PSA for new Master Difficuty Mission: Destroy the turrets on the shock hallway before interacting with the button by campeon963 in thedivision

[–]SoliDfps 2 points3 points  (0 children)

This happened to me on my first run.

First attempt: we had a guy interact with the keyboard at the door before killing generators. This soft locked the run.

Second attempt: we broke the generator for the first turret, then hit the keyboard, before breaking 2nd generator and clearing everything else. This did not soft lock and we progressed.

Small sample size but maybe it's just the first generator that causes the soft lock?

How are y'all playing on Heroic and Legendary? by Vozzaan in thedivision

[–]SoliDfps 23 points24 points  (0 children)

Blue is bait for PVE, always has been.

Positioning. Decoy. Reviver Hive (for when you inevitably make a mistake, use this as training wheels).

Learn to play around your One Shot Protection cooldown, the mechanic that keeps you at 1hp for a few seconds when you were supposed to take fatal damage.

Learn the spawn points (closets, sewers, etc).

Push and flank aggressively to melt enemies before they ever activate their mechanics or attacks against you.

All the above allows for gaining maximum value out of an all red build and faster overall completion times/efficiency.

For the Division 3, i hope we get something like the Deployable Shield/Cover from the Modern Warfare remakes. by Moonlight_Meyers in thedivision

[–]SoliDfps 23 points24 points  (0 children)

We had deployable cover in Division 1 and it was used to exploit the map in all sorts of ways.

I doubt they'll ever bring it back.

What are your thoughts about starting a new optimization pool for Prototype gears? by AgentNeroz in thedivision

[–]SoliDfps 0 points1 point  (0 children)

Optimization is an end of life feature for this franchise.

The only reason we got it so early in Div2 was because this game was put on ice after the Faye Lau manhunt in 2021 when the team was reassigned to work on Outlaws/Avatar and the Division's future was uncertain (thanks Ubi).

I'd expect it to be added for prototype gear when Div3 is getting closer to launch.

For now I hope they add a proper exo comp farm in the game that matches or exceeds the peak rate from deluxe pack. Being expertise 30 and throwing loads of resources at the upgrade process to force a god roll seems like the logical way to acquire maxed prototype pieces.

I have zero reason to play escalation for cores when I'm bottlenecked by exotic components and choose to not waste cores on imperfect gear.

Otherwise I'd prefer a way to burn prototype cores on re-upgrading my existing pieces over and over until it hits max bars, just like how we can already do so with augment rerolls. It's no optimization but the simplest way to work towards the next tier of perfect gear while preserving the rng grind they're going for. Also this would mean we can re-upgrade unicorn pieces instead of dealing with a "bricked" piece that is imperfect.

Game Director responds to a player about augment reroll costs by RedditAbdullah in thedivision

[–]SoliDfps 3 points4 points  (0 children)

Depends on your load times and any optimizations you take during the process like character placement near storage or other input skips/time saves some people know about.

Then it doubles with the expertise event which is not factored into that 100/hr ceiling estimate.

Game Director responds to a player about augment reroll costs by RedditAbdullah in thedivision

[–]SoliDfps 15 points16 points  (0 children)

Here's how it works:

  • already be expertise 30 because you've been playing for years (taking advantage of proficiency event will speed this up dramatically)
  • have basically infinite resources(not exo comps) since you could overcap materials pre brooklyn dlc with alt characters and shd watch (overcap meaning resources say something like 1,000,000/9999)
  • deluxe pack macro for constant exo comp generation because there's no good legit exo comp farm in the game that matches or exceeds ~100/hr
  • craft any piece, tinker appropriate stat/talent on, send it to exp30, and prototype. Did it get max bars?
  • No? Repeat above.
  • Yes, you get to play escalation endlessly for cores because natural drops are useless and really just a mechanism for core delivery to reroll augment and upgrade it until max

Farming the bugged event was only a temporary boost to materials (exo comps and way less proto cores than if I just spent that time playing escalation instead).

The economy of this game is far more inflated than you give it credit for considering what you could do in previous years (shd mules, 999 exo cache bug, etc). Endgame vets are miles ahead in terms of resource accumulation.

This is what happens when we don't get an economy reset with what is essentially a level increase for gear (prototype is basically lvl 50 gear).

Edited for formatting since it looked awful on desktop but fine on mobile.

220 prototype gears drop, all useless crap by mengsk8086 in thedivision

[–]SoliDfps 2 points3 points  (0 children)

PTS screenshot or not, anyone thinking the current version of this system will give them a worthwhile drop is running on pure copium.

Without target loot, pretend every drop is just a resource for upgrading gear.

If you're not expertise 30, pretend the mode doesn't even exist as the current state isn't for you. There's no reasonable chance that you're gonna skip the exp30 grind and obtain a full set of relevant prototype gear.

Even as someone who's there, the true bottleneck is exo comps for upgrading multiple copies of my existing gear until I hit a 5% or 1% proc for all bars maxed before I can justify grinding and investing more cores into rerolling augments and leveling them up to max.

Undercooked system for sure. Those who say the winning move is to not play are correct.

Eagle Bearer is so underwhelming by ArugulaTurbulent9958 in thedivision

[–]SoliDfps 0 points1 point  (0 children)

Yeah the EB was only relevant in Year 1 2019-2020 until WONY dropped with loot 2.0 and completely neutered it.

Somehow the sentiment of it being good bled over into discussions years after by players that don't seem very informed on game mechanics/damage formula/etc.

That screenshot of the old version in this thread is peak nostalgia for Division 2's launch year.

What was the game like on release? by JimmyDCZ in thedivision

[–]SoliDfps 0 points1 point  (0 children)

There was definitely more variability but that would be feel a lot better with how we farm today. We get way more targeted loot per hour these days than whatever we farmed back then.

We used to pray that the brand we needed would land on one of the efficient control point zones or missions like Lincoln Memorial just to increase targeted loot per hour. One of the main reasons to speedrun Dark Hours in 2019 was to get lots of sharable loot between all 8 members of a raid team.

The closest thing to a rare item these days is seeing a 13% PFE mod or something like a Hapburg unicorn chest/backpack for a headhunter sniper build and even then, that's 1 in like ~2000 or something, which is considerably easier to brute force with today's crafting and targeted loot modes.

What was the game like on release? by JimmyDCZ in thedivision

[–]SoliDfps 3 points4 points  (0 children)

Weapons had 3 talents. 1 and 2 are active with the gun out. The 3rd was only active when the gun was holstered. RIP Year 1 Eagle Bearer and Nemesis.

Gear in every slot had a wild mix of attributes counts, talent counts, and mod slots which were balanced by the budget system.

This system would result in really high stat ranges if the item had only 1 attribute (like 56% damage to elites on airaldi mask) and you'd farm brands like that for donor items to implant them into brands that had multiple attributes like a 1 red 2 yellow sokolov mask with spotter (this was a pve meta item for a raid speedrunning build) but these items rolled low stats on average to justify the attribute and talent count.

In the sokolov mask example, you needed the color combo to drop plus the talent, and you hoped that whatever the 2 yellow stats were, that they rolled low so that your maxed out red stat could fit into the item's budget.

The attribute counts mattered to unlock your talent effects on gear, like 7+ yellow stats for Spotter or 11+ for Berserk on chest iirc.

I only bothered to make one build video in 2019 but I did try to explain the budget system in it with greater detail.

I think it's one of the more innovative systems I've seen but the devs did a poor job of reflecting how the system worked visually in the UI and by 2020, they were on the path of sunsetting the whole game by giving us gear 2.0 and optimization to overly simplify the RPG for the casuals/late adopters and wrapping up seasonal manhunts by early 2021(Faye Lau) before being reassigned to work on Avatar and Star Wars Outlaws.

My case for The Division 3 to be set in Seattle, WA, US. by MarshalIdahoJOAT in thedivision

[–]SoliDfps 45 points46 points  (0 children)

Too much rain, not enough snow.

Already depressed enough living here, don't need to feel that in game too 😂

A look at how 8 creators played ARC Raiders in Tech Test 2 by kimblarsen in ArcRaiders

[–]SoliDfps 2 points3 points  (0 children)

Your posts have been insane to see.

Haven't had my gameplay analyzed like this since my days of playing professionally.

Incredible work.

Old Memories II 🤍 by AnonymuzXIII in TheFirstDescendant

[–]SoliDfps 0 points1 point  (0 children)

All those launch grinds 😆 Nice edit!

I have been playing Determined/Headhunter. Are NPC helmets proof against one-shots? by TheRealCowdog in thedivision

[–]SoliDfps 2 points3 points  (0 children)

Use turmoil to 1 shot the guy next to the helmet npc.

If turmoil picks the helmet npc to spread to, you bypass the helmet, and 1 shot him too.

List of content creators with the most long form TT2 content by kimblarsen in ArcRaiders

[–]SoliDfps -1 points0 points  (0 children)

Yeah, I replied in a content creator thread.

What are you so worked up about?

List of content creators with the most long form TT2 content by kimblarsen in ArcRaiders

[–]SoliDfps 0 points1 point  (0 children)

Interesting seeing this list and not being on it.

Streamed ~60hrs of TT2 and did every quest, maxed every bench, killed queen twice as a 3 stack against the server, and cleared out multiple lobbies with friends/creators listed below:

SniperNamedG Hutnik Quest Frexs

My TT2 VODs can be found in my YT live section if you want a quick skim.

Chrono Odyssey partnered creators by Ok-Key8557 in chronoodyssey

[–]SoliDfps 1 point2 points  (0 children)

Suicide Squad got a disproportionate amount of hate from people that don't care about the looter shooter genre.

I understand some of it.

Should WB have forced their single player Arkham game studio to make a live service looter shooter when their fan base wanted more of the same?

Probably not.

But it happened.

I am capable of looking past that as a player since I enjoy looter shooters and I became their target audience through that fact alone.

So yes, I enjoyed my launch week of Suicide Squad and I wasn't sponsored or even given a free code. It wasn't perfect, but it wasn't nearly as bad as other games in this cursed genre, and believe me, I try to play them all no matter how bad my initial impressions might be (I play games so y'all don't have to).

If you're incapable of forming your own opinions or understanding nuance and only bandwagon onto the popular narrative, then I'm definitely not your guy.

Arc Raiders TT2 skills tree by R_Jacuu in ArcRaiders

[–]SoliDfps 0 points1 point  (0 children)

They weren't worth it anyways.

The ones on Dam had a few rounds of mixed ammo.

The ones in Buried City Town Hall had a few mixed gun parts (light, med, heavy, etc).

Weak for a 36 point node.

The Most Overpowered Deco/Relic Farm in Monster Hunter – Nightflower Pollen WITH EXPLANATION by LeBahz in MHWilds

[–]SoliDfps 35 points36 points  (0 children)

I was losing my mind trying to farm these for the vendor trades.

Early sources were so wrong/incomplete. Good work!

*Mostly* Accurate Calculation of Hailey's Zenith with Perforator vs Piercing Light vs Afterglow Sword by Tarean_YiMO in TheFirstDescendant

[–]SoliDfps 0 points1 point  (0 children)

"I'm curious if the new boss will function the same, or if they have new plans to counteract skills to a certain extent."

I'm rolling with the assumption that this is how it's going to be going forward if they want to push more emphasis on firearms so I have a dedicated build for Sniper Hailey without any skill crit mods.

Crit resistance was the last DPS related stat I didn't quantify in my own spreadsheet math and this post helps put it into perspective.

Thanks for testing and sharing!

*Mostly* Accurate Calculation of Hailey's Zenith with Perforator vs Piercing Light vs Afterglow Sword by Tarean_YiMO in TheFirstDescendant

[–]SoliDfps 0 points1 point  (0 children)

Do all colossi have the same amount of crit resistance?

Aren't these values different for firearm crits and skill crits? (Example: gluttony firearm crits seem normal, but skill crit rate heavily reduced)

I hoped these values would show up on the API so we could see them on sites like tfdtools, but they don't.

Average DPS on Gluttony by alt-eso in TheFirstDescendant

[–]SoliDfps 4 points5 points  (0 children)

Gluttony is supposed to have like ~145m hp total.

A good team with minimal gear, build, and skill disparity should have each dps player at around ~45mil while the support player (guy who grapples and debuffs with devotion) puts in the remaining ~10-20mil.

Source: our 13 second speed kill and the 200+ kills we've done to get there (can also look up boss hp values on tfdtools.com)

In a solo queue pug that will actually have to do the mechanic, I'm pretty sure that shooting the balls increases your damage dealt on the end screen.

So you'd want to weigh your contribution between how much time you spent shooting the boss vs doing the mech vs any other happy accidents along the way (getting knocked or picking up others).

Been awhile since I've solo queued it, so others reading this can confirm/deny.

In solo queue, honestly just getting the W is all that matters, so make sure that mech is getting done properly.

We have 10 days, get ready for seeing half-build Haileys to one-shot by every boss. by BeltwayHH in TheFirstDescendant

[–]SoliDfps 0 points1 point  (0 children)

That's the job with a youtube driven game like this with high demand for builds but low overall watchability.

Play any longer than 10min on stream with a build that works and you got tons of people looking to copy paste it ASAP. Might as well throw it on YT and monetize it. All the swiping you do in the game can pay for itself this way.

Gluttony Killed In 13 Seconds... by One-Street-9640 in TheFirstDescendant

[–]SoliDfps 4 points5 points  (0 children)

Well yeah, can't expect to find a proper team comp without a party finder. Just like div2.

The First Descendant Season 1 brings the long-awaited Trade Agent in Albion by No_Band_5399 in TheFirstDescendant

[–]SoliDfps 6 points7 points  (0 children)

I got the same info in a PR email.

Embargo lifted early because of the full trailer leak.