recovered: Damage taken while doing a cover to cover maneuver is regenerated over 5 seconds upon reaching your destination (no change)
Refreshed: When your health is in the last segment, all your healing is improved by 30% (instead of 10 to 30%)
Rehabilitated: When you are affected by a status effect you are healed for 2% every second (no change)
Rejuvenated: Consuming a medkit also removes all negative status effects from you (no change)
Relentless: 5% of the damage dealt by your skills is returned to you as healing (instead of 3%)
Resourceful: All healing applied to you is also applied to your skill objects (no change)
Robust: You have 10% more armor while in cover (instead of 25 to 50%)
Savage: Your Critical hit chance is increased by 7% against targets out of cover (instead of 5 to 15%)
Specialized: 200% of your Firearms and Stamina are added to your Skill Power (instead of 15% - note that the drastic increase is also due to a new calculation method)
Steadfast: While in cover, health regeneration kicks in twice as fast (no change)
Sturdy: Your armor is increased by 15% when you stay more than 4 seconds in the same cover (instead of 5 to 15% and 10 seconds)
Technical: While your signature skill is active, your Skill Power is increased by 15% (instead of 5 to 15%)
Tenacious: Using a Medkit increases your damage by 10% for 10 seconds (instead of 5 to 10%)
Vigorous: All your healing skills have Over Heal enabled (no change)

Character Talents
Chain Reaction: Decreased Damage bonus by 50% from 40% to 20%

Skills
Global changes
Skill power will not scale linearly anymore, instead it will follow a curve of diminishing returns.
Removed hard caps on most skills.
Expected Skill Power is now 3 times higher. Skill Power from Electronics has been multiplied by 3.Skill Haste has now been capped at 60% to prevent too low cooldowns.
All skills except signature skills now have a 5 seconds minimum cooldown.

(Reference only values, for level 1 character)
First Aid
Global changes
All cooldowns set to 60 seconds
Decreased scaling of cooldown with Skill Power from 100% to 70%
Base Skill
Healing cap increased by 300%, up to 300000
Self-heal increased by 81% from 550 to 1000
Ally-heal increased by 81% from 550 to 1000
Defibrillator
Self-heal increased by 36% from 550 to 750
Ally-heal increased by 172% from 550 to 1500
Overdose
Self-heal increased by 100% from 750 to 1500
Ally-heal unchanged at 750
Booster Shot
Self-heal increased by 105% from 440 to 900
Ally-heal increased by 50% from 600 to 900

Pulse
Global changes
Decreased scaling of Critical Hit Chance with Skill Power from 100% to 50%
Decreased scaling of Critical Hit Damage with Skill Power from 100% to 50%
Decreased scaling of cooldown with Skill Power from 100% to 80%
Base skill and mods Critical Hit Chance set to 6%
Base Skill
Critical Hit Damage decreased by 70% from 20 to 6%
Recon Pack
Critical Hit Damage decreased by 70% from 20 to 6%
Scrambler
Critical Hit Damage decreased by 70% from 20 to 6%
Added threat reduction when using Pusle with this mod
Tactical Scanner
Critical Hit Damage decreased by 68% from 25 to 8%
Cooldown decreased by 15% from 70 to 60 seconds

Turret
Global changes
Decreased scaling of cooldown with Skill Power from 100% to 80%
Base skill and all mods (except Zapper) health increased by 50% from 1000 to 1500
Base skill and all mods (except Zapper) increased by 50% from 30 seconds to 45 seconds
Scaling of health with Skill Power set to 200%
Base Skill
Range increased by 17% from 30 to 35 meters
Active Sensor
Range increased by 17% from 30 to 35 meters
Damage increased by 22% from 18 to 22
Dragonbreath
Damage increased by 20% from 30 to 36
Zapper
Range decreased by 20% from 20 to 16 meters
Health decreased by 50% from 1000 to 500
Damage decreased by 80% from 10 to 2

Support Station
  • Global changes
    When playing solo, if the player is downed while his Station is active, he will be able to revive himself
    Base skill and all mods (except Life Support) healing rate increased by 67% from 30 to 50
    Base skill and all mods (except Immunizer) lifetime decreased by 50% from 30 to 20 seconds
    Base skill and all mods health increased by 100% from 500 to 1000
    Base skill and all mods no longer have healing rate cap
    Base skill and all mods no longer have lifetime capBase skill and all mods: Decreased base cooldown duration by 44% from 90 seconds to 50 seconds
    Scaling of cooldown with skillpower set to 80%
  • Life Support
    Revive time decreased by 40% from 5 to 3 seconds
    Range increased by 33% from 6 to 8 meters
    Healing rate increased by 100% from 30 to 60 [/LIST´]
    Ammo Cache
    Healing rate increased to same level as other mods from 24 to 30 (25% increase)
    Skill Haste bonus reduced by 70% from 50% to 15%
    Immunizer
    Lifetime decreased by 33% from 24 to 16 seconds

    Sticky Bomb
    Global changes
    Base skill and all mods no longer have damage cap
    Scaling of damage with Skill Power set to 125%
    Scaling of cooldown with Skill Power set to 80%
    Base skill and all mods: PvP modifier reduced by 51% from 90% to 44%

    Base skill
    Cooldown increased by 80% from 50 to 90 seconds

    Proximity Fuse
    Cooldown increased by 80% from 50 to 90 seconds

    Flashbang
    Explosion range decreased by 25% from 8 to 6 meters

    BFB
    Cooldown increased by 80% from 70 to 125 seconds


    Mobile Cover
    Global changes
    Base skill and all mods no longer have health cap
    Base skill and all mods no longer have cooldown cap

    Blast Shield
    Min and Max damage now scale with Skill Power
    Min and Max damage now displayed in tooltip
    Blast Resistance increased by 180% from 12.5% to 35%

    Counter Measures
    Health increased by 33% from 6000 to 8000
    Added threat reduction when using this cover

    Extension
    Added threat generation when using this cover


    Seeker Mine
    Global changes
    Base skill and all mods no longer have health cap
    Base skill and all mods no longer have cooldown cap
    Base skill and all mods (except Cluster) health increased by 100% from 150 to 300
    Base skill and all mods (except Gas Charge) cooldown decreased by 29% from 70 to 50 seconds
    Scaling of cooldown with Skill Power set to 80%

    Base skill
    Damage increased by 100% from 1000 to 2000

    Airburst
    Damage increased by 100% from 300 to 600
    Radius increased by 25% from 4 to 5 meters

    Cluster
    Cluster now applies bleed effect on top of its usual damage
    Health increased by 100% from 50 to 100
    Damage increased by 100% from 300 to 600

    Gas Charge
    Cooldown decreased by 17% from 60 to 50 seconds


    Ballistic Shield
    Global changes
    Base skill and all mods no longer have damage cap
    Base skill and all mods no longer have defense cap
    Base skill and all mods no longer have health cap
    Base skill and all mods no longer have cooldown cap
    Base skill and all mods cooldown decreased by 11% from 45 to 40 seconds
    Scaling of cooldown with Skill Power set to 80%
    Scaling of health with Skill Power set to 200%
    Now takes 50% less damage from NPCsBase skill and all mods: Added threat generation when the shield is deployed
    Base skill and all mods: Added threat generation when shooting while the shield is deployed

    Base Skill
    Base health increased by 25% from 3000 to 3750

    Kinectic Breaker
    Base health increased b 25% from 3000 to 3750

    Reactive Targeting
    Base health increased by 25% from 4500 to 5625

    Assault Shield
    Health increased by 25% from 2250 to 2812


    Smart Cover
    Global changes
    Smart Cover cooldown will now begin when the smart cover is destroyed
    Base skill and all mods Damage Resistance decreased by 65% from 20 to 7%
    Base skill and all mods Damage bonus replaced with two bonuses:
    Weapon Stability +7%
    Weapon Accuracy +7%

    Base skill and all mods cooldown set to 60 seconds
    Scaling of Defense bonus with Skill Power set to 150%
    Scaling of Weapon Stability bonus with Skill Power set to 150%Scaling of Weapon Accuracy bonus with Skill Power set to 150%
    Base skill and all mods no longer have range cap

    Trapper
    Now applies a Stability and Accuracy debuff to enemies in cover:
    Weapon Stability -5%
    Weapon Accuracy -5%

    Damage bonus to enemies in cover set to 5%
    Damage Resistance decreased by 75% from 20 to 5%
    Damage bonus replaced with two bonuses:
    Weapon Stability 5%
    Weapon Accuracy 5%


    Recharger
    Skill Haste bonus decreased by 25% from 20% to 15%
    Concealment
    Added threat reduction when using this cover



    Signature Skills
    Implemented a shared cooldown mechanic: in a group, players who receive a buff from any Signature Skill will be immune to the same signature skill for 30 seconds after the first one runs out.

    Recovery Link Signature Skill
    Recovery Link now revives teammates from dead state and automatically revives the player when down, in solo play.
    Increased range by 25% from 40 to 50 meters
    Instant heal now heals for 50% of the total health of the target
    Increased heal over time duration by 140% from 5 to 12 seconds
    Heal over time now heals for 100 of the total health of the target over 10s

    Tactical Link Signature Skill
    Removed Critical Hit Chance bonus
    Decreased damage bonus by 40% from 50 to 30%
    Added 3 new bonuses:
    +50% RPM
    +50% Reload Speed
    +30% Weapon Stability

    Increased range by 20% from 25 to 30 meters

    Survivor Link Signature Skill
    Decreased damage resistance by 38% from 80% to 50%
    Decreased duration by 20% from 15s to 12s
    Increased range by 20% from 25m to 30m

    Weapons
    Global changes
    Named weapons are no longer locked to specific Gear Scores (except Damascus, which will remain available at only one Gear Score)
    World tier determines the Gear Score of the weapon when it drops or is bought
    All Named weapon blueprints have been removed from their sources. They will remain in your blueprints list if you already had them, but will only allow you to craft the weapon at this specific Gear Score
    Named weapons will now have to be acquired through loot drops and vendors

    DPS calculation now values Headshot damage differenlt yfor each weapon category to more accurately guide player when modding weapons.
    Weapon recalibration: When recalibrating a weapon, the player will now be able to pick from 6 Talents additionally to the initial one (instead of 3+1). This should lower the impact of RNG and increase the chances to actually get the talent you want before you run out of tries.
    Weapon Mods have been changed: they will now have one major bonus and an amount of smaller bonuses depending on the quality of the mod.
    Some stats on Weapon Mods have been merged into one:
    Horizontal Stability and Initial Bullet Stability are now merged with Stability
    Hip Fire Accuracy is now merged with Accuracy

    Damage bonuses are now additive instead of multiplicative.
    Weapon Talents have been rebalanced.
    Accurate: Accuracy is improved by 25% (instead of 20 to 50%)
    Adept: Using a skill increases your critical hit chance by 7.5% for 15 seconds (instead of 3 to 10% for 5 seconds)
    Balanced: The weapon reaches max accuracy faster when shouldering (no change)
    Brutal: +12% Headshot Damage with this weapon (instead of 10 to 25%)
    Capable: Using a skill improves the handling of the weapon for 15 seconds (handling is improved by 25% instead of 20 to 50%, 15 seconds instead of 5 to 15 seconds)
    Commanding: Every kill performed while your signature is active extends the duration of the signature skill by (5 to 20)% (no change)
    Competent: Whenever you use a skill, your weapon damage is increased by 10% for 15 seconds (instead of 5 to 15%, 10 seconds)
    Coolheaded: Doing a headshot reduces all your skill cooldowns by 5% (instead of 2 to 7.5%)
    Deadly: +15% Critical hit damage (instead of 5 to 30%)
    Destructive: +15% to armor destruction with this weapon (instead of 3 to 20%)
    Determined: Killing a target reduces your skill cooldowns by 7.5% (instead of 5 to 10%)
    Dominant: Every kill performed while your signature skill is active reduces the cooldown of your other skills by 10% (instead of 3 o 10%)
    Ferocious: +10% Bonus damage to Elite and Named enemies (instead of 5 to 15%)
    Fierce: +5% Critical hit chance with this weapon (instead of 5 to 10%)
    Harmful: Each hit has a 15% chance to apply the Bleed status effect to the target (instead of 3 to 15%)
    Intense: The first bullet of a magazine has a 25% chance to apply the On Fire status effect to the target (instead of 3 to 13%)
    Meticulous: Killing a target has a 25% chance to instantly refill your magazine (instead of 5 to 25%)
    Predatory: Killing a target regenerates 35% of your health over 20 seconds (instead of 5 to 15%, 5 seconds)
    Prepared: When further than 30 meters from your target, your damage is increased by 15% (instead of 40 meters, 5 to 15%)
    Proficient: The first bullet shot when out of combat has a 50% bonus chance to result in a critical hit (instead of 25 to 50%)
    Provident: The last bullet of a magazine deals 60% more damage (instead of 25 to 60%)
    Restored: This talent has been removed from the game
    Skilled: Headshot kills with this weapon increases Signature Skill resource by 5% (instead of 3 to 13%)
    Stable: Stability is improved by 35% (instead of 20 to 50%)
    Steady: This talent has been removed from the game
    Sustained: +6% Life on kill (instead of 1 to 6%)
    Swift: Reloading is 15% faster (5 to 15%)
    Talented: Killing a target with this weapon increases your Skill Power by 15% for 20 seconds (doesn't stack, killing a new target refreshes the timer) (instead of 3 to 10%, 5 to 15 seconds)
    Toxic: Headshots with this weapon have a 15% chance to apply the Blind status effect (instead of 5 to 15%)
    Trained: Critical hits increases your Signature Skill resource by 0.1% (no change)
    Unforgiving: Damage increases based on your missing health: 1 missing segment +10%; 2 missing segments +25% (instead of 5 to 10%, 15 to 25%)
    Vicious: Your Critical Hit chance is increased by 10% while you are at least at two health segments (instead of 5 to 15%)
    Responsive: When closer than 10 meters from your target, your damage is increased by 10% (instead of 5 to 15%)
    Self-Preserved: Critical hits with this weapon heal you for 3% of damage dealt (instead of 0.5 to 3%)


    Global balance pass on weapons:

    Assault Rifles
    G36: Base damage decreased by 5%
    Caduceus has had its talents modified, to replace the removed talent Restored and better fit the new Gear Score scaling. It now has the following talents:
    Talented: Killing a target with this weapon increases your Skill Power by 15% for 20 seconds (doesn't stack, killing a new target refreshes the timer)
    Competent: Whenever you use a skill, your weapon damage is increased by 10% for 15 seconds
    Determined: Killing a target reduces your skill cooldowns by 7.5%


    LMG
    Reduced all LMGs Damage bonus on targets out of cover from about 28% maximum to 19% maximum
    L86: Base damage increased decreased by -7.4%
    RPK: no change
    M60: Base damage increased by 19.4%
    M249: Base damage increased by 17.4%

    SMG
    Reduced all SMG Critical Hit Damage bonus from about 47% maximum to 38% maximum
    MP7: Base damage decreased by 27.6%
    MP5: Base damage decreased by 11.1%
    Vector: Base damage decreased by 13.8%
    SMG9: Base damage decreased by 9.2%
    AUG: Base damage decreased by 10.3%
    PP19: Base damage decreased by 13.8%
    T821: Base damage decreased by 13.3%

    Shotguns
    All shotguns with Gear Score 229 damage decreased by 30%
    Showstopper: Base damage increased by 20%

    Marksman Rifles
    M1A: Base damage decreased by 35%
    SVD: Base damage decreased by 3.7%
    SCAR: Base damage increased by 22.9%
    SRS: Base damage increased by 20%
    M44: Base damage increased by 15%

    Pistols
    X45: Base damage decreased by 40%
    M9: Base damage increased by 10%
    Px4: Base damage increased by 25%

    Gear Sets
    Global changes
    Gear Set gear scores have been brought in-line with High-End gear scores tiers.
    191 Gear Set items now have Gear Score 163
    214 Gear Set items now have Gear Score 182
    240 Gear Set items now have Gear Score 204
    268 Gear Set items now have Gear Score 229

    Removed the 5 piece bonus on all Gear Sets that had one.

    Striker’s Battlegear
    2 pieces: +20% Stability
    3 pieces: +10% armor damage
    4 pieces: Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second

    Tactician’s Authority
    2 pieces: +10% Skill Haste
    3 pieces: +10% Skill Power
    4 pieces: Every bullet you and your group lands on a hostile adds 0.2% skill power to you for a max of 30% bonus. Bonus lasts for 10 seconds of not beeing refreshed or 10 seconds of beeing at max

    Path of the Nomad
    2 pieces: +14% health on kill
    3 piece: Nomads Resolve - Administers a constant small heal, allowing the user to heal passed the segments of the healthbar
    4 pieces: Path of the Nomad - When recieving fatal damage, you are instead healed to full health. Can only occur once every 4 minutes

    Sentry’s Call
    2 pieces: +30% Aiming Accuracy
    3 pieces: +10% Headshot Damage
    4 pieces: Headshots mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks

    Lone Star
    2 pieces: +100% Ammo capacity3 pieces:
    +8% LMG Damage
    +8% Shotgun Damage

    4 pieces: When holstering a weapon it's ammo is instantly refilled

    Predator’s Mark
    2 pieces: +10% Reload Speed3 pieces:
    +8% Assault Rifle Damage
    +8% SMG Damage

    4 pieces: Hit 10 shots without switching target to make the target take damage over time for 50% of the total amount of damage already done by those bullets

    Final Measure
    2 pieces: +25% Exotic damage resilience
    3 pieces: +15% resistance to damage from Elites
    4 pieces: When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 15 seconds

    Hunter’s Faith
    2 pieces: +20% Optimal Range
    3 pieces: +20% Headshot Damage
    4 pieces: Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member's protection disappears after getting hit by one hostile bullet.

    DeadEYE
    2 pieces: 40% Initial Bullet Stability
    3 pieces: 20% Marksman rifle critical hit damage
    4 pieces: When zoomed, Marksman rifles lose headshot bonus but gain 100% critical strike chance

    B.L.I.N.D. becomes Banshee
    2 pieces: +20% Dark Zone Currency gained
    3 pieces: +10% Damage to targets out of cover4 pieces:
    While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non-rogue players reduced by 10%.
    While not Rogue, No Dark Zone XP or Currency is lost on death. Damage to Rogue players is increased by 10%.

    Note: All existing pieces of B.L.I.N.D. will be replaced with equivalent Banshee pieces.

    FireCrest
    2 pieces: +3 Incendiary grenades
    3 pieces:
    +30% flame turret damage
    +50% flame turret range

    4 pieces: Damage to targets on fire is increased by 15%

    AlphaBridge
    2 pieces: 100% bonus health regen speed
    3 pieces: +5% Weapon Damage
    4 pieces: If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.

    Reclaimer
    2 pieces: +50% Consumable duration
    3 pieces: +50% Support Station duration
    4 pieces: Consumables and special ammo used now apply to the whole group and are not consumed on use. Triggers consumable cooldowns and cannot start consumables that are on cooldown.

    Bug Fixing

    Gameplay
    Fixed a bug where NPC turrets would count towards Daily and Weekly Assignments for this NPC type.
    Fixed a bug where named bosses could respawn in the Open World when going to a safe house.
    Fixed a bug where two deprecated blueprints (Iron Sight 2 and 3) could be acquired.
    Fixed a bug where NPC turrets could become invisible and indestructible if destroyed while being repaired by the NPC.
    Fixed a bug where characters could be stuck on ladders when jumping on it after sprinting.

    Underground
    Fixed a bug where NPCs could shoot players through doors while they were being opened.
    Fixed a bug where the intensity of the Directive Sickness would be decided on Operation entry, allowing for Gear swap to reduce the effect. The intensity will now dynamically adapt to the current Stamina of the player.

    Skills
    Fixed a bug where skills could be stuck on cooldown indefinitely in some situations
    Fixed a bug where First Aid would not trigger if the player is in a firefight.
    Fixed a bug where First Aid effect would not apply immediately after triggering the skill.
    Fixed a bug where Smart Cover would be destroyed when used during a combat roll.
    Fixed a bug where Smart Cover would be destroyed if deployed instantly while the player if aiming down sight.
    Fixed a bug where Smart Cover Trapper would apply to non-hostile players.
    Fixed a bug where the self-reload from the 4 piece Lone Star set would not benefit from the Support Station Ammo Cache.
    Fixed a bug where Smart Cover would be destroyed by friendly or enemy explosions. Smart Cover can now only be destroyed by enemy Sticky Bomb (Flashbang) and EMP grenades.
    Fixed a bug where shooting Smart Cover off a wall would remove its effect.
    Fixed a bug where the self-reload from the 4 piece Lone Star set would not benefit from the Support Station Ammo Cache.
    Fixed a bug where the Ammo Cache buff would be lost when two Support Stations with this mod would overlap each other and one of them be destroyed.
    Fixed a bug where fire damage dealt to a player using the Ballistic Shield would be dealt to the player instead of the Shield.
    Fixed a bug where players could retain the Mobile Cover buff after leaving the cover.Fixed a bug where the game could freeze when holding the skill deployment button of a second skill when the character was using a Mobile Cover.
    Fixed a bug where activating a skill during a cover to cover move and then ending the move could lead to all skills being stuck on cooldown.Fixed a bug where First Aid Booster Shot would not provide the expected Damage bonus.
    Fixed a bug where First Aid would revive players no matter which Skill Mod was selected.
    Fixed a bug where Recovery Link heal would not apply if the targeted player is currently aiming with a skill.
    Fixed a bug where Smart Cover would be destroyed by enemy grenades (EMP grenades can still destroy Smart Cover, as intended).
    Fixed a bug where Support Station would not revive a player if the Station caster is also in downed state.
    Fixed a bug where Recovery Link would not trigger correctly when the player dies.
    Fixed a bug where Mobile Cover Countermeasures would not correctly hide the agent from Pulse.
    Fixed a bug where players were unable to use a Signature Skill while aiming with grenades.
    Fixed a bug where skills could be stuck in permanent cooldown.
    Fixed a bug where instant-firing the Sticky Bomb while another skill is readied could cause display issues.
    Fixed a bug where instant-using Mobile Cover while aiming with another skill could cause issues with the Mobile Cover.
    Fixed a bug where Support Station Ammo Cache was affected by its own Skill Haste bonus.
    Fixed a bug where self-casting First Aid while aiming down sight would drop the First Aid to the ground instead of applying it directly to the caster.
    Fixed a bug where players revived with First Aid Defibrillator would not get the immunity they usually get with other revive methods.

    Talents
    Fixed a bug where Repo Reaper would give bullets to the player when killing an enemy with the primary weapon.
    Fixed a bug where Tactical Advance damage bonus would not be calculated correctly.
    Fixed a bug where Triage would apply to consumable cooldowns.
    Fixed a bug where Specialized would not correctly increase Skill Power.
    Fixed a bug where Resourceful would not apply to Ballistic Shield.

    Controls
    [PC] Fixed a bug where going into cover while keeping the holding the mouse button for continuous fire would interrupt shooting until the mousebutton is released and pressed again.

    Gear Sets
    Fixed a bug where the Striker 4 pieces buff would be lost when switching between primary and secondary weapon.
    Fixed a bug where AlphaBridge would not take a Weapon Talent into account if both weapons have it and the requirements are not met on either one of them.Fixed a bug where the 4-piece talent of Final Measure would not defuse the APC Mortar shells in Falcon Lost.

    UI
    Fixed a bug where the supply drop helicopter could be heard from the map in a safe house.
    Fixed a bug where opening the mod menu from the inventory would always open for the equipped weapon instead of the selected weapon.
    Fixed a bug where the character and background would turn dark while trying to browse the appearance tab in the inventory.
    Fixed a bug where Audio would drop out on PS4.
    Fixed a bug where Grenade range was not displayed properly and appeared smaller than it actually is.
    Fixed a bug where bonus Medkits and Ammo gathered with specific backpacks or gear items equipped would remain after swapping to other items.
    Fixed a bug where players would reach maximum capacity for vanity items and wouldn’t be able to pick up new ones.
    Fixed a bug where using Ammo Cache Support Station in the Underground with Waste Not Want Not Directive active could result in negative ammo.Fixed various text errors and misspells.
    Fixed a bug where the third bonus from High End weapon mods would not show when the mod is attached to a weapon.
    Fixed a bug where some settings would reset to default when the game is restarted.
    Fixed a bug where the World Level Tier tutorial would show up every time the player would enter the Terminal.
    Fixed a bug where the Valkyria blueprint would not appear at the blueprint vendor.

  • __________

    UPDATE 25.10.2016 09:30

    Das Update ist Online und hat etwas über 4,8 GB im Download.
 
Zuletzt editiert:
systems
PSN-Name: Rafi1405
Spielt gerade: GTS,ACC,F1,AC
Ich habe mir das Spiel bei PS Store für 30€ geholt und bereue jetzt dass ich die Gold Edition mit dem Season Pass nicht geholt habe für 55€
Das Spiel hat mich echt gepackt!! Bin zwar noch am Anfang aber es motiviert extrem!!
 
systems, systems, systems, systems
PSN-Name: philley
Das komplette Patch-Log im Überblick:
  • Added World Tier 5 bracket (224+ GS)
  • Enemy NPCs are level 34.
  • Maximum Gear Score raised to 256.
  • Heroic Incursions are now available in Tier 5 only.
  • Named Gear items have been implemented in the game. One piece is available for each Gear Slot and each one comes with a unique Talent. Named Gear items can only be acquired in World Tier 5 or in Survival game mode.
  • [Mask] Ferro’s oxygen mask: Players can move and shoot while under burn status effect.
  • [Knee Pads] Shortbow championship pads: Grenades have shortened fuse timer.
  • [Holster] Colonel Bliss’ holster: Powerful improvements for sidearms.
  • [Gloves] Skulls MC gloves: Increased damage when no gear set bonuses are active.
  • [Chestpiece] Barrett’s bulletproof: Powerful bonuses when skills are on cooldown.
  • [Backpack] NinjaBike messenger bag: Less DZ loot and DZ XP lost when dying in the Dark Zone.
  • Enemy Armor Damage now functions in PVP: damage calculation in PvP ignores a percentage of the target’s armor equal to one third of the shooter’s Enemy Armor Damage.
  • Stagger now functions in PvP: high-stagger weapons (Shotguns and Marksman rifles primarily) will now cause the target’s aim to flinch.
  • Tactical Advance: This talent will now provide a maximum of 30% damage increase.
  • Stash size has been increased from 70 to 150 total items.
Loot, rewards & vendors

  • NPCs now have chances to drop crafting materials. Chances to drop higher quality increases with World Tiers.
  • Season Pass Open World Supply Drops will now scale with World Tier. Opening a supply drop in World Tier 1 will reward with Gear Score 163, 182 in World Tier 2, etc.
  • Items in the Scavenger crate in the Base of Operations will now scale with World Tier.
  • Vendors will now scale to player’s Gear Score, independently from the World Tier they’re in. This means that the Gear Score and currency value of goods they sell will adapt to the player’s Gear Score.
  • We have adjusted the Credits and Phoenix Credits rewards for Main Missions, High Value Targets and Incursions to better scale with World Tier. This results in an overall increase starting from World Tier 4 and above.
  • Modified rewards from completing weekly assignments:
  • Moved 30 Phoenix Credits from the weekly assignment reward to put them inside the weekly assignment cache (the total amount is still the same)
  • Added one extra High-End Mod inside the weekly assignment cache
Weapons
Talents

  • Swift: Reload Speed bonus has been increased from 15% to 25%.
  • Provident: This talent has been removed from World Tier 5 and will not roll or be available in recalibration for Gear Score 256 weapons.
  • Hurried, Focused and Disciplined are no longer exclusive to PP19, G36 and SVDs.
All weapon types

  • Hip fire now has stronger recoil than aiming down sights. The strength of this effect varies between weapon types. From most impacted to least impacted: Marksman Rifles, LMGs, Assault Rifles, SMGs, Shotguns, Pistols.
SMG

  • Vector 45 ACP & First Wave Vector 45 ACP: base magazine size increased to 25.
  • MP7: base damage increased by 9%.
LMG

  • Damage to targets out of cover bonus has been slightly reduced for all LMGs of Gear Score 256.
  • M60: base damage reduced by 3%.
  • M60 & M249 now take longer to reach full accuracy when fired.
  • Hungry Hog: base damage reduced by 13%, to prevent a scaling overlap with the implementation of World Tier 5.
Shotguns

  • Lowered the strength of aim assist for Shotguns.
  • Lowered the effect of accuracy on Shotguns.
  • Headshot base bonus reduced from 80% to 60%.
  • Showstopper: Accuracy while in cover has been reduced.
  • M870: base damage reduced by 12%.
Added 12 new weapon types. These weapon types can only be dropped in World Tier 5

  • MG5 Light Machinegun
  • Infantry MG5 Light Machinegun
  • Famas Assault Rifle
  • Model 700 Marksman Rifle
  • M700 Tactical Marksman Rifle
  • M700 Carbon Marksman Rifle
  • Converted USC Submachinegun
  • Police UMP-45 Submachinegun
  • Tactical UMP-45 Submachinegun
  • Snub nosed Rhino Pistol
  • Rhino Pistol
  • Rhino Special Pistol
Added 4 new High-End named weapons (available at various gear scores depending on source)

  • Golden Rhino
  • Urban MDR Assault Rifle
  • Tommy Gun
  • Thompson M1928
Gear sets

  • Final Measure
  • 4 pieces: Grenades can now be picked up every 8 seconds instead of 15 seconds.
  • Hunter’s Faith
  • 3 pieces: Headshot bonus reduced from 20% to 10%.
  • FrontLine has been added
  • 2 pieces: +15% Protection from Elites
  • 3 pieces: +30% Ballistic Shield Health
  • 4 pieces: Allows using anSMG if one is equipped when Ballistic Shield is deployed. SMG Crit Chance is reduced to 0%
Skill changes
Pulse

  • All Mods (except Recon Pack): Decreased lifetime by 20% from 25 seconds to 20 seconds.
  • Recon Pack:
  • Increased lifetime by 14.3% from 17.5 seconds to 20 seconds.
  • Decreased cooldown by 25% from 60 seconds to 45 seconds.
  • Tactical Scanner:
  • Increased cooldown by 10% from 60 seconds to 66 seconds.
First Aid

  • Defibrillator:
  • Increased Ally Heal by 10% from 1500 to 1650.
  • Overdose:
  • Decreased Self Heal by 10% from 1500 to 1350.
  • Increased cooldown by 10% from 60 seconds to 66 seconds.
Support Station

  • All Mods (except Immunizer): Increased Lifetime by 10% from 20 seconds to 22 seconds.
Sticky Bomb

  • Base Skill and Proximity Fuse: Decreased cooldown by 10% from 90 seconds to 81 seconds.
  • BFB:
  • Decreased cooldown by 4.8% from 105 seconds to 100 seconds.
Seeker Mine

  • Cluster:
  • Decreased Bleed effect duration by 25% from 8 seconds to 6 seconds (total bleed damage is unchanged).
Ballistic Shield

  • Base Skill and all mods: NPCs will deal 10% more damage to the shield.
Smart Cover

  • All Mods (except Trapper): Decreased Skill Power impact on Damage Resistance, Weapon Stability and Weapon Accuracy buffs by 20% from 150% to 120%.
Tactical Link

  • Increased duration by 8.3% from 12 seconds to 13 seconds.
Survivor Link

  • Increased duration by 8.3% from 12 seconds to 13 seconds.
PC only

  • Added a radial menu for emotes.
  • Added a new UI rendering setting that will reduce game latency at the cost of framerate.
Bug fixes

  • Fixed a bug where players could trap elite NPCs inside a spawn closet during Dragon’s Nest – Eliminate the Collective checkpoint.
  • Fixed a bug where players would not be able to carry the Fuse box object if they were facing a certain angle.
  • Fixed instances where players could obtain High-End items at too low levels.
  • Fixed a bug where the interaction radius around the Crafting Table was too small.
  • Fixed a bug where weapon talents that would buff the player would be purged after switching weapons.
  • Fixed a bug where the Medved and Warlord High-End weapons would drop at 163 Gear Score in Incursions at any World Tier.
  • Fixed a bug where swapping out the 4th piece of a gear set with one of the same type would disable the 4-piece set bonus. This affected Tactician’s Authority, Sentry’s Call and Striker gear sets.
  • Fixed a bug where Wildfire, Shrapnel and Fear Tactics would not apply their effects to nearby enemy targets.
  • Fixed a bug where players would not be able to use Recovery Link signature skill while aiming another skill.
  • Fixed a bug where the Recovery Link would not automatically trigger if the player took fatal damage while aiming down sights.
  • Fixed a bug where weapon talents would not activate if the player had fulfilled exactly the required stat value.
  • Fixed a bug where equipping a weapon directly from dropped loot would replace the players current weapon instead of an empty slot.
  • Fixed a bug where sometimes looted containers and props would still be highlighted as loot-able in the game world.
  • Fixed a bug where recalibrating Enemy Armor Damage stat would not use the correct values at 163 Gear Score.
  • Fixed a replication issue that occurred when the player was performing a two-hand vault over an obstacle in the game world.
  • Fixed instances where the Fuse box objects would not replicate correctly when players would leave the mission instance.
  • Fixed game framerate while inside any inventory that has a large number of items.
  • Fixed a bug where the Signature Skill icon would not disappear when “auto-hide HUD” option was enabled.
  • Fixed a bug where players could not scroll an item description during item compare, in certain conditions.
  • Fixed a bug where the UI would not show the new item notification when a skill mod was unlocked due to a Base of Operation upgrade.
  • Fixed a bug where the Automatch megamap screen inside Underground mode would display activities that were not available for matchmaking.
  • Fixed a bug where the player’s health bar would overlap the Gear Score value while the Stash is open.
  • Fixed a bug where some vendors in the Base of Operations were not displayed on the megamap or the minimap.
  • Fixed a weird door.
  • Fixed a bug where Nimble talent would not work until reequipped if a cover to cover move is interrupted.
  • Fixed a bug where players could become invincible for a few seconds after using Survivor Link.
  • Fixed several instances of client crash.
  • Fixed a bug where Skill Haste would not correctly affect Support Station cooldown.
  • Fixed a bug where Judy Walters part 2 to 5 echos couldn’t be picked up correctly.
 
systems, systems, systems, systems
PSN-Name: philley
Bzgl. Survival: Ist ja wie eine Mission. Hatte angenommen, dass es iwie als neues Feature in das gesamte Spiel integriert wird.

Wie ist das denn mit dem U-Bahn DLC? Ist das quasi eine Maperweiterung?
 
Zuletzt editiert:
systems, systems, systems, systems, systems, systems
PSN-Name: MORF-iUM
Spielt gerade: PS5
Bzgl. Survival: Ist ja wie eine Mission. Hatte angenommen, dass es iwie als neues Feature in das gesamte Spiel integriert wird.

Wie ist das denn mit dem U-Bahn DLC? Ist das quasi eine Maperweiterung?
Underground ist quasi ein neues Gebiet, ja. Aber es gibt keine richtigen neuen Missionen, sondern quasi nur einen neuen Spielmodus innerhalb des Untergrunds. Zudem gibt es neue Waffen und Rüstungssets.

Survival funktioniert so auch nur in dem dafür neuen Gebiet und nicht im gesamten Spiel.
Und eventuell noch wichtig: Survival kommt für die PS4 erst am 20.12. 30 Tage Exklusivität für Xbox One und PC.
 
systems, systems, systems, systems
PSN-Name: philley
Das Spiel stürzt während des Verbindungsaufbaus immer mit Fehlercode CE-34878-0 ab. Was kann man machen??

---------- Beitrag um 22:50 Uhr hinzugefügt ---------- Vorheriger Beitrag um 21:38 Uhr ----------

Hab meinen ubi account neu verlinkt. Nun scheint es zu gehen...
 
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