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Filed under: The Division 2

Making loot and gear more interesting in TD2 without scrapping Loot 2.0 from WONY.

I can't be the only one who feels like Loot 2.0 was more of a downgrade than an improvement from pre-WONY, right?

I miss those odd combinations of gear that was possible; some having 2 mod slots and no talents, yet another piece having 2 talents and no mod slot. It was stuff like that which made theorycrafting fun for me. I agree that there were many flaws with that system because of the insane RNG required to get god rolls, but now? Now it's all so…Sterilized, restricted and boring.

Anyway, I'm not here to complain and whine, no. I came here to present to you some ideas I've thought about and I'd like to hear everyone's feedback on these idea.

First off, I think crafting should be the way to making BIS gear.

Currently you just hold X and hope for the best, but I'd like it to become a bit more complex than that. I think the current system could work as a base for further improvement of an agent's gear. By that I mean that once you have a piece you're happy with and recalibrated it, you could then add mod slots, extra attribute slots and even talents to them, perfectly tailored to your playstyle and build designs.

You might be thinking at this point "but won't this be too OP and unbalanced?" You'd probably be right with that assessment and I'm not even sure how balancing would work. However, perfecting every piece of gear on your agent's build wouldn't be an easy or short journey. Each special material required to upgrade your piece would be a drop as rare as an exotic or a named item, and the material cost per consecutive upgrade would increase as well. If someone actually does fully upgrade their gear, they deserve the extra power because they earned it.

As an example of upgrading kneepads with a Core Attribute addition, stage 1:

  • 1 Core Attribute Unit
  • 1 Exotic Material
  • 500 Steel, Polycarbonate and Ceramics
  • 100 Carbon Fiber, Electronics and Titanium
  • 100,000 Credits
  • 25 of the Brand material of the piece you're upgrading

And then if you were to upgrade the kneepads further, it would look like this when adding a talent, stage 2:

  • 2 Talent Extract
  • 3 Exotic Material
  • 1000 Steel, Polycarbonate and Ceramics
  • 250 Carbon Fiber Electronics and Titanium
  • 250,000 Credits
  • 50 of the Brand material of the piece you're upgrading

As you can see from the above examples of how the price can increase, it will take longer and longer between each upgrade per piece and if you do this for an entire build, it will take quite a lot of time and effort to perfect it.I believe that with a system such as this, it would not invalidate all the current gear in the game but instead give players a reason to chase for better gear again. Build diversity would be immense. Loot would be exciting again, even disassembling items would be exciting, (chance to receive those rare materials from it) credits would be much more valuable and there would be a feeling of constant progression for a long, long time to come. Certain talent drops from disassembly could be locked behind specific content, such as Perfectly Measured only coming from the Railsplitter in the DZ.

I think a "Perfected" kneepads could look something like this:

  • 2 Core Attributes (+1)
  • 3 Minor Attributes (+1)
  • 1 Mod Slots (+1)
  • 1 Talent (+1)

Putting High-end gear aside, let's move on to Classified Sets.

Yeah, you heard me. Classified Sets. They would not be 6-piece sets like in TD1, however. They would be 3-piece version of the current 4-piece sets. They would come either from upgrading an existing normal set piece, or from a rare drop in Legendary. Either way, I believe that making gear sets 3-piece rather than 4-piece would open up so, so many more build opportunities and fun synergies for the Agents. Don't have much else to say on this subject, but I felt the need to include it anyway.

Most skills could need a proper rework.

I'm probably not the only one who looks at skills and think "meh", right? I've come up with a few suggestions on how to change certain skills to feel more rewarding to use. In no particular order:

  • Sticky Mine, Firefly and Mines changes to an Ammo system similar to Chem Launcher.
  • Attack Drone and Turret also changes to an ammo system.
  • Ammo can be restored either through Skill Haste or from looting Technician enemy types.
  • Reviver Hive is completely removed from the game or does not work on self.
  • Hives now work from the back of the Agent without the need to put it down. Just press the button to use it like you would a turret or drone.
  • Bombardier Drone now works like the Black Tusk Drone Operator drones. You deploy by pressing once and press again on the target you'd like to blast to smithereens.
  • Pulse now also provide buffs like it did in TD1.
  • Shields now only scale on Blue core attributes.
  • You can now use two different variants of the same skill type. I.E Repair Drone and Attack Drone.
  • At 6 Yellow Cores you can now use 3 skills at once.

Edit: shit, I didn't mean to post this yet. Accidentally hit the enter button. 😐 Oh well, here you go, let me know what you think, guys.


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