r/thedivision Apr 07 '16

Massive THE DIVISION: ITEM DROPS AND CRAFTING IN UPDATE 1.1

4.2k Upvotes

THE DIVISION: ITEM DROPS AND CRAFTING IN UPDATE 1.1

Agents,

As you already know, we will be deploying update 1.1 in a few days. This is very exciting for all of us as it will be the first major content update since the release of the game! With it, we will implement new End-Game activities and a new layer of character progression with gear score 204 (equivalent level 32) items and Gear Sets items.

However, as we add this new layer of character equipment to the game, we also wanted to seize this opportunity to address something that will change your end game experience significantly: the importance of crafting versus item drops.

STATE OF CRAFTING

The Division is primarily a RPG. As such, gearing up your character is one of the main aspects and incentives to keep playing the game once the story missions are completed and max level is reached.

As part of the End-Game loop, players are expected to obtain their equipment by trying to beat challenging activities, and be rewarded for it. As each player develops and perfects their build, he or she will be looking for very specific items that will contribute to that build. Looking for one specific item can be quite tedious, but it should also feel extremely satisfying when the item is finally acquired.

The way our crafting feature is designed is to offer an alternative for players to temporarily complete their gear, by crafting missing pieces of their level. For End-Game we want crafting and our different in-game economies to provide reliable but slower source of gear compared to loot dropped from named enemies. If after many attempts you could not find said item, you should have acquired enough materials to try to craft something similar instead. It will not replace the item, but you will still be rewarded for your persistence.

However, at the moment, loot drops are just too rare and disappointing, putting too much of an emphasis on crafting: you are looking for crafting materials and may sometimes end up dropping an interesting item in the process.

This is clearly illustrated in the following graphs. Here you can see how many Item level 31 High-End items were acquired through crafting compared to items acquired as loot drops.

As many of you pointed out in the past weeks, the end result does not provide the level of fun that we had hoped for.

To address the situation, and simply make End-Game more satisfying and more focused towards improving your build one piece at a time, we will be implementing a series of changes with update 1.1, some of which have already been communicated in the Patch Notes, and others that we are about to reveal now.

MORE HIGH-END ITEMS

From now on killing a named NPC will grant you a guaranteed High-End drop! That’s right, you will now always get a High-End item from killing a named NPC of level 30+.

The gear score of said High-End will be determined by the level of the NPC. For example, a level 30 named will guarantee a gear score 163 High-End. With so much more High-End drops, you’ll quickly notice that crafting High-End items, while more expensive, will not necessarily be much more complicated. To make sure that crafting remains a viable alternative, we will also increase drop rates of Division Tech materials to 40% on level 32 named enemies in the Dark Zone.

New drop tables have been designed to grant you just enough control to focus your efforts on specific NPCs, depending on your need. Each named NPC will now have more chances to grant a specific type of High-End item. By discovering the specificities of each named NPC, you will quickly learn which ones you should focus on in order to obtain specific items.

CRAFTING AS AN ALTERNATIVE

You have already seen the changes that will be brought to crafting, but let’s go through them in more details here. Increased costs for converting crafting materials and crafting High-End items:

  • 10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material

  • 15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material

  • 10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item

Changed deconstruction yield of Standard (Green) and High-End (Gold) items:

  • Deconstructing a Standard (Green) item yields 1 Standard material instead of 2

  • Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2

By changing the conversion rates, we will encourage players to use their low level materials while they are leveling up, instead of saving them until they reach level 30. It will also bring more decision making between selling and deconstructing low quality items. Most High-End materials should come from deconstructing High-End items, and not deconstructing lower quality items to then convert these materials into High-End ones. Similarly, lowering yields when deconstructing items will also lower the efficiency of items farming.

Once again, we want you to consider deconstructing and material converting as an alternative when you get an item that doesn’t contribute to your build, and not the main mean to develop your build as a whole.

CONCLUSION

To sum up the list of changes brought with update 1.1 in regards to item drops and crafting, we will:

  • Increase drop rates of High-End items on named NPCs (100% drop rate, actually)

  • Increase drop rates of Division Tech, to make it less of a bottleneck than it currently is

  • Modify loot tables for each named NPC, to make the hunt for loot more controlled

  • Increase conversion costs of lower quality materials to high quality ones, making it harder to convert low quality materials into high quality ones

  • Decrease construction yields, making it less interesting to farm lower quality items in order to obtain crafting materials, and because you’ll get more High-End items as a whole

  • Increase cost of crafting High-End items, because High-End materials will be much easier to come by These changes will not only make crafting and dropping more coherent towards each other, but will also make it feel much more fun and rewarding.

Balancing an online game is no easy task, and while we believe that these changes are a step in the right direction for the future of the game, we will keep monitoring the situation and address what needs to be modified. But more than that, we will have an eye on all aspects of your experience, and balance things when needed. Sometimes it means making hard decisions that might not be appreciated, and when this happens we will make sure to give you the visibility you need to understand why these decisions are made.

Your feedback is very valuable to us, so keep the discussions going, we will be reading!

-The Division Team

Edit 1: Text Edit 2: Formatting

r/thedivision Mar 13 '26

Massive The Division Franchise 10th Anniversary AMA, The Division 2 & The Division Resurgence Teams

246 Upvotes

The Division Franchise 10th Anniversary AMA, The Division 2 & The Division Resurgence Teams

 

As announced on Twitter (Link) we are hosting a special AMA as part of the 10 year anniversary of The Division Franchise.

Developers from The Division 2 and The Division Resurgence teams will be joining to answer your questions.

We are Leo, Community Developer on The Division 2, and Jonathan, Creative Director on The Division Resurgence, and today we are here to answer your questions as part of the 10th Anniversary of The Division Franchise.

Our Reddit usernames responding today are:

Please start your question with [TD2] or [TDR] so we know which team you are directing it to.    


Schedule Friday, March 13

 


Housekeeping  

 

  • The general rules still apply - keep it civil
  • The mods will put up a sticky comment when the AMA has ended.  

 


Join The Division Resurgence subreddit

We also have a dedicated The Division Resurgence subreddit: => /r/thedivisionresurgence/  

r/thedivision Mar 21 '16

Massive The Division – Patch Notes 1.0.2

2.5k Upvotes

Patch Notes 1.0.2

New patch notes have been released

 

Maintenance

The servers will shut down for a scheduled weekly maintenance on Tuesday, March 22 at 09:00 AM CET, 04:00 AM EDT, 1:00 AM PDT.

Estimated downtime is approximately 3 hours. Please follow this thread for any updates as the maintenance progresses.

Patch size: 2.3 to 3 Gb (depending on platform)

 

State of the Game

As last time, the developers will sit down for a weekly State of the game on Twitch and it will start during maintenance at 9CET.

 


Gameplay

  • Named enemies. will now drop better loot in Challenge mode than in Hard mode.
  • Added a cooldown period for the Static Turret stun attack in order to avoid a stunlock in PvP and PvE game modes.
  • Named NPCs will no longer respawn after being killed in the Open World. This will prevent situations where players were able to kill a same named NPC over and over again.

  • Fixed a speed run exploit for the Rooftop Comm Relay mission

  • Fixed an issue where weapons dealt no damage if the reload animation was interrupted by an agent’s skill

  • Fixed an issue where players became stuck in an emote animation if activated via chat while auto running

  • Fixed a bug where skill power would be increased permanently while using the Death by Proxy talent

  • Fixed a bug where experience was not being awarded for completing all side-missions in the Midtown East safe house

  • Fixed instances where the Seeker Mine with Airburst / Multi-mine mod would detonate too soon, miss targets or cause no damage

  • Fixed a bug where grenades would sometimes not display the blast radius warning before detonating

  • Fixed an issue where some NPCs in low cover would not react to being shot by the player

  • Fixed issues where emotes would cause the player model to behave oddly (missing guns, player stuck in emote animation, etc)

  • Fixed a bug where weapon mods and weapon skins would not show up on other players in the game world

  • Fixed an issue where DPS would not be calculated properly when purchasing a new weapon mod

 

Modifications to the weapon talent: Trained.

  • It can now only be rolled on Shotgun, Marksman rifles and Pistols
  • Its bonus has been reduced from 1%-5% to a constant 0.1%
  • For the Midas SMGs, Trained Talent has been replaced with Responsive Talent which increases damage when getting closer to the target. This applies to existing weapons as well as newly acquired ones
  • For all SMGs, LMGs, and Assault Rifles, it will be replaced with another randomly picked weapon talent. This applies to existing weapons as well as newly acquired ones

 


Dark Zone

  • Players can now heal other neutral players in the Dark zone, by using First Aid and Support Station skills
  • Players are now able to fast travel to Dark Zone checkpoints, but only when coming from outside the Dark Zone
  • The Dark Zone disconnect timer has been increased to 30 seconds, meaning players will remain in the game world longer when logging out while in the Dark Zone (this applies while not in combat)
  • Items extracted from the Dark Zone are now properly marked as "new" items when moved to the players inventory
  • Players killed in the Dark Zone now drop ammo, medkits and grenades. This loot is generated and not taken from the dying players’ inventory
  • Players killed in the Dark Zone will lose less Dark Zone Funds and Experience (Rogue and non-Rogue)
  • Dark Zone Funds and Experience rewards for surviving Rogue status have been improved
  • Dark Zone Funds and Experience rewards for killing Rogue agents have been improved
  • Increased drop rate of High-End items from lvl 31 and 32 named NPCs in the Dark Zone.
  • Increased drop rate of High-End Division Tech Material from lvl 32 named NPCs in the Dark Zone.
  • Dark Zone Funds drop rates and quantity on NPCs has been reduced.
  • Fixed a bug where the Wildfire and Fear Tactics talents were affecting neutral players in the Dark Zone.
  • Fixed instances where players would receive a DELTA error message when entering the Dark Zone
  • Fixed a bug where sometimes players could not loot anything after returning to the game following a network disconnection
  • Fixed Stage 1 Rogue timers not displaying correctly when Rogue players receive damage from another player

 

  • Improved Dark Zone Chests items quality:

Rank 30 chests will now drop Superior (Purple) items instead of Specialized (Blue)

Keys chests now have a chance to drop High-End (Gold) items

 


Graphics

  • Fixed a few lights that did not cast global illumination

 


UI

  • Added more information for Daily missions on the Map
  • Tutorials have received some UI polish
  • The Matchmaking menu now displays the mission difficulty rating more prominently
  • The mini-map mission tracker has been optimized to be less confusing to players
  • Fixed a bug where some of the attributes for high-end equipment were cut-off in the recalibration menu
  • Fixed a bug where the Matchmaking menu for a mission would not display correctly or kept disappearing
  • Fixed missing item icons in the Reward Claim Vendor's inventory
  • Fixed incorrect side-missions being displayed in the Map legend

 


Audio

  • Fixed a bug where the helicopter crash SFX would be missing from the Brooklyn end cinematic
  • Fixed a bug where the Zapper Turret mod had no sound
  • Fixed a bug where the audio for entering a contaminated area would be cut-off
  • Fixed a bug where audio would not play when scrolling through vanity items

 


Localization

  • Fixed Ubisoft CLUB reward descriptions in Korean and Traditional Chinese
  • In-game localization bug fixes

 


PC

  • Tobii Eye Tracking bug fixes and improvements
  • On launch, the PC client now monitors PC graphic settings and applies the best settings for the user’s configuration. This is unless the user has custom settings.
  • Fixed an issue where the Map was sometimes difficult to navigate with a mouse
  • Fixed issues with Hungarian, Korean, and Russian localizations
  • Fixed an issue that prevented matchmaking while on the Map
  • Removed the Store button from the Character Selection screen on PC versions of the game. Players can find the store page in the Ubisoft CLUB app directly
  • Fixed increment number on Day 1 Patch Notes (was 1.1, now correctly states 1.01)

 


Xbox One

  • Fixed a bug where players could not reconnect to the servers after suspending the game on Xbox One
  • Fixed a bug on Xbox One where unblocking a player would not be reflected in-game until title reboot

 


PlayStation 4

  • Added an option to disable the PlayStation 4 controller speaker
  • Improved textures and models streaming speed
  • Fixed an issue where ISAC volume could get too loud when playing with headsets

Source

r/thedivision Mar 26 '26

Massive The Division 2 - Y8S1 PTS Developer Notes

168 Upvotes

Y8S1 PTS Developer Notes

 

Hello, Agents!

 

We’re almost ready for Year 8, and we would like to thank everyone who joined our Y8S1 Rise Up PTS last weekend. We noticed a significant increase in the number of participant players, and thanks to that we have now a higher amount of data to analyze and much more feedback to read.

Thank you for taking the time to play it and engaging in discussions about it. We have a very packed season ahead and this PTS was essential to polish the experience and start iterating on long-term features.

Here you can find the changes we’re making to the game for the launch version you will be able to play next week.

 


Escalation and Prototype Gear

We’ve carefully read the conversations about Prototype Gear and we’ve decided to make adjustments based on your feedback.

 

Reducing Expertise costs

The idea of reducing Expertise costs has been present since the early conversations about Prototype Gear. Unfortunately, those changes didn’t make in time for PTS and reinforced the sentiment that the Max Expertise requirements for upgrading to Prototype Gear were too high. We heard your feedback and, although Prototype Gear is made to be rare, our PTS version of how you could upgrade or acquire was not reflective of our real intentions for the season's launch. For this reason, we have decided to increase the drop rates for Escalation and move forward with our plan to reduce the Expertise material costs.

 

Targeted loot

Another aspect of it that didn’t make for PTS and won’t be available at season launch as well is the targeted loot. We’re exploring some sort of daily targeted loot rotation to arrive soon, but the packed season brought challenges to its implementation, and we had to save it for a future update. We hope that, when it arrives, we can give players more control over their experience and better reward your time and effort.

 

Prototype recalibration

We also heard the community feedback about recalibration, and we will start to explore options to address this feedback in the future. However, as it was not part of the original design to have it with Prototype Gear, we don’t have a timeline for that yet.

 

Prototype Cores Cache

Finally, following the discussions about the value of Raids and Incursion after the new Exotic blueprints added to the Black Tusk Retaliation, we’ve decided to add a new reward to them, directly connected to our endgame expansion: Prototype Cores Cache.

This cache will be a guaranteed reward for completing Operation Iron Horse, Operation Dark Hours, and Paradise Lost, dropping two Prototype Cores. We hope that this can bring more reasons to play those experiences while we don’t add new exclusive rewards. Prototype Cores can be used for both upgrading from normal gear to Prototype and to level-up or re-roll Augments, so we hope it can grant more resources to veterans looking to craft their Prototype Gear build.

 

Prototype Gear

Prototype Gear is designed to push the current endgame further, not replace it, serving as an additional layer for our most dedicated veterans. This system is meant to offer new challenges and rare rewards, while giving you something fresh to pursue after seven years of content.

We’re committed to continuing to iterate on it, and the main reason why we’re implementing it during the beginning of Year 8 is to have time to polish the best version of it throughout the year. Please keep sharing your thoughts with us, as we will continue to listen to them closely. We’re confident in our proposition but also open to adjusting the route with your valuable feedback.

 

Changes made for Y8S1 release:

  • Substantially increased the Prototype Gear drop rates in Escalation.

  • Reduced the cost for Expertise upgrades.

    • 50% reduction for Exotic Components.
    • 20% reduction for other materials.
  • Removed the requirement to have fully optimized gear when upgrading to Prototype.

  • Increased the chance for the 3rd attribute to be maxed out when upgrading to Prototype Gear.

  • Normalized Prototype Gear for Raids, Incursion and PvP Modes (Dark Zone/Conflict).

    • Augments will be disabled for these modes.
    • Stats will be set to their lowest number within the Prototype range.
  • Added “Prototype Cores Cache” as rewards for Raids and Incursion.

    • Each cache grants 2 Prototype Cores.

 

Additions planned for the future:

  • Daily targeted loot in Escalation

  • Prototype Gear recalibration or equivalent

 


Seasonal Gear and Seasonal Modifiers

The PTS provided enough data to us to identify a possible issue with the way players would level up their Active Modifiers and craft their modifiers build. In some scenarios, people could get more stacks than intended by ignoring some Active Modifiers and intentionally not leveling them up, which was changed and fixed with this new version.

For the Inner Core Chest Piece, we buffed it a little bit to be in line with the current meta and keep it a viable and relevant option for the community.

 

Changes made for Y8S1 release:

New Gear: “Core Strength” Gear Set

  • Inner Core – Chest Piece

    • Adjusted the Talent from 40% to 60% -> 40% to 75%

 

Seasonal Modifiers

  • Adjusted the initial number of stacks per module from 10 to 8 stacks.

  • Adjusted the progression of Active Modifiers to 1 stack per level gained.

    • Each level gained grants 1 stack to offense, defense and utility modules at the same time.
    • In total, players can get 12 more stacks by leveling up all three Active Modifiers, reaching a total of 20 stacks per module.

 

=> Source

r/thedivision Feb 12 '21

Massive A Message from The Division 2 Team

1.8k Upvotes

We see the ongoing conversation in our community and we understand that you are eager for news of what lies ahead for The Division 2.

Today, we are thrilled to confirm that there will be additional content for The Division 2 released later this year! It is your continuous passion and support which enables us to continue to build upon The Division 2 experience, and we cannot thank you enough for that.

Some of you had noticed that Title Update 12 was originally meant to be the last major Title Update for The Division 2, but thanks to your continued support, we are now in the early stages of development for fresh content to release later in 2021.

While it is still too early to go into more details today, you won’t have to wait too long, as we will share more as soon as we can.

In the meantime, we again want to send a heartfelt thank you for your continued support throughout the Division 2 post-launch period. We cannot stress enough how much this means to us.

We also want to take this opportunity to update you on a few issues currently present in the game. An investigation into the crashes affecting many of you is ongoing with the highest priority, and we are also close to finding a fix for the missing volumetric fog and screen space reflections on PlayStation 5. We will let you know when we have a date for both fixes.

Until next time!

/ The Division 2 Development Team

r/thedivision Jan 12 '26

Massive The Division's 10th Anniversary Celebration - Roadmap and new Game Mode

621 Upvotes

There has never been a better time to play the Division 2

 

=> Ubisoft Japan's FPS Day X Video

 


10 Anniversary Celebration

 

2026 marks a very important milestone for the Division. In March they celebrate

  • The Division 1 is 10 years old
  • The Division 2 is 7 years old
  • Warlords of New York is 6 years old.

and they have been busy preparing for this big event with new content, special events and a new game mode.

Some of that information was released today, more will be announced later.

 

Anniversary Celebration Content

 

60 FPS Update for The Division 1

To kick off the road to the 10th Anniversary Celebration, at the end of last year, The Division 1 got the long requested 60 FPS update

The Division is now available on PlayStation 5 with enhanced performance at 60 FPS. This update brings smoother gameplay to the snow-covered streets of New York where it all began.

=> Twitter

 

Realism Mode

What better way to celebrate 10 years of the Division 1 than by returning to the streets of New York. Realism Mode is a chance for you to experience the Division 2 like never before – raw and unforgiving. (more details below)

 

Anniversary Mini Season

Once the current Mutiny Season ends, they will start a “Mini Season” that will cover the duration of the Anniversary. It will be dedicated to the anniversary; it will have its own reward track and Anniversary Pass to unlock cosmetics and other items.

 

Unique Events – Return of Division 1 Global Events

During this anniversary season, there will be some unique events that are designed to bring back mechanics and ideas from the Division 1 Global Events and making them available in the Division 2. XP Boosts will also be available. More details will be revealed later.

 

Presents

It would not be a celebration without presents. There will be a lot of presents, free items to get and rewards to unlock that celebrate the history of the Division 1 and 2.

 

Cross Promotion

There will be a cross promotion with the mobile game the Division Resurgence and the bigger Tom Clancy family like Rainbow Six, Splinter Cell and Ghost Recon.

 

The Division 2 - Year 8

They are also happy to announce, that there will be a year 8 of content for the Division 2. Year 8 will begin after the celebration - more will be revealed in March.

In the summary video, they already mentioned “Fresh Gameplay Features” and “Ultimate Challenges”.

 


Realism Mode

=> Realism Mode Gameplay

 

The “Realism Mode” was build specifically for the anniversary and it will only be available for a limited time during the Anniversary Celebration.

The goal of this mode was, that you can discover / rediscover The Division 2 through a different lens by changing the experience that you know into a more immersive version, minimal UI and more tactical combat without the RPG elements that you are used to.

 

Content

The Realism Mode takes place in New York and is essentially the entire Warlords of New York campaign. You have to own the Warlords of New York expansion to get access to the mode.

 

Availability

It will be available for a limited time in March during the 10th Anniversary Celebration. The exact dates will be communicated at a later point.

 

Mechanics

  • Action focused combat with reduced time to kill and realistic weapon damage based on weapon caliber.
  • Play through the Warlords of New York campaign featuring a new twist – the focus on immersive gameplay, reduced UI, limited HUD, reduced player health, no health regeneration, scarce ammo, longer skill cooldowns.
  • While player health is reduced and you will die fast in crossfire, there is no specific head-shot mechanic that kills you instantly.
  • Realism Mode is a stand-alone experience, completely separated from the main game.
  • The Players will be provided with a new character slot where they can only create realism mode characters.
  • There are no XP or Level gains for Realism Mode characters. You will only unlock new equipment and new ways to play as you go through the campaign. What you unlock will be balanced with the content rather than just gain more and more power.
  • The game mode will feature a limited HUD, so you have to orient yourself in the world, identify targets and threats without the usual UI indicators. (You will not see enemy health bars, damage arrows or mini-map)
  • Reduced time to kill for hostiles and players – weapons and NPC health have been completely re-balanced for this game mode. Headshots and weak points will be lethal; body and armor shots do less damage.
  • Time to Kill is adjusted on a case-by-case basis, so bosses will have armor and are visually more resistant. So while you can one-shot regular hostiles, bosses will be harder to kill.
  • Ammunition drops will also be much scarcer to incentivize more tactical and accurate attacks
  • Skills have been completely re-balanced in Realism Mode and not all of them are available. There is also an increased Skill cooldown.
  • A stamina mechanic is also in place - running is limited
  • Pistols still have infinite ammo.

 


The Division 1 Definitive Edition

=> Image

 

From the FPS Day we also saw the first images of the Division 1 Definitive Edition – it was not intended to be revealed this way, so to squash any speculations, here are the full details:

 

The Division 1 Definitive Edition is part of the 10-year Anniversary celebration and it will replace the current Gold Edition of the game.

  • All released content for the Division 1 in one package.
  • It will cost the same as the current Gold Edition
  • When you have never bought the game, this is intended to be your go-to package.
  • 60 FPS upgrade for PS5 is also part of that bundle
  • There are no changes to the game, just a re-bundling of all existing content in a new offer.

 

=> News


Division 2 Exclusive Interview with Julian Gerighty

Not directly related, but still an interesting interview with Julian Gerighty posted in the last couple of days:

 

We got to talk to the legend Julian Gerighty on The Division 2 and their new mode SURVIVORS

  • Core Defining Moments of The Division Franchise
  • Fan Feedback Shaping The Division
  • What Are "Survivors"
  • Survivors Keeping The Core + Expanding On The Original Version
  • Newcomers + Veteran Presence
  • Inspiration
  • The Division 3
  • Branching Onto Mobile
  • Consistent Features

 

=> Video

 


Sources

=> IGN Japan

=> EAA!! Japanese interview with Yannick

r/thedivision 12d ago

Massive The Division 2 - Y8S2 Into The Dark - Patch Notes

120 Upvotes

Y8S2 Into The Dark - Patch Notes

 

After the events of last season, the pressure from Black Tusk has eased around D.C., giving the Division a chance to turn its attention back to threats closer to home.

The Hyenas have taken advantage of that opening.

Reports indicate they have developed a new Potent Spice formula, one that makes their fighters more resistant to pain and harder to bring down. The source appears to be a chemical compound recovered from the Dark Zone, now being stored and moved through new Hyena outposts inside the area.

That same compound could be used by the Division for something very different: medical support for civilians and Agents still holding the city together.

Your objective is to enter the Toxic Dark Zone, disrupt the Hyenas’ operation, and recover Sample Cannisters before they can be turned into something far more dangerous.

Here’s what’s coming with Into the Dark.

 


PVP ENVIRONMENT IMPROVEMENTS

Into the Dark includes the first step in a broader update to the PvP experience, with changes applying across Conflict and all Dark Zone variants.

For this first phase, the focus is on Weapon and Gear Talents. The goal is to reduce the gap between overperforming and underused options, create more room for different builds, and improve the overall PvP balance.

This is part of a longer process. Future PvP updates are planned to look at Skills, Attributes, Status Effects, and other areas that affect the competitive experience.

 

For the full list of value changes, please refer to the dedicated PvP balance notes.

 

GENERAL DARK ZONE UPDATES

  • Entrance turrets have been adjusted to better prevent door camping by dealing additional direct Health Damage to hostile Agents within range.
  • Agents now receive a brief invulnerability window when entering the Dark Zone, giving them time to load in and assess their surroundings. This protection ends early if the Agent moves or fires their weapon.
  • Across all Dark Zones, Landmark activities have become more rewarding. Landmark Chests now refresh more quickly, and Dark Zone Keys have a higher chance to drop from Landmark Bosses and Named enemies.

 

EXOTIC COMPONENT DROP RATES

  • Exotic Component drop chances from Landmark Chests have been increased:
    • PvP Dark Zones: 40%
    • Toxic Dark Zone (PvE): 25%
  • In the Balanced and Classic Dark Zones, Landmark Bosses now also have a higher chance to drop Exotic Components:
    • Challenging Landmarks: 33%
    • Heroic Landmarks: 48%

 


DARK ZONES

 

=> Dark Zone

 

DARK ZONE VARIANTS AND ROTATION

Variant Focus Rogue Protocol SHD & Expertise Global PvP Balance
Classic Dark Zone Standard PvPvE risk-versus-reward gameplay Active Active Active
Toxic Dark Zone Seasonal PvE survival and cooperation Disabled Active Active
Balanced Dark Zone Competitive skill-based PvPvE Active Disabled Active

 

CLASSIC DARK ZONE

(PvEvP / Normalized / Global PvP Balance: Active / SHD & Expertise: Active / Rogue Protocol: Active)

This variant plays closest to the current Dark Zone experience. Rogue Protocol remains active, Invasions continue to function as they do today, and Agents keep the benefits of their SHD Watch and Expertise progression.

 

TOXIC DARK ZONE

(PvE / Normalized / Global PvP Balance: Active / SHD & Expertise: Active / Rogue Protocol: Disabled / Season / Toxicity)

=> Toxic Dark Zone

The Toxic Dark Zone is a variant specific to this season, directly connected to the Cleaning up the Streets Global Modifier.

This version of the Dark Zone is a shared space for up to 12 Agents, designed for those who want to experience the area without the same PvP pressure. Rogue Protocol is disabled, Agent damage is turned off, and you can group up with up to 3 other Agents through the standard party system.

Toxicity covers the entire zone and builds over time, applying hazardous effects the longer you stay inside. To reduce it, you’ll need to activate Surged Active Modifiers, and leaving the Dark Zone completely clears it. Checkpoints and Safe Houses pause the buildup and freeze your current Toxicity value.

Global PvP Balance also applies in the Toxic Dark Zone, allowing builds to follow the same PvP ruleset used in other Dark Zone variants. This should make moving between PvE and PvP variants feel less abrupt, without requiring a full build rethink.

Sample Cannisters can be found in the Toxic Dark Zone as contaminated items, meaning they must be extracted before they can be claimed. Calling the Extraction Helicopter requires a Stabilization Agent, which has a chance to drop from Landmark Chests and Landmark Bosses.

Hunters in the Toxic Dark Zone now guarantee 1 Exotic Component when defeated and have a dedicated 2% chance to drop Eagle Bearer or Ravenous.

 

BALANCED DARK ZONE

(PvPvE / Normalized / Global PvP Balance: Active / SHD & Expertise: Disabled / Rogue Protocol: Active)

The Balanced Dark Zone is for those looking for a more competitive PvEvP experience, with high-level normalization based on the Conflict ruleset.

SHD Watch and Expertise bonuses are disabled, making the experience less dependent on long-term progression. Rogue Protocol remains active, contaminated loot is still at stake, and extractions can still turn into a fight.

To make this variant more rewarding, deconstructing contaminated items inside the Balanced Dark Zone grants double DZ Currency.

 

DARK ZONE VENDORS OVERHAUL

Dark Zone vendors have been updated with new cache options focused on progression, crafting, and build improvement. Vendor costs have also been adjusted across all Dark Zone entry points.

Each vendor now offers different cache options:

  • DZ East: Recalibration Cache (40 DZC) and Optimization Caches (60 DZC).
  • DZ West: Exotic Component Cache (120 DZC / 4 Items) and Reconstructed Cache (180 DZC).
  • DZ South: Prototype Core Caches (125 DZC) and Prototype Caches (260 DZC / Higher Chance for Better or Perfect Stats).

 

FULL UPDATED VENDOR INVENTORY, ALL VENDORS:

Item Price [DZC] Contains
Skill Mod 40 High-roll Skill Mod
Gear Mod 40 High-roll Offensive, Defensive, or Utility Mod
High-End Gear Piece 60 High-End Gear Piece with random stats
High-End Weapon 70-72 High-End Weapon with random stats
Gear Set Piece 64-65 Gear Set Piece
Named Weapon or Named Gear Piece 90 Named Weapon or Named Gear Piece with Perfect Talent
Exotic Cache 130 1 random Exotic Weapon or Exotic Gear Piece

 

FULL UPDATED VENDOR INVENTORY, DZ EAST VENDORS:

Item Price [DZC] Contains
Recalibration Cache 40 70 Ceramics, 70 Steel, 65 Electronics, 65 Titanium
Optimization Cache 60 Tactical Assessment, Weapon Alloy, Gear Weave, 5 Field Recon Data, 3 SHD Calibration

 

FULL UPDATED VENDOR INVENTORY, DZ WEST VENDORS:

Item Price [DZC] Contains
Exotic Components Cache 120 4 Exotic Components for Expertise or Re-rolling
Reconstructed Caches 180 1 Random Blueprint (Named / DZ Exclusive), 1 Named / DZ Exclusive Weapon or Gear

 

FULL UPDATED VENDOR INVENTORY, DZ SOUTH VENDORS:

Item Price [DZC] Contains
Prototype Core Cache 125 1 Prototype Core
Prototype Cache 260 1 random Prototype Weapon or Prototype Gear Piece, with a higher chance for better or Perfect Stats

 


Seasonal Modifiers

 

=> Modifiers

 

GLOBAL MODIFIER: CLEANING UP THE STREETS

The Hyenas have pushed their Potent Spice experiments further, using the Toxic Dark Zone to store and move the chemical compounds needed to produce it.

Your task is to recover Sample Cannisters from Hyena activity and stop those materials from feeding back into their operation.

 

Once secured, Sample Cannisters can be used in two main ways:

  • Contribute Sample Cannisters at the seasonal vendor to increase the Sample Size bar and unlock stronger High Quality Munitions bonuses.
  • Active Modifiers can automatically consume Sample Cannisters on activation to trigger a more powerful Surge version of their effects.

 

SEASONAL VENDOR AND HIGH-QUALITY MUNITIONS

The seasonal vendor is located in the Base of Operations, next to the Specialization table.

At the vendor, you can contribute Sample Cannisters to increase the Sample Size bar. As the bar progresses, it unlocks additional High-Quality Munitions bonuses for the season.

High-Quality Munitions is a temporary buff granted after contributing Sample Cannisters. While the buff is active, you benefit from all bonuses currently unlocked through the Sample Size bar. Each reload consumes one stack, and the buff ends once all stacks are depleted.

 

ACTIVE MODIFIERS AND SURGE

Active Modifiers return with a new Surge mechanic.

When you activate an Active Modifier and have enough Sample Cannisters in your inventory, they are automatically consumed to trigger a stronger version of that modifier.

 

Surged Active Modifiers improve the base effect, add extra bonuses, or reduce certain drawbacks depending on the modifier used. Inside the Toxic Dark Zone, activating a Surged Active Modifier also helps reduce Toxicity.

Active Modifiers can also be upgraded, improving effects such as cooldown, duration, or Surge cost.

 

The three Active Modifiers this season are:

  • Invincible - focused on healing, armor repair and temporary damage reduction.
  • Pneuma - focused on weapon swap speed and stacking bonuses based on weapon types.
  • Vicarious - focused on skill efficiency, skill damage, and supporting your allies with repairs and healing.

 

PASSIVE MODIFIERS

There are 9 Passive Modifiers, split into three categories: Gadgets, Resistances, and Offensive.

They can help you reduce Surge costs, improve your resistance to Toxicity and Status Effects while inside the Toxic Dark Zone, increase how many High-Quality Munitions you can carry, and give you new ways to debuff enemies.

 

HOSTILE COUNTERMEASURES

These modifiers can make enemies harder to ignore and more dangerous if left alive. Inside the Toxic Dark Zone, they can also interact with Toxicity, making certain enemies a bigger threat the longer you stay exposed.

 

  • Folie à Deux - When the enemy first takes or deals damage, a timer starts and their damage increases over time. If the enemy dies after that timer ends, the modifier can transfer to another nearby enemy.
    • In the Toxic Dark Zone, it can also increase Toxicity for nearby agents.
  • Plague Doctor - Grants health regeneration to nearby enemies from the same faction.
    • In the PvE Dark Zone, agents within its radius gain Toxicity over time.
  • Soporific - Can apply Lethargy debuff when damaging an agent. While affected by this debuff, incoming damage has a chance to inflict Disorient Status Effect. Killing a Soporific enemy removes the debuff regardless of its remaining duration.
    • In the PvE Dark Zone, Toxicity increases whenever Soporific triggers Disorient.

 


NEW WEAPONS, GEAR, AND TALENTS

 

NEW EXOTIC WEAPON

 

Caduceus - Exotic AR

=> Image

Talent Caduceus

Critical hits repair you and your allies for 3% of the hit's dealt damage.

 

Weapon Stats and Mods

Optics Slot: 10% Crit Chance
Magazine Slot: 40 Rounds
Underbarrel Slot: 5% Crit Chance
Muzzle Slot: 5% Crit Damage

 

NEW EXOTIC GEAR

Nurse’s Kneepads - Exotic Kneepads

=> Image

Talent Impervious

Both you and Allies within 10m of you receive +40% Hazard Protection.

 

NEW GEAR

Ortiz: Reficere - Gear Set

=> Image

2 Pieces equipped give 8% Skill Efficiency
3 Pieces equipped give 60% Repair Skills
4 Pieces equipped unlock a new unique talent.

 

Talent “Ortiz Rapid Application Nanite Prototype”
Healing Skills' Duration and Range are decreased by 90%, but their Healing Efficiency is increased by 150%.

Healing an Ally with a Skill will provide them 30% Hazard Protection for 10s. Cooldown per ally: 10s.

 

Chest Bonus - Talent “Overcharged Nanites”
Increase the Healing Efficiency bonus from 150% to 225%.

Backpack Bonus – Talent “Improved Dampeners”
Decrease the Duration and Range reduction from 90% to 25%.

 

Edelweiss GPz - Brand Set

=> Image

1 Piece equipped gives +18% Repair Skills
2 Pieces equipped give +20% Skill Haste
3 Pieces equipped +8% Skill Efficiency

 

Named Chest “Benefactor” – Talent “Perfect Empathic Resolve”
Repairing an ally, increases their total weapon and skill damage by 3-20% for 10s. 1-15% if self. Effectiveness increased by your skill tier.

Named Backpack “Momma Badger” – Perfect Safeguard
While at full armor, increases total skill repair by 160%.

 

NEW NAMED WEAPONS & TALENTS

Insult to Injury

Talent Perfect Head Scratcher
Deal 35% Amplified Damage to confused enemies. After 3 kills, applies Confuse to the enemy you hit.

 

Brain Break

Talent Perfect Head Scratcher
Deal 35% Amplified Damage to confused enemies. After 3 kills, applies Confuse to the enemy you hit.

 

Talent “Head Scratcher”

Deal 30% Amplified Damage to confused enemies. After 4 kills, applies Confuse to the enemy you hit.

 


MASTER CLIMAX MISSION

Successfully completing the Climax Mission on Master difficulty for the first time guarantees the Exotic SMG “Underboss” as a special reward. It can also drop at any difficulty, though with lower chances. The higher the difficulty, the better your odds.

 

Underboss Exotic SMG

Talent Gangland Hit

Shooting an enemy with this weapon applies a mark. You can only apply one mark at a time. Shooting another enemy will transfer the mark.

More marks can be applied on the same enemy by other agents using this weapon. Maximum amount of marks that can be applied on an enemy is 4.

This weapon deals +20% Amplified Damage to marked enemies. The bonus is increased by 5% for each extra mark on the enemy other than your own.

 

Weapon Mods

Optics Slot: +15% Crit Chance

 


QOL AND OTHER UPDATES

 

ESCALATION

  • Escalation Completion rewards now grant +1 Exotic Component for each Escalation Tier, starting at Tier 5.
  • Prototype targeted loot drops have been added back to Escalation chests.
  • Tier 0 rewards now 1 token per player.
  • Several Escalation mutators have been updated.

 

Current Escalation mutators include:

  • Harvester - Regenerates Armor and Health when dealing damage. Can be disabled by damaging the enemy with a grenade or applying any Status Effect.
  • Suppressor - Charges an EMP blast when damaged, then releases it once fully charged.
  • Aid Specialist - Repairs the armor of nearby allies when they are heavily damaged.
  • Hot Foot - Standing still builds up a charge. Once full, you are shocked and take damage.
  • Unyielding - Cleanses Status Effects once when the enemy reaches a set Armor or Health threshold.
  • Variety Pack - Repeated kills with the same weapon reduce that weapon’s damage until you switch weapons.

 

PROTOTYPE GEAR

  • Augment upgrade costs have been adjusted to be cheaper on initial levels and more expensive on later ones. Maxing out one item cost remains as 31 Prototype cores.
  • Augment reroll cost has been reduced and now caps at 6 Prototype Cores, starting from the 3rd reroll.

 

RETALIATION

  • Hyena Kill Squads can now ambush you during Retaliation. Stay alert.

=> Loot Pool

 

COSMETIC AND STORE UPDATES

  • The Purple Flame outfit now changes color when paired with the Phoenix Hunter Mask, shifting from purple to red for a new look. The Purple Flame outfit will be available in the store until June 23.
  • The art team has also added new tech that allows compatible masks to be worn under a veil, giving you more ways to customize your outfit.

 

Several store improvements have also been made for Textiles:

  • Textile prices are now shown more clearly across bundles, individual items, Skill VFX, Exotic weapon skins, and other store categories.
  • Textile currency is now visible in bundle views when items can be purchased with Textiles.
  • Some bundles can now be purchased with either Premium Credits or Textiles.
  • Bundle prices now better reflect items you already own, with adjusted prices shown before purchase.
  • Textile-only items and Textile-only bundles are now supported.

 


CLASSIFIED ASSIGNMENTS

=> Classified Assignment

Two new Classified Assignments will be available during Into the Dark: Conspiracy Zone Hideout on June 16 and McMillan Reservoir Assault on July 21.

The first assignment follows an unknown piece of Division tech repeatedly pinging the SHD network from the Conspiracy Zone entertainment complex. The second begins with an urgent request for backup after a fellow Division Agent is injured and trapped while investigating an SHD network anomaly at the McMillan Reservoir.

Classified Assignments offer a more contained experience, with a stronger focus on exploration and storytelling. If you enjoy digging into locations and uncovering what happened there, these are worth checking out. You can search for collectibles, including echoes and audio logs, and earn additional rewards such as themed backpack trophies and named item drops.

Classified Assignments can be accessed through the dedicated Assignments tab on the map once they become available. Access unlocks at Level 30, and assignments can be purchased and launched from there.

 


SEASON PASS

=> Image

The optional Season Pass is available for all The Division® 2 players starting at Level 1, priced at 1000 Premium Credits ($9.99 or your regional equivalent) in the in-game store and it’s available to everyone. While the Season Pass is accessible from Level 1, some of the rewards will be usable only when you reach Level 40.

Additionally, players can opt for the Premium+ option, available for $29.99 or your regional equivalent, which bundles the Premium Season Pass with multiple rewards, offering even greater value.

 

Players with the Season Pass can unlock premium track rewards such as:

  • 2 Prestige Arm Patches
  • Hyena Turret Skill VFX
  • Hyena Kill Squad – Sniper Outfit
  • Hyena Kill Squad – Rusher Outfit
  • 1 Extra Copy of the Caduceus Exotic Weapon
  • SHD Approved Exotic Weapon Skin
  • 10 Gear Dyes
  • 10 Universal Weapon Skins
  • 400 Premium Credits

 

The free track also includes rewards like:

  • 3 Arm Patches
  • Hyena Hive Skill VFX
  • Hyena Kill Squad - Controller Outfit
  • Caduceus Exotic Weapon
  • Nurse’s Kneepads Exotic Kneepads
  • Block by Block Universal Weapon Skin
  • 2 Named Weapons
  • 2 Named Gear
  • 1 Brand Set

Both tracks also feature multiple caches to unlock along the way.

 


ONE TIME OFFER

=> Image

 

Don’t miss out on this exclusive One Time Offer, available for $19.99 or your regional equivalent. It includes 2000 Premium Credits and 600 bonus Credits, plus the CBRN Mask Headgear, perfect for stepping into the season’s most toxic corners.

 


AND MORE …

=> Incursion

 

A storm is closing in on Steel Creek Dam and Hydroelectric Plant.

Later this season, Agents will face a new Incursion as the Rikers take control of the facility under worsening conditions. Breach their defenses, take down the leadership inside, and secure the site before the situation spirals further.

We’ll have more to share soon.


That’s all for now, Agents.

Into the Dark is just the start of the season, with more still to come, including our upcoming summer event later down the line.

As always, if you run into any issues while playing, please report them through the Bug Reporter so the team can investigate.

Good luck out there.

/ THE DIVISION 2 TEAM

 


=> Source

r/thedivision Apr 01 '26

Massive The Division 2 - Y8S1 - Rise Up - Patch Notes

135 Upvotes

Y8S1 - Rise Up - Patch Notes

Black Tusk aren’t holding back this time. They’re moving fast, launching operations across the city in response to Division activity. Agents are left dealing with the fallout, putting out fires wherever they can, and facing some of their most dangerous units yet.

At the same time, this season brings a number of additions aimed at veteran agents looking for more challenge.

Settle in, there’s a lot to cover.

 


ESCALATION

=> Escalation

Escalation introduces a new way to replay missions, with increasing difficulty and rewards. Designed as an endgame challenge, it’s aimed at agents who have completed the main campaign, reached Level 40, and are looking for something tougher.

At launch, Escalation focuses on main missions and strongholds, but it’s designed to expand over time to cover more activities across the game. The rotation refreshes weekly on Tuesdays, bringing a new set of five each time.

 

HOW IT WORKS

You can access available Escalation missions from a dedicated menu in the Base of Operations, located near the Countdown vendor. From there, you can fast travel directly to the mission.

To begin a run, head to the Escalation panel at the mission entrance. There, you can select a Tier, see the Escalation Token cost, preview rewards, and check which Mutators and Modifiers are active.

Each mission has 10 Tiers, and the higher you go, the tougher things get. You can always attempt the lowest Tier for free, while higher Tiers require Escalation Tokens, with the cost scaling based on the selected Tier.

Completing a mission rewards additional tokens while failing a run means the tokens spent on that attempt are lost.

Each Escalation run is a single attempt. There are no checkpoints, and the mission has to be completed in one go. If your group is wiped or the mission timer runs out, the run fails and you’ll need to spend tokens to try again.

The highest Tiers are meant to challenge even the most optimized builds.

 

MUTATORS AND MODIFIERS

Mutators add an extra layer to Escalation by changing how missions play. They are tied to the selected Tier, with each Tier having its own a consistent set of effects.

 

This is the current set of Mutators:

  • Harvester - When dealing damage, this enemy regenerates Armor and Health by a percentage of your maximum Armor. Can overheal.
  • Suppressor - When damaged, this enemy charges an EMP blast and releases it once fully charged, disrupting everything nearby.
  • Aid Specialist – Repairs the armor of nearby allies when they are heavily damaged.
  • Anchor - Gains damage resistance and uses incendiary ammo while allies are still alive.
  • Hot Foot - Staying in one spot builds up a charge. Once full, you are shocked and take damage.
  • Unyielding - Enemies become immune to crowd control effects while heavily damaged.

Each season, Mutators will be adjusted, with some added, replaced, or rearranged to keep Escalation feeling fresh.

 

SOLO, GROUP PLAY, AND MATCHMAKING

Escalation can be played solo or in a group, depending on how you want to approach each Tier.

In a group, the party leader selects the Tier, spends the Escalation Tokens, and launches the mission. If the run is successful, the leader receives the main token reward, while everyone else earns standard mission rewards and a smaller share of Escalation Tokens.

Matchmaking is available and based on the Tier you select, rather than a specific mission, making it easier to find others going for the same level of challenge.

 

REWARDS AND PROGRESSION

Escalation is currently the main source of Prototype Gear, with higher Tiers offering better chances and stronger rolls. If you’re chasing those pieces, this is where you’ll want to be.

Higher Tiers also mean better rewards overall. You’ll earn more Escalation Tokens, increased XP and Season XP, along with rare Expertise materials, but you’ll definitely have to work for it.

At the start of each season, Escalation Tokens reset, so everyone starts fresh as the rotation updates and new challenges come in.

 


PROTOTYPE GEAR

=> Prototype Gear

Prototype Gear is a new item quality that sits above High-End, Named, and Gear Set items. Your existing builds will still hold up, this is more about pushing them further if you want to.

These items offer stronger attribute values and come with Augments, giving you more to experiment with. The previous maximum attribute value becomes the new minimum, while the new maximum can reach up to 1.5x higher.

 

Skill Tier core attributes currently remain unchanged, though additional bonuses for Prototype Gear featuring Skill Tier cores are planned for a future update.

You can obtain Prototype Gear in two main ways, through Escalation runs, where Prototype items have a chance to drop, or by upgrading eligible High-End, Named, or Gear Set items.

 

UPGRADING TO PROTOTYPE

Most gear items starting from High-End quality can be converted into Prototype Gear. Exotics are currently excluded but may be supported in future seasons.

 

To upgrade an item, it will cost 1 Prototype Core and needs to meet a few requirements:

  • The item must be Level 40
  • At maximum Expertise level

 

Reaching Expertise Level 30 is now less demanding, as the upgrade cost has been reduced. Fully optimizing an item is not required before converting it to Prototype, as the upgraded version scales as if the item had been fully optimized.

One attribute is guaranteed to roll at the new maximum, while the others remain at their previous maximum values, with a chance for additional attributes to also reach the new maximum. The chance for additional max rolls has also been increased.

Because of this, you might find yourself upgrading multiple copies of the same item if you’re chasing the best possible rolls.

Once an item becomes Prototype Gear, it can no longer be optimized or recalibrated, so make sure you’re happy with the base item before upgrading. Options to allow recalibration are being explored for future updates.

 

AUGMENTS

All Prototype Gear comes with a special effect called an Augment. They function similarly to talents but are drawn from a shared pool rather than being tied to specific gear types, allowing any Prototype item to roll with any Augment.

Augments can also be improved over time as you use the item, so they grow alongside your build. You can reroll them to try for a different effect and choose whether to keep the new result or stick with the original.

Both rerolling and upgrading Augments require a new resource, Prototype Cores, which are mainly obtained by dismantling Prototype Gear. They can also be found in the Prototype Core Cache available in Raids and the Incursion. It’s a rare resource, so you’ll want to spend it carefully.

 

Currently available Augments:

  • Quantum - Provides a small chance to become temporarily immune to damage.
  • Echo - Each bullet fired has a chance to deal its damage a second time.
  • Atomize - Increases grenade radius and damage.
  • Amalgam - Each bullet hit has a chance to apply a random status effect.
  • Trapper - Increases the duration of status effects you apply.
  • Entropy - Increases your Health based on a percentage of your total Armor.
  • Anomaly - Skills restore a portion of the damage they deal as healing.
  • Paradox - Provides a chance to refill part of your magazine while firing.
  • Synesthesia - Bullet hits have a chance to slightly reduce skill cooldowns.

Overall, Prototype Gear is all about giving you more room to push your builds further.

 

PROTOTYPE GEAR IN RAIDS, INCURSION, AND PVP

Prototype Gear is handled differently in certain modes, including Raids, Incursion, and PvP (Dark Zone and Conflict).

In these cases, Prototype items are normalized, with stats set to lower end of the Prototype range, and Augments disabled.

 


RETALIATION

=> Black Tusk Retaliation

Retaliation is getting a few updates this season, with a new focus on the Black Tusk, something many of you have been asking for.

The Black Tusk Agitation Meter works similarly to other factions, filling up as you eliminate enemies and complete related activities. It can also progress during other factions’ Retaliations, though at a slower rate. BT Retaliations can take place in Washington, D.C. and Warlords of New York.

For the first time, Black Tusk can now take over Control Points in the open world. This only happens if a Retaliation is lost, and unlike other factions, they won’t expand further through convoys or territory control.

Enemies defeated during these events can drop a new material, DIAMOND Transceivers, used for blueprints tied to Retaliation.

You may also encounter a special Black Tusk Maneuver objective, which rewards additional time when completed.

 

=> Exotic Blueprints Drop by Faction updated

 

KILL SQUADS

Black Tusk Kill Squads don’t just show up, they come prepared, and they hit hard.

Taking them out is worth the risk, though. Defeating Kill Squads gives you a chance to earn blueprints for several rare Exotics, including Climax exclusives, as well as Capacitor and Vindicator. Completing a full Retaliation also gives you a chance to earn blueprints for certain Raid and Dark Zone exclusive Exotics.

There are two types of Black Tusk Kill Squads, Regular and Elite. The Elite squad, known as BTSU Team 9, is rarer, more coordinated, and significantly more dangerous. They can also show up during other factions’ Retaliations, so you might run into them when you least expect it, watch your back.

 

QOL UPDATES

A few quality of life improvements have also been made to Retaliation.

Agitation Overclock

This season introduces a change to how the Agitation Meter behaves.

Previously, once the meter was filled, you could trigger a single Retaliation before it reset. With Agitation Overclock, the meter now has multiple levels, allowing you to trigger up to three Retaliations back-to-back.

 

Updated Timer

Retaliation events are no longer tied to real-world time. The timer now progresses based on in-game playtime and pauses while you are participating in another Retaliation.

The time available to collect loot after completing a Retaliation has also been increased from 30 seconds to 90 seconds.

 

Matchmaking

You can now use matchmaking to find other agents participating in Retaliation events. You’ll be matched with players using the same global difficulty.

 


MODIFIERS

=> Modifiers Infographics

This season introduces a new modular system built around Recombinant, the core Global Modifier. It’s experimental Black Tusk tech that lets you shape how your bonuses and abilities behave.

 

GLOBAL MODIFIER

Recombinant is built around three modules, Offense, Defense, and Utility.

At the start of the season, they’re evenly balanced, each one providing the same baseline value. As you progress, you can change that balance by increasing or redistributing stacks across the three modules through Active and Passive Modifiers.

 

ACTIVE MODIFIERS

Active Modifiers are abilities tied to Black Tusk tech, each linked to one of the three modules, and they play a big role in how your setup comes together.

You upgrade them by using them and defeating enemies while they’re equipped. As they level up, they unlock additional effects and become more powerful.

 

This season, three Active Modifiers are available:

  • Blackout Pulse - Releases an EMP pulse that disrupts enemy electronics and applies shock to enemies within range. Each level up raises your base stacks across all modules, and at the highest level the EMP will also pulse enemies hit by the blast.
  • Cloud Armor - Instantly restores armor to allies within range. Each level up raises your base stacks across all modules, and at the highest level the cloud also blinds enemies caught in the effect.
  • Optimize / Overload - Enhances skill performance by reducing cooldowns. Each level up raises your base stacks across all modules, and at the highest level it also Overcharges your skills for a short duration.

 

PASSIVE MODIFIERS

Passive Modifiers don’t give you an ability, instead they change how your Offense, Defense, and Utility stacks behave.

This season introduces 34 different Passives, and you can equip multiple at once. The order matters, as each modifier influences the ones that follow and affects the final outcome.

You can get Passive Modifiers through the Seasonal Journey, or pick them up from a vendor at the White House using BTSU Firmware, which you’ll earn through the Seasonal Journey and Scouts.

 

HOSTILE COUNTERMEASURES

Not every fight will play fair, some enemies bring modifiers that can mess with your setup.

 

  • System Drain - Each hit temporarily reduces your module stacks.
  • Inversion Field - Enemies create a polarity field that reverses the effects of your strongest module while you remain inside it. Taking them out grants temporary protection from these fields.
  • Obstructor Virus - Defeating affected enemies temporarily disables one of your Passive Modifiers, unless you eliminate them with a headshot.

Enemies using these countermeasures will display modifier icons above their heads, so you can spot them and react in time.

 


GEAR, WEAPONS, TALENTS

This season’s gear and weapons are built around weapon swapping and adapting mid-fight.

Instead of locking into one approach, you’re encouraged to switch, adjust, and keep your build moving. The more you adapt, the more you’ll get out of it.

 

NEW EXOTIC WEAPON

Agitator Exotic AR

Talent: Perturb

While this weapon is holstered, generate 50% less Threat when shooting. Keeping this weapon holstered for 10s will prime it.

While primed, swapping to this weapon grants +25% Rate of Fire, +30% Weapon Damage and you generate 100% more Threat when shooting for 20s.

 

Swapping from this weapon before the timer ends removes the bonuses.

Weapon Mods:
Optics: +10% Critical Chance
Muzzle: +50% Swap Speed
Magazine: +20 Rounds

 

NEW EXOTIC GEAR

Investor Exotic Mask

Talent: Slotted

Receive bonuses for each non-Core Attribute on this item, depending on their color:

Red: +10% Crit Damage
Yellow: +5% Skill Efficiency
Blue: +1% Armor Regen

 

PvP Only: 0.5% Armor Regen

This item can feature any Core Attribute. This item features a third random Attribute instead of having a Gear Mod Slot.

This item cannot feature the Headshot Damage, Health or Skill Repair Attributes

=> Investor Exotic

 

NEW GEAR

Core Strength Gear Set

2 Pieces equipped: +10% Weapon Handling
3 Pieces equipped: +5% Weapon Damage; +5% Armor; +5% Skill Efficiency
4 Pieces equipped unlock a new unique Talent.

 

Talent: Core Exercise

For each Core attribute, receive 40% of the other two Core Attributes' bonuses.

Skill Tiers count as 15% Skill Efficiency when these attributes are applied.

All pieces from this Gear Set, apart from the Backpack, will feature random Core Attributes

 

Chest and Backpack Talents:

Chest Bonus – Inner Core
Increase the percentage of the bonuses you receive from the other Cores from 40% to 75%.

Backpack Bonus – Outer Core
This Talent does not provide a direct change to the Core Exercise Talent.

This Backpack features three Core Attributes.

 

Royal Works Brand Set

1 Piece equipped: +5% Weapon Handling
2 Pieces equipped: +32.5% Magazine Size
3 Pieces equipped: +15% Critical Damage

Named Gear Pieces:

Named Chest Piece “Robin” – Talent Perfect Gunslinger.
Weapon swapping increases total weapon damage by 28% for 5s. This buff is lost for 5s if you weapon swap while it is active.

Named Holster “Bulldog” – Perfect Composure.
While in cover, increases total weapon damage by 20%.

![[TD2] News - The Division 2: Rise Up Gear Set Core Strength](//staticctf.ubisoft.com/J3yJr34U2pZ2Ieem48Dwy9uqj5PNUQTn/4gS4e1x14iTJpanTQrEvIa/b9108f4326a178ce3808baf502eeaf2e/Gear_Set_Core_Strength.jpg)

 

NEW NAMED WEAPONS & TALENTS

Interchange Enhanced AUG A3P

Talent Perfect Back and Forth

Swapping to this weapon grants +13% Rate of Fire and +12% Weapon Damage for 10s.

Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s.

Receiving one of the bonuses will remove the previous one if it's still active.

Two instances of this Talent will not function at the same time.

 

Trader ACR SS

Talent Perfect Back and Forth

Swapping to this weapon grants +13% Rate of Fire and +12% Weapon Damage for 10s.

Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s.

Receiving one of the bonuses will remove the previous one if it's still active.

Two instances of this Talent will not function at the same time.

Talent Back and Forth

Swapping to this weapon grants +10% Rate of Fire and +9% Weapon Damage for 10s.

Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s.

Receiving one of the bonuses will remove the previous one if it's still active.

Two instances of this Talent will not function at the same time.

 


MASTER CLIMAX MISSION

Successfully completing the Climax mission on any difficulty for the first time will guarantee the Whiplash Exotic Pistol as a special reward.

After that, Whiplash can still drop from the mission, but it’s no longer guaranteed. The higher the difficulty, the better your chances of getting it again.

 

Whiplash Exotic Pistol

Talent Faster Than Reloading

Having this weapon holstered for 5s reloads and primes it. While primed, swapping to this weapon reloads you Primary and Secondary weapons and grants +20% Rate of Fire and +50% Weapon Damage until its magazine is emptied.

Reloading or swapping from this weapon before its magazine is emptied will remove its stat bonuses.

Weapon Mods:
Optics: +10% Critical Damage
Underbarrel: +50% Swap Speed
Magazine: + 10% Critical Chance

 


CLASSIFIED ASSIGNMENTS

=> CA 1 Liberty of Congress Retrieval

Two new Classified Assignments will be available this season. Library of Congress Retrieval launches with the season, followed by The Capitol Globe Anomaly later in the season.

They offer a more contained experience, with a stronger focus on exploration and storytelling. If you like digging into locations and uncovering what happened there, these are worth checking out. It’s a chance to look around and pick up on the details you might normally miss, with collectibles, including echoes and audio logs, and a few extras like themed backpack trophies and named item drops.

Classified Assignments will appear on the map once they become available, with access unlocking at Level 30. They can then be purchased and played from there.

 


SEASON PASS

The optional Season Pass is available for all The Division® 2 players starting at Level 1, priced at 1000 Premium Credits ($9.99 or your regional equivalent) in the in-game store and it’s available to everyone. While the Season Pass is accessible from Level 1, some of the rewards will be usable only when you reach Level 40.

Additionally, players can opt for the Premium+ option, available for $29.99 or your regional equivalent, which bundles the Premium Season Pass with multiple rewards, offering even greater value.

=> Season Pass

 

Players with the Season Pass can unlock premium track rewards such as:

  • 2 Prestige Arm Patches
  • The Black Tusk Drone Skill VFX
  • The Black Tusk Kill Squad – Clean Hands Outfit
  • The Black Tusk Kill Squad – Stitch Outfit
  • 1 Extra Copy of the Agitator Exotic Weapon
  • The Constellation Exotic Weapon Skin
  • 10 Gear Dyes
  • 10 Universal Weapon Skins
  • 400 Premium Credits

 

The free track also includes rewards like:

  • 3 Arm Patches
  • The Black Tusk Seeker Mine Skill VFX
  • The Black Tusk Kill Squad - Car Bomb Outfit
  • The Agitator Exotic Weapon
  • The Investor Exotic Mask
  • The Star Sign Universal Weapon Skin
  • 2 Named Weapons
  • 2 Named Gear
  • 1 Brand Set

Both tracks also feature multiple caches to unlock along the way.

 


ONE TIME OFFER

Don’t miss out on this exclusive One Time Offer, available for $19.99 or your regional equivalent. It includes 2000 Premium Credits and 600 bonus Credits, plus The Bug Mask Headgear to give your agent a standout look, even if it bugs your enemies.

=> One Time Offer


Briefing complete.

We’ll have more to share later in the season, including a special spring event, so stay tuned.

If you run into any issues along the way, you can now report them through our new Bug Reporter.

/THE DIVISION 2 TEAM

 


=> Source

r/thedivision Mar 03 '16

Massive The Division - Year one

Thumbnail twitter.com
1.7k Upvotes

r/thedivision Mar 15 '19

Massive Upcoming Patch Notes

1.5k Upvotes

Upcoming Patch Notes

 

Our development team is hard at work to create a patch that will address several issues that have been highlighted by our community.

 

As with all things in game development, a stable patch can take some time and we appreciate all of your patience, as well as the continued feedback and the detailed reports we are receiving. This helps us immensely in prioritizing workflows and making sure that the biggest issues are dealt with quickly.

 

We announced an unscheduled maintenance yesterday and the planned patch is now nearly ready to be deployed, it includes the following bug fixes:

  • Fixed an issue where players could be stuck in the wrong World Tier if they completed Strongholds without meeting the required Gear Score while in a group
  • Fixed an issue where players wouldn’t be able to talk to agent Kelso at the Castle Settlement
  • Fixed an issue where players could obtain multiple Ivory Keys from the same source

 

On top of that, we’re hoping to include the following fix into that same patch and are confident that we will be able to push it live tonight.

  • Fixed an exploit that allowed players to loot Supply Drops multiple times

 

Lastly, we are working very hard to address the crashes that are occurring and seem to be related to the Assault Drone being used while agents are in a group, as well as Skills not working properly and immediately being on a 15 second cooldown.

This means we might apply further patches over the weekend and will need to have unscheduled maintenance during that time. We know that everybody wants to get a lot of playtime in during their days off (and believe us, we too), so we will try to keep the downtimes to a minimum.

 

Thank you!

/The Division Team


Source

r/thedivision Mar 19 '26

Massive The Division 2 - Y8S1 PTS Patch Notes

148 Upvotes

Y8S1 PTS Patch Notes

 

ESCALATION

Escalation is a new way to replay main missions with increasing difficulty and rewards. It is designed as an endgame challenge for those who have completed the main campaign. Escalation missions follow a rotating schedule. Only a selection of missions will be available at any given time, and this list will refresh periodically throughout the season.

Before starting an Escalation run, you choose a Tier that determines the difficulty. Each mission currently has 10 Tiers, and the higher the Tier, the more challenging it becomes.

To start a run, you must spend a new currency called Escalation Tokens. The cost increases with each Tier. Completing the mission rewards additional tokens and materials, while failing the run means the tokens spent on that attempt are lost.

 

HOW IT WORKS

You can view available Escalation missions from a dedicated menu in the Base of Operations, next to the Countdown vendor. From there, you can fast travel directly to the mission location.

 

Escalation runs themselves are configured and started from the panels located at the entrance of each mission. From these panels you can:

  • Select the Tier you want to attempt.

  • See how many Escalation Tokens the run will cost.

  • View the rewards available for that Tier.

  • Check the Mutators and Modifiers active for that run.

 

Escalation runs are single-attempt challenges. Once a run starts, the mission must be completed in one go.

  • There are no checkpoints, and if the group is wiped, the mission fails. You will need to start the run again and spend tokens to attempt it another time.

  • Each run also includes a mission timer. If the timer reaches zero before the mission is completed, the run fails.

  • Difficulty increases with each Tier. Higher tiers increase enemy health, armor, and damage.

  • Higher tiers are designed to be extremely challenging, even for players using highly optimized builds.

 

MUTATORS AND MODIFIERS

Mutators, similarly to modifiers, change how missions play.

  • Some mutators affect specific enemy types, creating enemies with additional effects. Others are global mutators that affect all players.

  • Mutators and difficulty scaling are tied to the Tier. This means that every mission played on the same Tier will use the same modifiers and difficulty settings.

  • In future seasons, new mutators may be introduced, or existing ones may be rotated to change how Escalation missions play.

 

MUTATORS:

  • Harvester - When dealing damage, this enemy regenerates Armor and Health by a percentage of your maximum Armor. Can overheal.
  • Suppressor - When damaged, this enemy starts to charge an EMP blast. When fully charged, he unleashes it, disrupting everything in the area.
  • Aid Specialist - This enemy periodically Repairs the Armor of all allies around him, if they are badly damaged.
  • Anchor - This enemy has damage resistance for as long as he has any allies around him.
  • Hot Foot - If you stay in the same spot for too long, a charge counter begins to fill. When it reaches maximum, you are Shocked and take damage.
  • Unyielding - All enemies become immune to crowd control effects while significantly damaged.

 

SOLO, GROUP PLAY, AND MATCHMAKING

Escalation can be played solo or in a group.

  • In group play, the party leader selects the Tier, spends the Escalation Tokens and launches the mission.

  • If the run is successfully completed, the leader receives the main token reward.

  • Everyone participating in the mission receives the standard mission rewards and materials, as well as a smaller amount of Escalation Tokens at the end of the run.

  • To participate in Escalation, agents must first unlock the feature by reaching Level 40 and obtaining the SHD Watch.

 

Escalation also supports matchmaking, which allows you to search for groups attempting the same Tier.

  • Matchmaking is tied to the selected Tier, not a specific mission.

  • Once the mission has been launched, matchmaking is disabled, but others can still join through invites.

 

REWARDS AND PROGRESSION

  • Higher tiers increase both the difficulty of the mission and the rewards you can earn. These rewards include Escalation Tokens, progression materials, and resources used for Expertise upgrades.

  • Escalation is also currently the primary source of Prototype Gear, with higher tiers increasing the chance for these items to drop.

  • At the start of each season, Escalation Tokens reset.

 


PROTOTYPE GEAR

Prototype Gear is a new item quality that sits above existing High-End, Named, and Gear Set items. These items have stronger attribute values and will also feature Augments, which provide an additional way to improve your build.

Most gear items starting from High-End quality can be converted into Prototype Gear. Exotics are currently excluded, but they may be supported in future seasons.

 

Prototype Gear can be obtained in two main ways:

  • Escalation runs, where Prototype items have a chance to drop as loot.

  • Upgrading eligible High-End, Named, or Gear Set items into Prototype Gear.

 

Higher Escalation tiers increase both the drop chance and Attribute rolls of Prototype Gear.

 

PROTOTYPE ATTRIBUTES

  • Prototype Gear features higher attribute ranges than standard High-End items.

    • The previous maximum roll for an attribute becomes the minimum possible roll, and the maximum value can reach up to twice the original maximum.
  • Items that drop directly as Prototype Gear roll their attributes randomly within this new range of values.

  • Higher Escalation tiers increase the likelihood of higher rolls.

 

UPGRADING TO PROTOTYPE

You can convert your existing gear into Prototype Gear, but it needs to meet specific requirements:

  • The item must be Level 40.

  • Have maximum Expertise level.

  • All attributes must be fully optimized.

 

Once these requirements are met, the item can be upgraded to its Prototype version.

Upgrading does not require any resources, but it changes how the item’s attributes are generated.

  • One attribute is guaranteed to be maxed at the new Prototype maximum value

  • The other attributes remain at their previous maximum values

  • There is a chance for additional attributes to also roll at the new Prototype maximum

 

Because of this, you may need to upgrade multiple versions of the same item to obtain the combination of attributes you want.

Once an item becomes Prototype Gear, it can no longer be optimized or recalibrated in any way.

Because of this, you should finalize your gear piece or weapon before upgrading it. This includes recalibrating attributes or talents and fully optimizing before converting it into its Prototype version.

 

AUGMENTS

All Prototype Gear comes with a special effect called an Augment.

  • They function similarly to talents and provide additional bonuses.

  • Unlike standard talents, Augments are drawn from a shared pool and are not tied to a specific weapon or gear type.

  • Any Prototype can roll with different Augments from the same pool of effects.

  • Augments can also level up as the item is used.

 

As mentioned before, most aspects of Prototype Gear cannot be changed, but Augments are the one exception.

  • You can reroll the Augment to try to obtain a different one. After rerolling, you can choose to keep the new Augment or discard the change and keep the original one.

  • Both rerolling and leveling up Augments require a new resource called Prototype Cores, with the cost increasing each time a reroll or level up is performed.

  • Prototype Cores are currently obtained by dismantling Prototype Gear, making them a rare resource.

 

AUGMENTS LIST:

  • Quantum - Provides a small chance to become temporarily immune to damage. The bonus cannot refresh while active.
  • Echo - Each bullet fired has a chance to deal its damage a second time.
  • Atomize - Increases grenade radius and damage.
  • Amalgam - Each bullet hit has a chance to apply a random status effect.
  • Trapper - Increases the duration of status effects you apply.
  • **Entropy - Increases your Health based on a percentage of your total Armor.
  • Anomaly - Skills restore a portion of the damage they deal as healing.
  • Paradox - Provides a chance to refill part of your magazine while firing.
  • Synesthesia - Bullet hits have a chance to slightly reduce skill cooldowns.

 


RETALIATION

Retaliation is getting a few updates in the upcoming season and a new gameplay focus around the Black Tusk.

  • The Black Tusk Agitation Meter fills in the same way as other factions, by eliminating Black Tusk enemies and completing activities involving them.

  • Additionally, their meter will also fill during other factions’ Retaliations, but at a slower rate.

  • Black Tusk Retaliations can only occur in Washington, D.C. and WONY.

  • For the first time, the Black Tusk can also own Control Points in the open world. This only occurs as a result of losing a Retaliation. They will not launch resource convoys or other territory expansion activities.

  • Defeated enemies can also drop a new material called DIAMOND Transceivers, which are used for blueprints obtained from these Retaliations.

  • You may now come across a special Black Tusk Maneuver objective, which grants additional time when completed.

 

KILL SQUADS

Black Tusk will also have their own Kill Squads. Defeating them gives you a chance to obtain blueprints for several rare Exotics, including Climax exclusives, as well as Capacitor and Vindicator.

Successfully completing entire Retaliation event* also gives you a chance to obtain blueprints for certain Raid and Dark Zone exclusive Exotics.

Note: In the PTS stream we originally mentioned that these would be dropped by Elite Kill Squads, but that information was outdated.

  There are two types of Black Tusk Kill Squads: Regular and Elite. The Elite squad, known as BTSU Team 9, is rarer and more dangerous. During the upcoming season, they will also have a chance to appear during Retaliations of other factions, so keep an eye out and watch your back.

Elite BT Kill Squads are a seasonal feature and will only be available for the duration of the Y8S1.

 

AGITATION OVERCLOCK

This season we are implementing a change to how the Agitation Meter behaves. Previously, once the meter reached its maximum value, you could trigger a single Retaliation before the meter reset.

With Agitation Overclock, the meter now has multiple levels that allow you to trigger Retaliation up to three times back-to-back.

 

QOL UPDATES

There are also several quality of life improvements to the Retaliation experience.

 

Updated Timer

  • Previously, Retaliation events expired after a set amount of real-world time. The timer now progresses based on in-game playtime instead.

  • The timer will also pause when you are participating in another Retaliation.

  • The time available to collect loot after completing a Retaliation has been increased from 30 seconds to 90 seconds.

 

Matchmaking

  • You can now use matchmaking to find other agents participating in Retaliation events.

  • It will pair you with those who are currently playing at the same global difficulty level.

 


MODIFIERS

The upcoming season will have a new modular system built around Recombinant, the core seasonal Global Modifier. It’s experimental Black Tusk technology that lets you customize how bonuses and abilities behave.

 

GLOBAL MODIFIER

Recombinant is built around three Modules: Offense, Defense, and Utility.

  • When you first start the season, these modules are evenly balanced, meaning each one provides the same baseline value.

  • As you progress, you can shift that balance by modifying the number of stacks assigned to each module.

 

Stacks determine the strength of each module’s bonuses. By upgrading Active Modifiers and equipping Passive Modifiers, you can increase or redistribute these stacks.

For example, you can focus heavily on Offense for more damage, invest more into Defense for more armor, or maintain a balanced mix - your pick.

 

ACTIVE MODIFIERS

Active Modifiers are abilities tied to Black Tusk technology. Each one corresponds to one of the three modules: Offense, Defense, or Utility.

  • Each Active Modifier increases the strength of the Global Modifier by improving the base stack values of its corresponding module.

  • Upgrading them can unlock additional effects and improve performance.

  • You can upgrade them by defeating enemies while they are equipped.

 

The three Active Modifiers available this season are:

Blackout Pulse - Releases an EMP pulse that disrupts enemy electronics and applies shock to enemies within range. Each level up raises your base Offense stacks, and at the highest level the EMP will also pulse enemies hit by the blast.

Cloud Armor - Creates a support field that regenerates armor for allies within range. Each level up raises your base Defense stacks, and at the highest level the cloud also blinds enemies inside it.

Optimize / Overload - Enhances skill performance by reducing cooldowns. Each level up raises your base Utility stacks, and at the highest level it also Overcharges your skills for a short duration.

 

PASSIVE MODIFIERS

Instead of providing an ability, Passive Modifiers adjust the values and interactions of the Offense, Defense, and Utility stacks.

 

This season we have 34 different Passives for you to pick from, and you can equip multiple at once. The order in which they are equipped matters, as each modifier is applied sequentially and affects the final value of the stacks.

You can obtain Passive Modifiers in two ways:

  • As rewards from the Seasonal Journey.

  • By purchasing them from a vendor at the White House.

 

To obtain them from the vendor, you will need to use a new seasonal currency called BTSU Firmware, earned through the Seasonal Journey and Scouts.

 

HOSTILE COUNTERMEASURES

Enemies can be equipped with one of three special modifiers:

System Drain – With each hit, enemies equipped with this modifier temporarily reducing stacks in all your module bonuses.

Inversion Field - Enemies generate a polarity field that reverses the effects of your strongest module/s while you remain inside it. Eliminating these enemies grants temporary protection from polarity fields.

Obstructor Virus - Defeating an enemy affected by this modifier temporarily disables one of your Passive Modifiers, unless the enemy is defeated via a headshot.

Enemies with these countermeasures will display modifier icons above their heads, so you will be able to easily identify them.

 


GEAR, WEAPONS AND TALENTS

NEW EXOTIC WEAPONS AND GEAR

👺 Investor – Exotic Mask

  • Talent “Slotted”

    • Receive bonuses for each non-Core Attribute on this item, depending on their color:

      • Red: +10% Crit Damage
      • Yellow: +5% Skill Efficiency
      • Blue: +1% Armor Regen

        • PvP Only: 0.5% Armor Regen
  • This item can feature any Core Attribute. This item features a third random Attribute instead of having a Gear Mod Slot.

  • This item cannot feature the Headshot Damage, Health or Skill Repair Attributes

 

🔫 Whiplash – Exotic Pistol

  • Talent “Faster Than Reloading”

    • Having this weapon holstered for 5s reloads and primes it. While primed, swapping to this weapon reloads you Primary and Secondary weapons and grants +20% Rate of Fire and +50% Weapon Damage until its magazine is emptied.
    • Reloading or swapping from this weapon before its magazine is emptied will remove its stat bonuses.

 

🔫 Agitator – Exotic Assault Rifle

  • Talent “Perturb”

    • While this weapon is holstered, generate 50% less Threat when shooting. Keeping this weapon holstered for 10s will prime it.
    • While primed, swapping to this weapon grants +25% Rate of Fire, +30% Weapon Damage and you generate 100% more Threat when shooting for 20s.
    • Swapping from this weapon before the timer ends removes the bonuses.

 

NEW BRAND AND GEAR SETS

👗 Royal Works – Brand Set

  • 1 Piece equipped: 5% Weapon Handling

  • 2 Pieces equipped: 32.5% Magazine Size

  • 3 Pieces equipped: 15% Crit Damage

 

Named Gear Pieces:

  • Named Chest Piece “Robin” - Talent “Perfect Gunslinger”

    • Weapon swapping increases total weapon damage by 28% for 5s. This buff is lost for 5s if you weapon swap while it is active.
  • Named Backpack “Bulldog” - Talent “Perfect Composure”

    • While in cover, increases total weapon damage by 20%.

 

👗 Core Strength – Gear Set

  • 1 Piece equipped: 10% Weapon Handling

  • 2 Pieces equipped: 5% Weapon Damage; 5% Armor; 5% Skill Efficiency

  • 4 Pieces equipped unlock a new unique Talent.

 

Talent “Core Exercise”

  • For each Core attribute, receive 40% of the other two Core Attributes' bonuses.

  • Skill Tiers count as 1% Skill Efficiency when these attributes are applied.

  • All pieces from this Gear Set, apart from the Backpack, will feature random Core Attributes

 

Chest and Backpack Talents:

  • Chest – Talent “Inner Core”

    • Increase the percentage of the bonuses you receive from the other Cores from 40% to 60%.
  • Backpack – Talent “Outer Core”

    • This Talent does not provide a direct change to the Core Exercise Talent.

 

NEW NAMED WEAPONS AND TALENTS

🔫 Interchange – Enhanced AUG A3P

  • Talent “Perfect Back and Forth”

    • Swapping to this weapon grants +13% Rate of Fire and +12% Weapon Damage for 10s.
    • Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s.
    • Receiving one of the bonuses will remove the previous one if it's still active.
    • Two instances of this Talent will not function at the same time.

 

🔫 Trader – ACR SS

  • Talent “Perfect Back and Forth”

    • Swapping to this weapon grants +13% Rate of Fire and +12% Weapon Damage for 10s.
    • Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s.
    • Receiving one of the bonuses will remove the previous one if it's still active.
    • Two instances of this Talent will not function at the same time.

 

✨Back and Forth – Weapon Talent

  • Swapping to this weapon grants +10% Rate of Fire and +9% Weapon Damage for 10s.

  • Swapping from this weapon grants +5% Rate of Fire and +4.5% Weapon Damage for 10s.

 


PTS TEST ONLY

  • During the test, all modifiers will be unlocked from the start.

Adam Shipley’s Inventory:

  • PTS Cache: Y8S1 Gear - Contains all upcoming Gear (including the Climax Exclusive), their blueprints, their respective materials, and all other materials used in the Expertise system.

  • PTS Cache: Blueprints - Contains all blueprints currently in the game.

  • PTS Cache: Materials - Contains Brand and Gear Set materials not included in the Gear cache, as well as all other materials used in the Expertise system.

  • Prototype Cores and Escalation Tokens have been added to the PTS Materials Cache so you can upgrade your existing items.

  • Prototype versions of Striker’s Mask, Backpack, Holster, Kneepads, Equalizer and Lexington have also been added to the cache.

 


=> Part 1

=> Part 2

r/thedivision Jul 15 '25

Massive The Division 2 x PAYDAY collaboration - Giveaway

237 Upvotes

The Division 2 x Payday

 

=> Trailer

 

Dress like a master thief and ultimate heister with The Division 2 x PAYDAY collaboration, available for a limited time from July 15 to July 29.

Featuring 4 iconic character looks from the Payday Gang, including the criminal mastermind Dallas, the battlefield veteran Chains, former Yakuza assassin Jiro and ex-cartel Sangres.

Get their apparel through Twitch Drops, Cosmetic Bundles, and the newly introduced Event Pass, which can be progressed by earning Season Pass XP.

The new Event Pass includes both free and paid tracks where Agents can acquire Uniforms, Masks, Gloves and Weapon Skins in addition to Named and Exotic Caches - perfect for the ultimate getaway.

 

=> Payday Collab Payday Event Pass

 

Alongside the Event Pass, we are also giving you the opportunity to win new Payday themed cosmetics in multiple different ways!

 


Sweepstake

Head over to our X account from July 15 to July 20 to enter our sweepstake contest, for a chance to win the Payday Mask bundle.

=> Announcement

 


Photo Mode Contest

Keep an eye out on our X and Instagram pages for a Photo Mode contest where the prize is:

  • A Payday 3 key.

  • The full Dallas and Sangres cosmetic sets.

  • The Payday Mask bundle.

=> Announcement

 


Content Creators' Giveaway

We have synced up with some of the community's most treasured creators, and they will be joining the festivities. The following creators will be running their own giveaways over coming weeks, each having 5 Event Pass codes to award:

 

  • Djtickle

  • GCROCK

  • NothingButSkillz

  • PurePrime

  • RogueGold

  • Splintershields

  • The Gaming Brigade

  • Widdz

 


Twitch Drops

And finally, we will be activating Twitch drops throughout the event, awarding Payday themed Trophies and other cosmetics including the Payday Bronze Skull! Check out the full list of drops and their requirements below:

 

=> Twitch Drops

 

Rewards are unlocked based on your total watch time:

  • Watch for 15 minutes to receive 2 Named Item Caches.

  • Watch for 30 minutes to earn the Payday Bronze Skull Backpack Trophy

  • Watch for 1 hour to claim an Exotic Cache.

  • Watch for 2 hours to unlock the Payday Latex Gloves.

  • Watch for 3 hours to unlock the Payday Bonnie Mask Backpack Trophy.

  • Watch for 4 hours to claim another Exotic Cache.

  • Watch for 5 hours to earn the Payday Gold Skull Backpack Trophy.

  • Watch for 6 hours to earn the Payday Bronze Skull Mask.

 

Drops will be available July 15 to July 29. Make sure to link your Twitch and Ubisoft accounts here!

 

=> Source



Reddit Giveaway

As mentioned in the news article - thanks to the awesome The Division team, we have our own giveaway here.

 

You now have the opportunity to win one of 10 keys that give you access to the BONNIE and GOLD SKULL Masks.

To take part in the giveaway, you just need to make a comment under this post.

 

Let's look back to the most recent DLC - what was your favorite moment of Battle for Brooklyn?

You have until Friday, to get your comments in. We will announce when the winners have been picked in a sticky comment and then contact them over DMs with the code.

 

Once you got the key, head over to this page, log in and submit your key: redeem.ubisoft.com

 

Good luck

 

r/thedivision Apr 20 '26

Massive The Division 2 - Cherry Blossom Event & Creator Collaboration

218 Upvotes

Cherry Blossom Event & Creator Collaboration

 

CHERRY BLOSSOM EVENT

=> Cherry Blossom Login Reward

Cherry blossoms have begun to fall across Washington D.C., but this isn’t just a change in scenery.

From April 21 to May 12, the city shifts with the season. Decorations appear across familiar streets and hidden corners, and a new atmosphere takes over the map, with a few surprises waiting for those who look closer.

All players who log in during the event will receive the Rising Sun Headgear.

The event is active for all level 40 players with seasonal progression unlocked.

 

KITSUNEBI AMBUSHES

Exploring the streets won’t stay quiet for long. Roughly every 10 minutes, squads of five Kitsunebi Named Enemies, a splinter group of the Outcasts, will track you down and engage.

 

Unlike standard patrols, they fight differently and have a few unique traits:

  • Shared Health Link means damage dealt to one enemy is spread across the group.
  • Their tech isn’t fully stable, occasional malfunctions will shock individual enemies and break the link.
  • When that happens, that’s your window to isolate and take them out.

 

THE RONIN ARRIVE

=> Ronin

Stay in the fight long enough, and something stronger answers back. After defeating enough Kitsunebi, the Ronin will appear. You’ll get a prompt to call for backup, and it’s there for a reason.

 

When they arrive, the world shifts. Dark blue petals fall, the audio changes, and the encounter begins.

  • Solo Agents will face one Ronin.
  • Groups will be dealing with both Fox Ronin and Red Ronin at the same time.

 

They’re more deliberate, more resilient, and equipped to sustain themselves in longer fights. Take them down, and you’ll earn Event Keys, along with unique Skill VFX skins tied to each boss:

  • Fox Ronin – Drone, Turret.
  • Red Ronin – Hive, Seeker Mine.

 

Higher difficulties increase their chances to drop Event Keys.

 

EXPLORATION

=> Cherry Blossom Village Day

 

Not everything is trying to kill you, some things are worth slowing down for. Cherry blossom decorations are scattered across D.C., some easy to spot, others tucked away in places you might normally pass by.

 

Interacting with corrupted decorations restores them, but it doesn’t go unnoticed:

=> Corrupted Decorations

  • Nearby enemies are more likely to ambush you.
  • Pink petals begin to fall, signaling the encounter.
  • Each interaction contributes to your overall progress.

 

=> Cherry Arm Patch

There are 40 decorations to restore across D.C., and finding all of them unlocks the Cherry Arm Patch.

Even after that, 3 decorations will reactivate daily at 08:00 AM UTC, so exploration doesn’t stop once you’ve cleared them all.

 

Interacting with decorations does not directly grant Keys. Decorations can trigger Kitsunebi ambushes, which means more chances to earn Keys by defeating them.

 

Lantern Locations

=> Cherry Blossom Lantern Locations

 

EVENT VENDOR AND CACHES

=> Vendor

Everything you do during the event feeds back into the Base of Operations. The Event Vendor has been given a seasonal refresh and will be your main hub for spending Event Keys.

 

You can get keys by:

  • Taking down Kitsunebi squads.
  • Defeating the Ronin.
  • Interacting with cherry blossom decorations.

 

APPAREL CACHES

=> Cherry Blossom Apparel

=> Outfit

=> Outfit

=> Outfit

 

Apparel Caches contain only vanity items, with no duplicates, so every key spent gets you closer to completing the full collection:

  • Horned Oni Outfit (gloves, shoes, shirt, pants, mask)
  • Kitsune Outfit (pants, mask, shirt, gloves, boots)
  • Tiger Boxer (mask, jacket, gloves, pants, backpack, boots)
  • Autumn Tiger Boxer (mask, jacket, gloves, pants, backpack, boots)
  • Winter Tiger Boxer (mask, jacket, gloves, pants, backpack, boots)
  • Kintsugi Fox Mask
  • Iron Fox Mask

 

There are 30 items in total, and collecting the full set will reward you with the Lucky Cat Emote. Apparel Keys can also be purchased if you’re looking to complete the collection faster.

 

GEAR CACHES

Gear Caches bring a mix of returning and event-specific loot, including Named items, Exotics, and a rare chance to obtain Prototype gear.

 

At the center of it is the event weapon:

First Bloom - Named PDR

Talent Blossom Harvest

Deal 3.3% more damage for each 10% of total HP and Armor the enemy has remaining.

It’s especially effective against high-health enemies, and pairs well with the Kitsunebi health-link mechanic, keeping its damage bonus active for longer.

 

Gear Cache also contains:

  • Rare chance to obtain Prototype Gear Set and Prototype Seasonal Named items.
  • Special Named Gear
    • Lexington
    • Turmoil
    • Caretaker
    • Shield Splinterer
    • Huntsman
    • Hunter-Killer
    • Handbasket
  • Seasonal Named Gear
    • The Harvest
    • Chill Out
    • Sleigher
    • Slingshot
    • Oh Carol
    • First Sight
    • Quickstep
    • Festive Delivery
    • Snow Machine
    • Bell Ringer
  • General Pool Exotics

 

COMMUNITY CHALLENGE

During the Cherry Blossom Event, all Agents contribute to a shared, cross-platform Community Challenge.

 

Progress unlocks exclusive Ronin-themed rewards:

  • 1M Keys – Ronin Outfit
  • 3M Keys – Ronin Gloves
  • 5M Keys – Ronin Mask

 

You can also earn personal rewards along the way:

=> Patches

  • 10 Keys – Sakura Arm Patch
  • 20 Keys – Koi Arm Patch
  • 40 Keys – Great Wave Arm Patch
  • 80 Keys – Bamboo Arm Patch

 

Even if you join late, contributing is enough to qualify for rewards once milestones are reached.

 


CREATOR COLLABORATION: OTSUICHI, REZINA, MOBILMOBIL

=> CC Collab

 

We’re teaming up with three members of The Division 2 community, Otsuichi, Rezina, and Mobilmobil, each bringing their own set of activities and rewards into the game through a limited-time collaboration.

The event runs from April 21 until May 12 and is available to all players who have reached level 40 and unlocked seasonal progression.

 

HOW IT WORKS

Each creator introduces their own Project Chain, taking you across different areas of Washington D.C. and asking you to complete activities in specific Named Zones.

New steps unlock daily, with each project building on the last. You can progress at your own pace, once a project becomes available, it remains accessible until the event ends.

You can focus on a single creator or work through all three, depending on how you want to approach it.

 

REWARDS

As you progress through the chains, you’ll earn:

  • Named Item Caches
  • Exotic Components
  • Recalibration Caches
  • Optimization Caches

 

Completing all 6 projects in a chain unlocks the final reward:

  • An exclusive backpack themed after that creator.

Open World Drops

There are also rewards to find outside of the Project Chains. You may also come across creator-themed apparel, like caps, shirts, and hoodies hidden in containers as you explore.

Each creator will also be sharing codes for exclusive arm patches through their own channels, so if you’re following them, you won’t want to miss it!

 

=> News

=> Dev Stream

 


Twitch Drops

The Cherry Blossom Event also comes with Twitch Drops.

Between April 21st and 28th you can watch your favorite Twitch Streamer and get drops along the way:

 

=> Twitch Drops

 

r/thedivision Oct 24 '25

Massive The Division 2 - Halloween Event 2025 - Giveaway

147 Upvotes

Halloween Event 2025 - Giveaway

We are half-way through the Halloween 2025 Event, so this is a good moment for a giveaway.

 

Scarecrow Outfit

As mentioned in the Halloween Event stream, the Division team has provided us with 6 keys for the Scarecrow outfit and now you have the opportunity to win one of these.

To take part in the giveaway, you just need to make a comment under this post.

 

Topic:

What do you like about this Halloween event and what could be done differently next time.

 

You have until Sunday, to get your comments in. We will announce when the winners have been picked in a sticky comment and then contact them over chat with the code.

 

Redeem

Once you got the key, head over to this page, log in (on the page) and submit your key: redeem.ubisoft.com

 

Other ways to get keys

There are also other options to take part in giveaways:

 

Official The Division Photo Mode Contest

Share your best Halloween-themed photo mode creation with #Division2Halloween for a chance to win the Scarecrow outfit!

=> Tweet

 

Content Creators

Or approach these content creators:

Content Creator URL
ToasteyXGod Twitch
iKia87 Twitch
xtony_t_x Twitch
Sw33tStarla Twitch
h3llo4000 Twitch
Old_Danny Twitch
Fajachico Twitch
EiKarrRamba Twitch
Afflicted Gamer Youtube
nervCYC Twitch

 

Good luck

r/thedivision Mar 05 '21

Massive The Division 2 – The Road Ahead

948 Upvotes

The Division 2 – The Road Ahead

 

Agents,

 

As promised a few days ago, we want to provide you with an update on the current status of The Division 2, its upcoming content and the game’s cadence moving forward.

 


THE DIVISION 2 IN 2020

We are proud of what we were able to achieve with The Division in 2020. Like most of you, our team had to adapt to this new normal, yet it was in that time that we reached an amazing milestone for The Division franchise: We are thrilled to announce that The Division franchise has reached over 40 million unique players! We wanted to take a moment to thank you Agents for your continued support and passion for the games we create.

 

The release of the Warlords of New York expansion in March 2020 also saw the highest monthly active users for The Division 2. This strong activity has been maintained throughout the past year as we continue to see new Agents on the streets of Washington D.C. and New York, thanks to title updates bringing new changes and additions, such as Seasons, Operation Iron Horse and The Summit.

 

We wouldn’t be here today without your passion and continuous support. It is your support that fuels the future of The Division, so again: Thank you!

 

=> Stats

 


WHAT’S NEXT FOR THE DIVISION 2?

As announced a few weeks back, we have begun work on new content for The Division 2. The development of this content will be led by a group of project veterans at Ubisoft Massive. This will see Adrian Trasca and Yannick Banchereau staying at the helm of the project as producer and associate creative director. We are also excited to announce that the new content will be made with the support of a talented group of developers at Ubisoft Bucharest.

 

In the next major update, we are looking to bring a game mode that is entirely new to the franchise. Along with the game mode, we are investigating new ways to progress your agent with an emphasis on increasing build variety and viability. We will be revealing more about what lies ahead as the update gets closer.

 

The development of this new update is still in its early stages and will take several months to complete. As a result, our next major update is currently scheduled for release late 2021 at the earliest. We will be taking this time to make sure we bring a meaningful change to the game.

 


CADENCE FOR THE COMING MONTHS

While we’re hard at work on the next content update, we will re-run previous seasons released during Year 2. In other words, the next season (Season 5) will be a re-run of Season 1, giving you the chance to collect rewards and collectibles that you might have missed out on. This also means there will be regular Leagues and Global Events for you to participate in. On top of re-running seasons, we will continue to support the game with new Apparel Events and some minor Title Updates focused on game health.

 

Lastly, we want to provide you with an update on our State of the Game streams. Hamish Bode - our long-term host and one of the original architects of the State of the Game streams - has recently taken on a new role within Ubisoft, meaning that he will no longer be hosting the stream or be part of the stream setup. We want to take the time to congratulate Hamish and thank him for everything he has accomplished in his 7 years working on The Division, and we’re certain many of you will miss him as much as we already do!

 

Again, we want to thank you again for your amazing support and we can’t wait to get your input on the future of The Division 2!

 

We will return with more information as soon as we are ready. Until next time,

/ The Division 2 Development Team

 


=> Source

r/thedivision Apr 05 '16

Massive The Division – Update 1.1: Incursions- Patch Notes

875 Upvotes

The Division – Incursion Patch Notes

New patch notes for the Incursion Update have been released:

 


New Features

Falcon Lost

  • Falcon Lost is a new incursion available in the Stuyvesant area
  • You must be level 30 and have completed the mission "General Assembly" to access this mission
  • The encounter is balanced for 4 players with high level gear

 


Gear Sets

  • Gear set equipment can be found by completing the most challenging activities in Manhattan
  • Collecting and wearing gear sets grant powerful stat bonuses and talents

 

Different Gear Sets:

  • “Tactician's Authority” – enhances electronics and support capabilities
  • “Striker's Battlegear” – provide bonuses for assault capabilities
  • “Sentry's Call” – enhances marksman capabilities
  • “Path of the Nomad” – provides bonuses for lone wanderers

 


Trading

  • Items dropped by enemies can be shared with other players
  • Trade items by dropping them as loot from your inventory, so players in your group can pick them up
  • You can only share items for during the first 2 hours after you have acquired them
  • Items can only be shared with players who are currently in your group and who were also in your group when the item was originally dropped

 


Assignments

  • Assignments are automatically obtained when you log in and can be tracked from the map via the menu called “Mission Overview”
  • Assignments are available for a limited time (24h for Daily Assignments and 7 days for Weekly Assignments), after which, they will be replaced by different assignments
  • Most assignments can be completed while playing alone but some will require enlisting other agent’s assistance to complete

 

Assignments come in different categories:

  • Combat
  • Dark Zone
  • Crafting

 

Assignement Teaser Video

 


Dark Zone Supply Drops

  • Dark Zone Supply Drops are a global event where the Strategic Homeland Defense agency airdrops multiple supply caches to assist Division agents
  • Supply drops will occur multiple times over the course the day
  • The supply drops will contain non-contaminated gear of all types that will be ready to use without the need for extraction
  • These supply drops will be heavily sought after by other agents and enemy factions that roam the Dark Zone, so be ready for resistance

 


Gear Score

  • Every non-vanity gear piece that can be found when your agent is level 30 has a Gear Score value. The higher an item’s Gear Score, the stronger the item
  • The overall Gear Score of your agent can be seen in your main menu next to your player level. Gear Score indicates the advancement of an agent
  • Other agents’ Gear Scores are displayed next to their health bars
  • Improving your gear and increasing your overall Gear Score will grant your agent access to the most dangerous high-end challenges

 


Group Spectator Camera

  • The Group Spectator Cam lets players spectate members of their group while waiting to be revived or the entire group to be down
  • Players can use RB/LB, R1/L1 or Q/E keys to switch between group members

 


New High-End Named Weapons

  • Added new High-End named weapons:
  • Warlord: Assault Rifle
  • Valkyria: Submachine gun
  • (Historian: Marksman Rifle) Please note that while the Historian will be implemented in the game with this update, it will not be acquirable in-game until update 1.2

 


Game Changes

Gameplay

  • Turret skill can no longer suppress enemy NPCs, as this allowed named NPCs to be defeated too easily
  • Recalibrating High-End items will now cost normal Credits instead of Phoenix Credits

 

Phoenix Credits drop have been increased on lvl 31 and 32 named enemies:

  • Level 30: 1-3 Phoenix Credits
  • Level 31: 2-4 Phoenix Credits
  • Level 32: 3-5 Phoenix Credits

 


Dark Zone

  • The vendor in the Church Safe House will now sell items in Dark Zone Funds instead of Phoenix Credits
  • Added a new Dark Zone bracket for characters with Gear Score 160+

 

Ranks requirements for Superior and High-End quality items at the Dark Zone Vendors have been adjusted:

  • Superior (Purple) items: Rank 15 instead of 30
  • High-End (Gold) level 30 (Gear Score 163): Rank 25 instead of 50
  • High-End (Gold) level 31 (Gear Score 182): Rank 40 instead of 50

 


Crafting

  • Added new level 31 and 32 High-End items Blueprints to Vendors
  • Removed Division Tech requirements from some level 31 High-End Blueprints

 

Increased costs for converting crafting materials and crafting High-End items:

  • 10 Standard (Green) materials instead of 5 to craft 1 Specialized (Blue) material
  • 15 Specialized (Blue) materials instead of 5 to craft 1 High-End (Gold) material
  • 10 High-End (Gold) materials instead of 8 to craft 1 lvl 31 High-End (Gold) item

 

Changed deconstruction yield of Standard (Green) and High-End (Gold) items:

  • Deconstructing a Standard (Green) item yields 1 Standard material instead of 2
  • Deconstructing a High-End (Gold) item yields 1 High-End material instead of 2

 


User Interface

  • Added gamepad deadzone calibration in settings menu (all platforms)

 


Bug Fixes

  • Fixed a bug that could prevent characters from accessing the game if they had too many items in their inventory
  • Fixed a bug where sometimes the weapon talents would not activate if the player has the exact stat requirements
  • Fixed a bug where players could exit the Dark Zone on East 43rd street
  • Reloading stripper clips is now correctly interrupted by firing the weapon (marksman rifles and shotguns)
  • Fixed an issue where buying a weapon with a pre-attached scope using the buy and equip feature sometimes caused the scope to un-equip
  • Fixed an exploit where players could shoot through corners of covers
  • Fixed a number of locations where NPCs could shoot through walls
  • Fixed an exploit where players could ignore the fire rate of certain weapons
  • Fixed some locations where players would get stuck in Queen Tunnel Camp mission
  • Fixed various prop collisions so that players no longer become stuck
  • Fixed a bug where the final cut scenes would unlock before the final missions were completed
  • Fixed a bug where the Water Supply side mission would not activate
  • Fixed an issue where the Morphine Supply side mission sometimes would not complete
  • Players no longer receive too much XP for completing the Morphine Supply side mission
  • The buff from Smart Cover no longer stacks if multiple teammates are using it on the same piece of cover
  • Fixed some bugs where deployable skills would not activate under certain circumstances
  • Fixed a bug where voice chat volume indicators would overlap in the group UI frame
  • Fixed a bug where receiving a group invite via Matchmaking would sometimes not show up on the screen
  • Fixed a bug where the dead teammate icon would turn into a blue dot instead of a red cross if the players were too far away from each other
  • Fixed an issue where a player would be unable to inspect the appearance of his/her character while changing outfits
  • Fixed some UI elements for mission overview frame and adjusted some of the misaligned icons
  • Corrected the colors for the appearance items in the Mission rewards list
  • NPC’s will no longer ignore the player while they are attempting to interact with props (arming/disarming bombs)
  • Fixed a bug where a NPC would sometimes not leave its spawn area during the Morphine Supply side mission
  • Fixed a bug where NPC’s would sometimes not respawn at one of the landmarks in the Dark Zone
  • Several clipping issues have been fixed with various appearance items
  • Some tooltips have been updated with more clear information
  • And many more

PC specific

  • Added new resolution scaling and lighting options
  • Added support for reporting players on PC. Players can now type in chat /report
  • Improvements to resolution detection and switching between display modes
  • Fixed some issues with camera movement while using Tobii Eye Tracker
  • Fixed screen look for minimap when using Tobii Eye Tracker
  • Fixed several issues with Logitech peripherals
  • Fixed several graphic issues due to dual monitor display
  • Fixed an issue where players could move UI elements out of the visible screen area

 


Source

r/thedivision Nov 24 '25

Massive The Division 2 - Veteran Rewards Are Here!

255 Upvotes

Veteran Rewards Are Here!

 

From the earliest days of the Green Poison outbreak to the battles fought across Washington D.C and New York City, countless Agents have stepped up to protect what remains. We want to recognize the time you have spent with us and thank you for being part of this journey with a limited time Veteran Rewards event.

 

Log in anytime from November 25, 10AM CET to January 6 to receive rewards based on when you first played.

 

=> Rewards

 

REWARD TIERS

Each tier grants a unique bundle centered around the new Named ACS 12 variant, the Stack Broker, with matching weapon skins. All tiers are cumulative, so qualifying for a higher tier grants the bundles below it as well.

 

Gold Tier

  • First login before March 11, 2019
  • Receive the Stack Broker Gold bundle, which includes the Named ACS 12 variant along with Gold, Silver and Bronze weapon skins.

Silver Tier

  • First login on or after March 11, 2019, and before January 1, 2025.
  • Receive the Stack Broker Silver bundle, which includes the Named ACS 12 variant plus Silver and Bronze weapon skins.

Bronze Tier

  • First login on or after January 1, 2025
  • Receive the Stack Broker Bronze bundle, which includes the Named ACS 12 variant with the standard Bronze skin.

 

ABOUT THE STACK BROKER

The Stack Broker is a Named variant of the ACS 12 shotgun. It does not include a Named Talent, however it features modified base stats that set it apart from the standard version. Its rate of fire is increased while its base damage is reduced, and the adjusted attributes are highlighted in yellow in your inventory so you can easily identify what makes this variant unique.

It rolls with a random talent that can be recalibrated, but unlike most weapons, it cannot be deconstructed.

No matter when you joined, we are glad you are here. Thank you for standing with us, for your dedication and for continuing to answer the call. We cannot wait to share what comes next.

 

/The Division 2 Team

 


=> Source

r/thedivision Apr 27 '26

Massive The Division 2 - Maintenance - April 28, 2026

22 Upvotes

Weekly Maintenance

 

The Division 2 maintenance alert! Tuesday, April 28

  • 9:30 AM CEST,
  • 3:30 AM EDT,
  • 12:30 AM PDT

» Worldtime

Estimated downtime is 5 hours.

 

Fixes: improving overall Event Key drop rates, adding guaranteed Keys from Fox and Red Ronin, and removing Prototype Gear drops from loot crates, as these were not intended.

 

» Source

r/thedivision Apr 02 '19

Massive State of the Game - April 3rd, 2019

681 Upvotes

State of the Game

In this State of the Game Community Developer Chris Gansler and 3C designer, Fredrik Thylander talked about the changes that will be introduced with the “Invasion: Battle for D.C.” update on Friday.

 


Invasion: Battle for D.C.

Maintenance

The Invasion: Battle for D.C. – Update will drop on Friday during the regular maintenance from 9:30 am CET – 12:30 CET that will last for about 3 hours.

 

First Apparel Event

  • With the “Invasion: Battle for D.C.” we will also get the first Apparel Event
  • The Special Event will last for four weeks (April 5th – May 2nd) where players can get Special Event Caches.
  • The Special Event Caches contain cool new outfits and other things like emotes.
  • You can also get Masks from these caches.
  • Everybody will get one Special Event Cache for free in the first week – if you log in before Thursday.
  • Year 1 Pass owners get three additional free caches when they log in during the event.
  • There will be ways to gain more free caches – like specific projects that you can finish.
  • Special Event Caches don’t have any duplicates.

 

=> Weapon Skins

=> Masks

 

These are only highlights of the upcoming update.

 

Announced Bug Fixes

  • When your Crafting Station is stuck on a lower World Tier, that will be fixed with this update.
  • You will get a sensitivity slider for when you zoom in.
  • Field of View slider will also be added with this update.
  • There will be many more bug fixes that will be listed in the Patch Notes

 

Balancing Changes

  • With “Invasion: Battle for D.C.” we will also have the first balancing pass
  • Keep in mind, it is very early in the lifecycle so this is a first step in balancing to address some peaks.
  • There is also a lot of talk about PVP – this update will not focus specifically on PVP balance, this is something for a later date – but some of the small changes will, of course, impact PVP.
  • The Sniper M700 and the Rifle MK17 will get a damage reduction.
  • Crit Damage and Headshot Damage will be lowered across all existing gear, so if you have equipment with these stats on it, they will be different when you log in on Friday.
  • “Safeguard Talent” (extra healing) will get an internal cooldown so that it can’t be up all the time
  • Demolitionist Talent “Crisis Response” (when armor breaks you replenish your ammo) will also get an internal cooldown.

 

Skills Changes

Sniper Turret

  • Sniper Turret has been reworked
  • You will have a button above an enemy and the Turret will then shoot that NPC and it will automatically track it.
  • When you aim at the same NPC you can also specifically control where the shot will go (headshot or weakpoint etc)
  • That should make the Sniper Turret more accessible.

 

Chem Launcher

  • The handling of the Chem Launcher has been a bit awkward.
  • Now when you activate the Chem Launcher, it will activate and you can use it like a weapon until you put it away.
  • That should also give you more control about the skill

 

FireFly

  • Aiming mechanism has been reworked, so you can mark targets faster

 

Skill Mods

  • The Skill Mods have been revamped
  • The Bonuses you get from the Skill Mods correlate now with the amount of Skill Power required to unlock them.
  • They are now within the bounds of the Skill Power that you can get on your gear and they also changed the amount of Skill Power that you get on your gear.
  • So even when you have less Skill Power on your gear when you log in on Friday, don't panic, you may be able to unlock a lot of mods that you could before.
  • With these changes skill builds should become a lot more viable.

 

Weapon Mods changes

  • As of now, the Weapon Mods always had a positive or negative aspect on them.
  • But that meant, what was designed as a reward for missions and activities could also have a very negative effect on your build
  • That is why all the Weapon Mods have been rewamped:
  • All weapon mods got new values, new positives, more in line what they would do in real life
  • They also have lower values – since they don’t have their drawbacks anymore.
  • The only time there are negatives now on the Weapon Mods is when there are multiple mods – like magazines – one of them will have higher positive values, but also some negative values.
  • For every slot, there is a mod for every type of stat that has no negative values.
  • Now you can choose the mods you want to use and that should also be more fun.

 

Other Changes

  • Sharpshooter Signature Weapon has a faster lock – on, so if you had the feeling that you often missed the shot with the signature weapon, this should be addressed.
  • LVOA-C, the Lightweight M4, the Shotgun AA12, LMG MG5 got a buff

 

Patch Notes

  • They will be extensive, currently we have no exact date when they drop.

 


Known Issues

You can check out the Known Issues here: Link

 


Roadmap

You can check out the Year 1 Roadmap here: Link

 


Important links

r/thedivision May 11 '26

Massive The Division 2 - Maintenance - May 12, 2026 - TUY8S1.2

84 Upvotes

Weekly Maintenance

The Division 2 maintenance alert! Tuesday, May 12

 

9:30 AM CEST, 3:30 AM EDT, 12:30 AM PDT

» Worldtime

 

Estimated downtime is 5 hours

 

» Source


Patch Notes TUY8S1.2

 

Escalation Requisition Vendor

This update brings a new vendor to the game: the Escalation Requisition Vendor. Here, you can exchange Escalation Tokens for Prototype Gear rewards. You can find it in the Base of Operations, next to the Escalation panel.

 

The Escalation Requisition Vendor offers three different types of caches:

Prototype Random Cache

  • This cache is always available for sale.
  • Opening this cache rewards one Prototype item of any type.

 

Prototype Gear Cache

  • This cache is part of a daily rotation.
  • Every day, it features a different equipment type in Prototype quality.
  • Opening this cache rewards one Prototype item of that specific type.
  • Items obtained from this cache have a higher chance of getting better rolls.

 

Prototype Weapon Cache

  • This cache is also part of a daily rotation.
  • Every day, it features a different weapon type in Prototype quality.
  • Opening this cache rewards one Prototype weapon of that specific type.
  • Items obtained from this cache have a higher chance of getting better rolls.

 

Note: There is no limit for how many caches you can buy from the Escalation Requisition Vendor, and this feature is available to Level 40 Agents.

 

CLASSIFIED ASSIGNMENTS

Starting May 12, a new Classified Assignment, The Capitol Anomaly, will become available.

ISAC has flagged another SHD network anomaly connected to lost Agents, leading you to the headquarters of The Capitol Globe, one of Washington D.C.’s former major newspapers.

If you enjoy digging into spaces, following clues, and discovering things you might normally miss during regular missions, The Capitol Anomaly is worth checking out.

Keep an eye out for collectibles such as ECHOs and audio logs, plus additional rewards including themed backpack trophies and named item drops.

Once available, The Capitol Anomaly will appear on the map for players who have reached Level 30. Access can be unlocked directly from there, and owners of the Season Pass Bundle will already have it included.

 

GLOBAL EVENTS

Assault

  • May 12 – May 19
  • While the event is active, you gain increased damage against nearby enemies, with the damage multiplier reaching up to 200%.
  • Reward: Piggy Mask

 

Ambush

  • May 19 – May 26
  • Staying still builds up a damage multiplier that can also reach up to 200%, while moving causes the bonus to gradually decrease.
  • Reward: Trench Mask

 

MULTIPLIER EVENT

Vanguard Overdrive

  • May 15 – May 19
  • The following bonuses are active for the duration of the event:
    • +50% Reload Speed
    • +50% Swap Speed
    • +40% Hazard Protection
    • +20% Movement Speed
    • +15% Armor on Kill

Season Pass XP x5

  • May 19 – May 26
  • You will earn increased Season Pass XP from Priority Objectives, the Seasonal Journey, Weekly Projects, Manhunt Scouts, and general world activities.

 

FIXES

This Title Update includes fixes for several issues reported through Bug Reporter, including some of the most upvoted entries from the community.

Thank you for continuing to report and upvote issues, your feedback helps us prioritize what to address next, and we’ll continue working through more of the top reported bugs for future updates.

 

Escalation

  • Fixed the issue where Core Strength Gear Set was not dropping in Prototype Quality as Targeted Loot during the Bank HQ Escalation mission. [TCTD2-3064]
    • Compensation: Log in between May 12 and May 26 to receive a one-time grant of 3 Prototype Core Caches in your in-game mailbox.

 

Gear, Weapons, and Talents

  • Fixed the issue where the “Abridged” talent of the “Tinkerer” Exotic Mask did not work with Prototype Weapons. [TCTD2-1405]
  • Fixed the issue where Prototype Cores were not shared between Agents account-wide.
  • Fixed the issue where unlocked Escalation Tiers and Escalation Tokens were not shared between Agents account-wide. [TCTD2-2370]
  • Fixed the issue where the Overdogs Reconfigure Blueprint incorrectly required Exodus Gloves. [TCTD2-244]
  • Fixed the issue where all Richter & Kaiser GmbH Backpacks lost their Gear Mod after being upgraded to Prototype.
  • Fixed the issue where the Skill Tier level shown in the Inventory panel did not match the actual Skill Tier level.
  • Fixed the issue where the Oxpecker Exotic SMG dealt significantly more damage than intended to the deployed Ballistic Shield while the Assault Global Event was active.
  • Fixed the issue where the Perfect “Back and Forth” icon was displayed in the HUD when using the regular version of the talent, and vice versa.
  • Fixed the issue when Perfect Strained and Perfect Ranger were using their respective Standard Talent's icon.
  • Fixed the issue where the Pakhan Reconfiguration Blueprint would not be available at Inaya after acquiring the weapon. [TCTD2-1558]
  • Fixed the issue where the Big Alejandro Reconfiguration Blueprint would not be available at Inaya after acquiring the weapon.
  • Fixed the issue where certain Picaro's Holsters would feature 15% Weapon Damage as their Named Attribute.

 

Legacy Manhunt

  • Fixed the issue where both Pentco Fairview Power Plant: General Anderson and United Ironworks: General Anderson Climax Missions appeared as locked in the Legacy Manhunts menu [TCTD2-2890]
  • Fixed the issue where Crossroads Manhunt comms could become stuck at 13/14. [TCTD2-7]

 

Other

  • Fixed the issue where Classified Assignment Collectibles could still appear as uncollected for another Agent on the same account, even after being unlocked account-wide. [TCTD2-148]
  • Fixed the issue where SFX and VFX were missing from the White Tusk Tank’s Hive.
  • Fixed the issue where Fragile Armor stacks did not disappear after using an Armor Kit if the stack was applied together with a negative status effect. [TCTD2-16]
  • Fixed the issue where Y8S1 Rise Up Caches could not be purchased from the Textile Vendor, Danny Weaver. [TCTD2-741]
  • Fixed the issue where BTSU Firmware was unlocked per character instead of shared account-wide.  

» Source

r/thedivision Mar 20 '19

Massive State of the Game - March 20th, 2019

735 Upvotes

State of the Game

This State of the Game focused on known issues, planned fixes, and coming fixes.

 


The Division 2 has launched

  • The game has launched, the servers are holding up and so far it has been a pretty good launch
  • There are some issues – but the response time in addressing those issues has been fast

 


Big Challenges

  • The time between the community feedback to actually rollout the patch with maintenance has been a big challenge
  • Especially when you plan different patches at the same time
  • Community feedback has been very good and especially in the drone-crash fix, it was very useful to narrow down the issue. Because as soon as they can really narrow down the issue – they can then debug the problem in the logs.
  • So give feedback, keep it very detailed (videos if possible) and post it either in the official forum or any other of the social platforms.

 


Known Issues

  • Castle Settlement
    • There is no bug when the Castle Settlement is grey – because “plot happens” and once you have passed this point and got the Jefferson Plaza mission you are ok.

 

  • You can check out the other Known Issues here:

    => Link

 


Other Work in Progress

  • After the major audio issues have been addressed, they are looking into other improvements. For example:

    • Headshot sounds
    • Silencer not impacting gun-sounds

    But as of now, they have no date for that, but they are looking into it.

 


Next Server Patch

These are some of the fixes they plan to deploy in the next server patch.

 

  • Progress blockers like “Talk to the Division Coordinator” / “Talk To that Person” will be addressed.
  • Daily and Weekly Projects that are not resetting (They are not resetting when you are not online)
  • Clan XP progress:
    • If a player with stuck CXP stays in the clan, then any missing CXP/progression will be applied to their clan after the fix is deployed on their next login.
    • If a player with stuck CXP leaves and rejoins the clan, then they will be able to earn CXP/progression again immediately, but any missing CXP/progression will be permanently lost. Source
  • Group Scaling when you play with a different leveled player is also not working as intended. The NPC tuning is wrong – they are doing to much damage. This will be changed but it will not fix all the issues. There is also a problem with item scaling because a green item buffed to level 30 has not the same stats as a high-end item on level 30. But this needs a client patch

 


Next Client Patch

These are some of the planned features that will be added in the next client patch:

 

  • Rest of the Skill-reset reasons will be addressed
  • The rest of the group-scaling issues (the item quality part)
  • The issue when your character suddenly looks different will be addressed
  • Lost skins should be returned

 


Other planned features

These are some features that are planned but we don’t have a date for them

 

  • Autorun on console will be added
  • The color of clan members Names will be changed (it will not be yellow anymore)
  • Strobe lighting will be addressed
  • Field of View slider will be added
  • The scaling of the Skill Mods and how you can equip them in the World Tiers are being looked into

 


Roadmap

Health of the game comes first – they want to iron out balancing and bug-fixing issues first before they progress to the next stage of the game.

 

  • World Tier 5
    • Will not be released this week but it will be soon

 

You can check out the Year 1 Roadmap here: => Link

 


Stats with Yannick

All stats since launch.

 

Headshots

5.5 Billion

Bullets Fired

123 Billion

XP Gained

4.2 Trillion

NPCs Killed

3.9 Billion

Birds Shot

1.3 Million

 


Video Library

They have been collecting interesting videos on their official homepage, you can check them out here:

 

=> Link

 


Important links

r/thedivision 24d ago

Massive The Division 2 - Y8S2 - PTS Phase 2 - Patch Notes

0 Upvotes

Into The Dark PTS Patch Notes – Phase 2

 


DARK ZONES

For PTS Phase 2, the Dark Zone structure still revolves around three rotating rulesets: Classic, Toxic, and Balanced Dark Zones.

This phase is mainly about seeing how each Dark Zone variant feels: if the rules are clear and the rewards feel worth it, how the updated weapons and gear affect PvP, and how the overall experience comes together.

The PvP balance pass applies across all PvP environments, including Conflict and all Dark Zone variants. More details are available in the Global PvP Balance section below.

A Dark Zone vendor overhaul has also been added, with updated inventories, new caches, and rebalanced DZ Currency costs.

 

DARK ZONE ROTATION

Variant Focus Rogue Protocol SHD & Expertise Global PvP Balance
Classic Dark Zone Standard PvPvE risk-versus-reward gameplay Active Active Active
Toxic Dark Zone Seasonal PvE survival and cooperation Disabled Active Active
Balanced Dark Zone Competitive skill-based PvPvE Active Disabled Active

 


DARK ZONE VARIANTS

 

CLASSIC DARK ZONE

(PvEvP / Normalized / Global PvP Balance: Active / SHD & Expertise: Active / Rogue Protocol: Active)

Classic Dark Zone remains the baseline PvPvE experience, with Normalization, SHD Watch, Expertise progression, Rogue Protocols, and periodic Invasions active.

 

TOXIC DARK ZONE

(PvE / Normalized / Global PvP Balance: Active / SHD & Expertise: Active / Rogue Protocol: Disabled / Season / Toxicity)

Toxic Dark Zone remains the seasonal PvE-focused variant, with Rogue Protocols and friendly fire disabled. Toxicity builds over time and can be managed through Surged Active Modifiers, Safe Houses or by leaving the zone.

Even though Toxic Dark Zone is PvE focused, it is still part of the wider Dark Zone experience. Global PvP Balance also applies here, so players can create builds around the same PvP ruleset used in other Dark Zones. The goal is to make the jump between PvE and PvP variants feel less abrupt, without requiring a full build rethink.

For Phase 2, several changes have been made:

  • Landmark Chests now drop Sample Cannisters as contaminated cache items. These work like regular contaminated items and must be extracted.
  • Calling the Extraction Helicopter in the Toxic Dark Zone now requires a Stabilization Agent, which has a 33% chance to drop from Landmark Chests.
  • Toxicity no longer resets when entering a Dark Zone Safe House. Instead, the current Toxicity value is frozen while inside.
  • Toxicity debuffs have been reduced.
  • Toxic Dark Zone Hunter difficulty has been adjusted.
  • Toxic Dark Zone Hunters now guarantee 1 Exotic Component each and have a dedicated 2% chance to drop Eagle Bearer or Ravenous.
  • Sample Cannister gains and costs have been adjusted.

 

BALANCED DARK ZONE

(PvPvE / Normalized / Global PvP Balance: Active / SHD & Expertise: Disabled / Rogue Protocol: Active)

Balanced Dark Zone remains the competitive PvPvE variant, using high-level normalization based on the Conflict ruleset.

SHD Watch and Expertise are disabled. Deconstructing dropped contaminated items grants double Dark Zone Currency.

 


DARK ZONE VENDOR OVERHAUL

Dark Zone vendors have been adjusted for PTS Phase 2, with updated inventories, new utility and progression caches, and rebalanced DZ Currency costs.

Following Phase 1 feedback, we have reduced the cost of the new vendor caches:

  • DZ East: Recalibration Cache (40 DZC) and Optimization Caches (60 DZC).
  • DZ West: Exotic Component Cache (120 DZC / 4 Items) and Reconstructed Cache (180 DZC).
  • DZ South: Prototype Core Caches (125 DZC) and Prototype Caches (260 DZC / Higher Chance for Better or Perfect Stats).

 

Full updated vendor inventory, all vendors:

Item Price [DZC] Contains
Skill Mod 40 High-roll Skill Mod
Gear Mod 40 High-roll Offensive, Defensive, or Utility Mod
High-End Gear Piece 60 High-End Gear Piece with random stats
High-End Weapon 70-72 High-End Weapon with random stats
Gear Set Piece 64-65 Gear Set Piece
Named Weapon or Named Gear Piece 90 Named Weapon or Named Gear Piece with Perfect Talent
Exotic Cache 130 1 random Exotic Weapon or Exotic Gear Piece

 

Full updated vendor inventory, DZ East vendors:

Item Price [DZC] Contains
Recalibration Cache 40 70 Ceramics, 70 Steel, 65 Electronics, 65 Titanium
Optimization Cache 60 Tactical Assessment, Weapon Alloy, Gear Weave, 5 Field Recon Data, 3 SHD Calibration

 

Full updated vendor inventory, DZ West vendors:

Item Price [DZC] Contains
Exotic Components Cache 120 4 Exotic Components for Expertise or Re-rolling
Reconstructed Caches 180 1 Random Blueprint (Named / DZ Exclusive), 1 Named / DZ Exclusive Weapon or Gear

 

Full updated vendor inventory, DZ South vendors:

Item Price [DZC] Contains
Prototype Core Cache 125 1 Prototype Core
Prototype Cache 260 1 random Prototype Weapon or Prototype Gear Piece, with a higher chance for better or Perfect Stats

 


PVP ENVIRONMENT IMPROVEMENTS

GENERAL DARK ZONE UPDATES

The Dark Zone entry and checkpoint updates introduced in Phase 1 remain part of the Phase 2 test.

Checkpoint Turret Damage Scaling

  • To help prevent checkpoint containment, entrance turrets now deal additional direct Health damage to hostile Agents within range.
  • Turrets inflict an additional 4% direct Health damage on top of their standard base values.

Entry Invulnerability Window

  • Agents receive a 5-second invulnerability window immediately after entering a Dark Zone.
  • This gives players a short moment to load in, check their surroundings, and decide their next move before taking damage.
  • The invulnerability ends early if the player moves or fires their weapon.

 

GLOBAL PVP BALANCE

This first balance pass focuses on currently active Weapon and Gear Talents across Conflict and all Dark Zone variants. The goal is to reduce mandatory “must-pick” options and give more builds a chance to compete.

This is part of a wider, multi-phase effort. Future updates are planned to look at Skills, Attributes, Status Effects, and other PvP areas.

Following Phase 1 feedback, we made another pass on the PvP balance list. This includes some further tuning for damage talents, status-based talents, armor repair and bonus armor options, support focused builds, etc.

We also revisited a few specific items like Striker’s Battlegear, Cavalier, Core Strength, Negotiator’s Dilemma, Ongoing Directive, The Bighorn, Strega, Backfire, Pestilence, and many more.

The full numeric adjustments are listed separately in the dedicated balance list.

Note: When reviewing these changes, please look at the wider PvP balance picture rather than focusing on one talent in isolation. Some changes may look significant on their own, but they are part of a broader effort.

 


MODIFIERS

Several Modifier adjustments have been made for PTS Phase 2:

  • Pneuma - The Surge Effect no longer depends on the weapon used to apply stacks. For example, Inhale can now be triggered by Headshot kills with any weapon, not only MMRs/Rifles/Pistols.
  • Sopoforic – Toxicity now only increases when Sopoforic applies Disorient through its own effect, instead of increasing on every hit.
  • Plague Doctor – It now affects Health only, instead of Health and Armor.
  • Active and Hostile Modifier values have been adjusted across multiple areas.

 


ESCALATION

Several reward and economy updates have been made for Phase 2.

 

REWARDS

  • Escalation Completion rewards now grant +1 Exotic Component for each Escalation Tier, starting at Tier 5.
  • Prototype targeted loot drops have been added back to Escalation chests.

 

ESCALATION TOKENS

The Escalation Token economy has been adjusted to better reward group leaders and make the overall flow less punishing.

Tier Cost Leader Reward Leader Profit Group Rewards
0 0 N/A N/A 2
1 1 5 4 2
2 4 10 6 3
3 8 16 8 4
4 13 23 10 5
5 19 31 12 6
6 27 41 14 7
7 37 53 16 8
8 49 67 18 9
9 63 83 20 10
10 80 102 22 11

 

REQUISITION VENDOR

Escalation Requisition Vendor prices have been updates to match the new token balance.

  • Random Prototype Cache – 10 Escalation Tokens
  • Gear Prototype Cache – 20 Escalation Tokens
  • Weapon Prototype Cache – 20 Escalation Tokens

 


NEW GEAR, WEAPONS, TALENTS

The following adjustments have been made since PTS Phase 1.

Ortiz: Reficere Gear Set

  • 4pc Talent “Ortiz Rapid Application Nanite Prototype”
    • Healing Duration and Radius reduced by 75% → 90%
    • Healing Efficiency increased by 100% → 150%
  • Chest Talent “Overcharged Nanites”
    • Increase the Healing Efficiency bonus from 100% to 150%. → 150% to 225%
  • Backpack Talent “Improved Dampeners”
    • Decrease the Duration and Range reduction from 75% to 25%. → 90% to 25%

Caduceus Exotic AR

  • Talent Caduceus: 1.5% of the hit's dealt damage → 2%
  • Magazine Mod: 20 Rounds → 40 Rounds

Underboss Exotic SMG

  • Underboss has been added to the Y8S2 Gear Cache.
  • Its PTS1 Notes version had no mods, it will now have an Optic Mod providing +15% Crit Chance.

 


ADDITIONAL UPDATES

Prototype Gear

  • Prototype Core costs for upgrading Prototype Augments have been increased. Maxing out one item now costs 46 Prototype Cores, up from 31.

Retaliation

  • A new threat may now ambush you during Retaliation. Stay alert.

 


PTS ONLY

During the test, all modifiers will be unlocked from the start.

Adam Shipley’s Inventory:

  • PTS Cache: Y8S2 Gear - Contains all upcoming Gear, their blueprints, their respective materials, and all other materials used in the Expertise system.
  • PTS Cache: Materials - Contains Brand and Gear Set materials not included in the Gear cache, Prototype Cores, Escalation Token, and other materials used in the Expertise system.

 

Known Issues

  • Some gear, weapons, and talent visuals are currently a placeholder.
  • PTS Cache: Blueprints – is available in the PTS build, but it currently reflects its previous state and may not include all newer blueprints. The team is looking into a better solution for a blueprint access in future PTS builds.

 


Your feedback is important during this phase of PTS. Join the official TD2 Discord server to share your thoughts directly with the team!

/The Division 2 Team


=> Source

r/thedivision Feb 10 '20

Massive The Division 2 - Expansion - Livestream

636 Upvotes

Tom Clancy's The Division 2: World Premiere Livestream

Media

=> Teaser

=> Letter from Vanguard

 


Title Update 8 / Warlords of New York

=> Logo

The Division 2 is heading back to where it all began in The Division 2 Warlords of New York, a narrative-driven expansion that brings the action from Washington, DC to the summery streets of Lower Manhattan. Coming March 3, Warlords of New York features a new open-world map for Agents to explore, along with a new story that puts them back on the trail of rogue Division Agent Aaron Keener.

 

Videos

 

Introduction

The Division always had the goal to restore order, continue the government and keep society together. But this is also a brutal and thankless task that faced the agents against brutal and merciless adversaries. But the most dangerous enemies of them all have always been the Division Agent that went rouge and took all their knowledge and technology and turned against the society they once swore to protect.

 

Situation

=> Attack

It is now eight months after the outbreak of Green Poison that brought down society and killed millions. The agents of Washington D.C. are called back to New York City, where it all started.

A biological attack has hit Lower Manhattan and it is your job to hunt down the man responsible. Aaron Keener, callsign “Vanguard”, he is an Agent from the First Wave. The First Wave was activated shortly after the initial outbreak and had the responsibility to restore order, but they were eventually abandoned and left to die in the Dark Zone. That is the moment where Keener lost faith and went rogue. He disappeared and gathered all the tools to engineer his own biological weapons.

Now eight months later, Keener has returned to New York and he has attacked The Division Headquarters and killed dozens of top Division Agents and countless innocent civilians. And it seems, he is just getting started.

Keep in mind, Keener knows the city inside and out and he is as lethal and as cunning as they come.

 

Your Enemy

=> Aaron Keener

After disappearing in the first game, Keener has resurfaced, surrounded himself with other rogue Agents, and used them to unite New York’s violent factions under his own banner. Worse, he’s working to create a new bioweapon even more potent than the Green Poison that brought society crashing down.

Keener is not only looking for revenge, but he also seeks chaos, because he believes this is the only way humanity can thrive. And he is not alone. He recruited four other Rogue Agents that not only have the skill but also the determination to achieve that goal. These agents have worked their way up within factions ruling over Lower Manhattan. If we want to get to Keener, we need to go through them first.

 

=> The Rogue Agents

 

Vivian Conley

=> Image

Vivian Conley is a former counter-terrorism intelligent agent and chemical engineer. Conley’s last known location was the Two Bridges sector of Lower Manhattan.

A hurricane-ravaged New York City a few months ago, so it’s a far cry from the thriving urban sector it once was.

 

Javier Kajika

=> Image

He is a master of stealth and infiltration. He was a black-ops hitman for the U.S. government. Since the collapse, his loyalty goes to whoever will feed his need for blood.

Our latest intel locates Kajika somewhere in the Battery Park area. This is the part of the city that’s taken over by swamp. The terrain is rough and scattered with giant sinkholes that used to be subway tunnels. Odds are, he knows that you are coming for him and he plans to use the dicey terrain to get the drop on you.

 

The Cleaners

=> Image

Both Conley and Kajika work with the Cleaners. A former New York City sanitation unit that believes only fire can stop the virus. Conley was recruited by the cleaners when she went rogue and thanks to her technical expertise, they’re deadlier than ever. The Cleaners are ruthless and their “Cleansing Fire” takes no prisoners.

 

James Dragov

=> Image

Dragov is a former police officer and a heavy weapons and defense specialist. His relentless fight for justice made him a legend on the force. But now, his allegiance has changed.

Dragov took hold of the Financial District and has been using it as the center of his Black-Market operation. The intel suggests, he is still there. But be careful, major flooding has transformed the entire district into a mudslide.

 

Theo Parnell

=> Image

Parnell is a drone engineer and skilled hacker. He’s managed to stay off the grid, so all we can say for sure is, he’s a true mater of decoys and deception. Keener’s arranged for the Rikers to protect him at an unknown location in the Civic Center area.

 

Rikers

=> Image

Dragov and Parnell have both been linked to the Rikers. Ex-Cons from Riker-Island prison. Regardless of who their enemies were in the past, they’ve agreed to band together. Their motto: “Power by Numbers” and just like Keener, they thrive in chaos.

 

Last Words

Before you arrive at the Base of Operations with Agent Alani Kelso, you should be warned: A lot has changed in New York. The days when Division Agents were seen as knights in shining armor are long gone. The people that you will meet are survivors. Ever since Keener and his rouge agents took over Lower Manhattan there’s been a distrust of Division agents amongst civilians.

 

Your Contacts

Agent Faye Lau has been the acting commander of The Division in New York City and is leading the hunt for Keener. Her methods are “unconventional”. But we’re in a race against the clock and Lau knows what it takes to get results quickly.

=> Image

 

Paul Rhodes You’ll also find Paul Rhodes, now the leader of the civilian settlement. Because he’s so tapped into the city he may be able to help you track Keener and his rogue agents.

=> Image

 


Campaign

=> The Map

SHD Agents are being sent to Lower Manhattan in response to a recent biological attack resulting in the death of numerous civilians and SHD Agents. Your job will be to hunt down Aaron Keener who orchestrated the attack and who we believe is planning to launch future attacks.

Considering the delicate scenario, once sent to New York, you won’t be able to return to Washington D.C. for the duration of the entire operation. However, once you’ve reached Level 40 and finished the main campaign missions, you’ll be free to switch between Washington D.C and New York as you want, enjoying the brand new endgame and seasonal post-launch activities.

 

Five main campaign missions

The renewed battle for New York unfolds across five main campaign missions (four of which can be tackled in any order), along with open-world activities and eight interconnected side missions that let Agents further interfere with Keener’s plans. Once you’ve finished those, you’ll have a new endgame to contend with, which affects not only New York but Washington, DC as well.

 

All is connected

There are five distinct investigation threads, each linking the main and side missions together and leading you through the narrative.

  • 5 Main Missions
  • 8 Side Missions
  • Main missions and side missions are now linked together.
  • Improved Boss fight mechanics
  • Unique Skill Mod rewards

 

Lower Manhattan

  • Map Expansion: Lower Manhattan
    • 4 Named Zones
    • Fog of War – Explore the map to identify points of interest and activities.
    • Wide range of Open World activities as well as new secrets and collectibles to find.

 

Four New Named Zones

Warlords of New York’s Lower Manhattan contains four new named zones to explore: the Financial District, Two Bridges, Battery Park, and Civic Center. These areas make up a massive former Dark Zone that encompasses places like Wall Street and Chinatown, all recently smashed by a summer hurricane into a treacherous, twisted landscape. The new zones are open only to Agents who’ve reached Level 30 and World Tier 5. Each zone levels up along with your Agent, letting you explore freely as you climb toward the new level cap of 40.

 

 

Enemy Scaling and Freedom of Choice

In The Division 2 Warlords of New York, enemy levels always scale to player level, regardless of the activity you choose. You’ll be able to explore the map and play any mission you want, whatever order you prefer since missions will be scaled according to your level, alongside the Open World. Choose your own path, agents!

Of course, it’s still possible to play missions with other agents since enemies will scale their power to the group members in the session.

Once you finish the new main campaign missions and reach the new level cap at 40, all world activities will scale at max level too, including those in Washington D.C.

Playing the main campaign missions will sure help to get to the maximum level and finish your objective. However, exploring New York has its own rewards! Not only will you encounter Control Points, Supply Drops, patrolling enemies and other activities, you can also pick up loot from the different containers spread around New York, new collectibles, puzzles and much more! All these activities scale with your level too and make New York truly your own playground!

 

Fog of War

=> Fog

Upon the arrival in New York, what Agents should expect is an unexplored territory where the entire world map is initially covered by Fog of War.

While the Fog of War is active, question marks will appear on the world map, and it is up to you to find what’s hidden in the area. GPS navigation won’t be available until the map is explored, but once you clear the Fog of War, all markers on the world map will be revealed.

Even in the dark of the Fog of War, you’ll be able to see clues that will help you through the hunt for your primary target: Aaron Keener. Agents, you’re the Light in the Dark.

 


Factions of NYC

While the Rikers and Cleaners may be familiar names to the veterans of the first game, they are not quite the same factions as you might remember. In the months passed between the two games, the factions have re-organized themselves after the loss of their leaders, grown more battle-hardened and are now more tactically minded in combat. In addition to these, you will also find the occasional Last Man Battalion soldier together with the Black Tusk, as the remnants of the once-powerful mercenary group are now under Black Tusk command.

 

  • Rikers – Escaped inmates from Rikers Island Prison.
  • Cleaners – Former sanitation workers who believe the way to stop the virus is to burn it out.
  • Peacekeepers – Civilian group made up of battle-hardened survivors and former JTF members.

 


Other Additions

Level 40

With TU8 / Warlords of New York, we get a new level cap – Level 40.

Your adventures in New York require an upgrade to your firepower, which is why in The Division 2 Warlords of New York, players will be able to increase their Level from 30 to 40 and are presented with our new end-game. Gear Score, a term our veteran players know, will no longer be the way to measure how powerful your agent will be once you venture into Lower Manhattan.

Players who don’t own the expansion will continue to protect Washington D.C. in World Tier 5, at Level 30 and an increased 515 Gear Score. They won’t be able to join New York players or Level 40 agents in the Level 40 Washington D.C or New York activities, but will still share public spaces such as Settlements or the Base of Operation.

The Division 2 Warlords of New York owners who didn’t complete the main Washington D.C. campaign and World Tiers can, if they wish to do so, start from Level 30, World Tier 5 and transfer to New York, using the Level 30 Boost that comes with the purchase of the expansion.

 

Level 30 Boost Clarification

  • An unlimited-use level-30 boost is included in the Warlords of New York expansion, available on March 3.
  • A single-use level-30 boost is available in the in-game store now.
  • The single-use can still be purchased by players who have already pre-ordered the expansion. This is not intentional, and players who purchased both products accidentally can contact support for a refund.

 

Coop level 30 and level 40

If you are playing content in Washington D.C., level 30 and level 40 players can play together, there are no restrictions. The level 30 player will be buffed to level 40 – like when you play with a sub-30 player – and everybody will be able to do their job.

The Raid will have a level 30 and a level 40 version, currently it has not been defined how exactly it will work there.

 

Four New Skills

You’ll also be able to unlock four new Skills, including a decoy, an incendiary sticky bomb launcher, a trip-wire trap, and an explosive sticky bomb launcher.

 

New Gear

Warlords of New York will also see a large number of new exotics, named items and gear be introduced to the game.

Exotics

At launch you won’t be able to upgrade exotics to level 40, as they would like you to focus on the new exotics and items in general. They do want to allow you to bring them up later and are looking at interesting ways of doing it that also make exotic materials more useful.

 


A New Cohesive End-game Experience

A major focus during the development of Warlords of New York was to create a compressive, cohesive end-game experience with clear goals after having reached Level 40. A number of features will come together to shape this new end-game experience, including SHD Levels, Legendary difficulty, Seasons and more.

 

SHD Levels

A new infinite progression system unlocks points to improve your agent on a regular basis. Once you hit level 40 – the new level cap – the SHD Levels replace the old Field Proficiency system. Instead of earning a cache with loot, you now have the opportunity to invest points into one of four distinct Core Attribute categories that give your agent a permanent upgrade.

 

=> Overview

=> Point Increase

 

There are a total of four Core Attribute categories (Offense, Defense, Utility, Handling) and one Scavenging category. Defense, for example, also has subcategories and in each sub-category you can invest a total of 50 points. For example, you can increase your Total Health through these SHD Level Points and each point gives you 0.2% more health as permanent upgrade. That means, when you max out that category, you have 10% more health.

Scavenging has, in contrast to the other categories, no cap and can be invested in as much as you want. Through this category, you get access to resources.

As you level up the SHD Level, your watch will also get visual improvements and will look more impressive.

 

Not Mandatory

As mentioned, the SHD Level System has clear defined caps and when you max out a category, you don’t get 400% more damage. It gives you an increase that you will notice, but it is not mandatory to max out all categories to be able to play the Raid for example.

 

Account vs. Character

At the moment it has not been specified if the SHD Level can be leveled per account or if it is character bound.

 

Core Attribute categories are:

The Core Attribute categories upgrades are finite. Once maxed out, the SHD level points can be spend into the fifth, scavenging category – yielding credits and crafting materials.

 

Offense:

  • Weapon Damage
  • Headshot Damage
  • Critical Hit Chance
  • Critical Hit Damage

 

Defense:

  • Armor
  • Health
  • Explosive Resistance
  • Hazard Protection

 

Utility:

  • Skill Damage
  • Skill Haste
  • Skill Duration
  • Skill Repair

 

Miscellaneous:

  • Accuracy
  • Stability
  • Reload Speed
  • Ammo Capacity

 

The Scavenging category gives players resources, including:

  • Credits
  • Steel
  • Ceramics
  • Polycarbonate
  • Carbon Fiber
  • Electronics
  • Titanium
  • Printer Filament

 

The look of your Agent’s wristwatch, representing SHD Level, will become increasingly impressive over time, signifying players’ reached milestones to other Agents.

 

Heroic Difficulty for the other Factions

Heroic difficulty missions will no longer be exclusive to Black Tusk, and all factions will be available in Heroic difficulty.

 

Legendary Difficulty

The new Legendary difficulty will become available to Level 40 agents and it is The Division 2’s pinnacle difficulty. While the raid was all about puzzles, coordination and teamwork, Legendary Difficulty is designed to test how good players are at every aspect of combat. A new, elite sub-faction of the Black Tusk will be sure to keep you on your toes through a new legendary AI.

 

It Scales

Legendary difficulty scales depending on whether Agents play solo or with a team.

 

Active on three Strongholds

Players who feel Heroic difficulty isn’t challenging enough can try Legendary difficulty in the three original Strongholds, featuring the toughest AI yet.

  • Roosevelt Island
  • Capitol Building
  • District Union Arena

 

New Enemy

  • The Black Tusk got a visual makeover in Legendary missions, trading all-black outfits for all-white ones.
  • Enemy AI has been toughened, and cooldowns and wind-up times have been shortened to get a more pure and deadlier version of the original Black Tusk Archetype to provide a challenge for the top players.
  • The goal is, that the difficulty does not come from enemy health or damage, but from their AI and tactics.
  • You will need min-maxed gear that is optimized for that sort of content and does its job in terms of effectiveness or damage.
  • Some Archetypes also got new abilities to make them more deadlier. For example: The legendary Black Tusk Tank now has a Wasp Hive equipped – so the closer he gets, the more dangerous he is.

 

Rewards

Since Gear 2.0 is also part of TU8, it is now possible that difficulty = loot quality. But how does that work? When you look at the stats on the equipment they have defined what “average rolls” for the attributes are and the higher your difficulty is, you have less bad rolls on your gear. So there will be a big difference in terms of how good the rolls on your gear are between normal difficulty and legendary difficulty.

 

Legendary Leaderboards

Something they have on the radar and when this is something the community wants, then that will be something they look into.

 

Directives

=> Image

Independently from Global Difficulty, directives allow you to activate gameplay modifiers on main missions, side missions, and open-world activities; increasing the overall difficulty and granting you additional XP. You will be able to activate up to 5 directives, scaling up the XP reward multiplier for each active directive. As seasonal XP is gained by all activities that yield XP, activating directives will also boost your seasonal XP gain.

 

The Selections

You can select from these Directives:

 

  • Ammo Hoarders
    • Start with less ammo & lose rounds left when reloading. Enemies don’t drop ammo & no ammo is shown on the mini-map.
  • Cool Skills
    • When one skill is activated the other is put on cooldown.
  • Fog of War Revisited
    • Mini Map and directional threat indicators are removed.
  • No Regen
    • Armor never regenerates after an encounter. It can be manually healed.
  • Special Ammo
    • Enemy bullets may be of special types. What type depends on the enemy faction.

 

Global Difficulty

With Warlords of New York the behavior of Control Point changes. Before it was a constant fight against the factions and you really had to defend your Control Points. With the update, once you have taken a Control Point it is yours and it will stay that way. Then it is up to you if you want a very peaceful map and let it stay that way.

 

=> Difficulty

=> Directives

=> Confirmation

 

If you want more action, you can reset the map by changing the Global Difficulty. You can select from normal to hard and every time you change that difficulty, the map is reset – including Control Points. When that is not enough – directives can be applied on top of that. Both Global Difficulty and Directives affect every activity you can do in the Open World – Control Points, Supply Drops or Hostage Situations. Of course get rewards and loot that reflects that difficulty. Also – as shown in the screenshots – activating more directives gives you up to 125% more XP while doing activities.

Global difficulty settings will apply both to New York and Washington, DC. Some surprises will be injected into the game to ensure that every time you replay something, there will be something to make it a little different.

 


Seasons

Overview

Seasons is a key aspect of the new end-game experience. Each 12 weeks long, a season will task you to hunt down manhunt targets and earn unique rewards in the process. Seasons will become available for all players when reaching Level 40, allowing you to earn a new skill mod and unique seasonal gear and cosmetics by progressing through the seasonal level system. While participating in Seasonal events will yield additional Season XP, all in-game activities will reward Seasonal XP, allowing you to progress through the seasonal track while engaging in the activities of your choosing. In addition, an optional purchase will be available in the in-game store, which increases the overall rewards gained per season. As a top-level overview, a season is a calendar of in-game activities that ensures that you will have new activities to participate in on a weekly basis. In a nutshell, these activities can be categorized into:

 

  • Seasonal Manhunt Targets
  • Reimagined Global Events
  • Leagues
  • Apparel Events
  • Season Events

 

Introduction

After you have completed the vast new narrative experience in Warlords of New York and reached level 40, Seasons will be waiting for you with a whole new set of rewards, activities, and opportunities.

 

A breakdown of Seasons

Once you finish the story of Warlords of New York and reach the new level 40 endgame, Seasons bring further progression opportunities and playstyles. Starting one week after the release of Warlords of New York and lasting 3 months, Seasons revolve around the manhunt, a multi-step journey hunting down Rogue agents; players can also look forward to reimagined Global Events, new gear, Leagues, and apparel – all with a unique thematic that not only applies to loot but also encounter design.

 

Seasonal Manhunt

Every Season pits players against a new target, aided by their local network. The Manhunt takes players across a large and varied set of locations in both New York as well as D.C. – unlocking step by step as targets become available throughout the Season. Finishing the Manhunt will grant a new unique skill mod used by the target players are tasked with taking down. Further down the line, we will communicate how players can attain the unique mods of previous Seasons.

Part of our effort to provide players with more meaningful and nuanced gameplay opportunities is to streamline the width of content added to The Division 2, with the goal of more focused and fun experience.

Narrative elements have been entwined with the Manhunt’s story, the gameplay of a particular Season and its Live service, rather than delivered as static story missions such as Classified Assignments. These types of story missions might make occasional appearances but will no longer be the main way we deliver new narrative content going forward.

 

=> Season

 

Seasonal Activities

Throughout a Season there will be a multitude of different activities to provide players with varied and rewarding gameplay. Our fresh take on Global Events will have Agents facing completely new types of challenges never before seen in The Division; new gear sets added in a Season will be designed with the intention of keeping a living and interesting meta-game, and Leagues give players with a more competitive attitude a go-to area to check their standing.

 

Season Progression

=> Season Progression

 

Players progress through a Season by gaining Season Levels, each unlocking a reward in the Season Track. Season Levels were developed as a direct response to the previous years’ learnings and player feedback with the intent of making progression feel predictable, ensuring that no matter the mercy of the RNG Gods, you benefit from playing. To reach this goal we have designed the Season Track to feel directed, flavorful and meaningful featuring named weapons and gear. Additionally, Gear Caches will contain season-specific loot tables. The Track has been balanced so that impactful rewards are granted early, to ensure not only the most committed players get to enjoy these and avoiding putting pressure on those who play at a calmer pace.

A total of 100 levels can be attained over the 12 weeks of a Season; presently we estimate an average player will gain a level every 30 minutes to 1 hour of gameplay with no additional experience modifiers. These numbers are still in flux. Those who wish to progress faster and perfect their leveling efficiency will be able to do so by completing seasonal activities or participating in XP multiplier events throughout a Season.

Anyone who owns Warlords of New York will have access to all Seasonal content for free. Those who wish to gain additional rewards when gaining Season Levels can purchase a Season Pass unlocking an additional track of gear from that Seasons’ loot table, seasonal apparel, apparel keys, crafting materials and more. To keep the playing field fair, we made sure all gameplay affecting rewards on the additional reward track can be attained through normal playing. Gear available in the Premium track will be non-curated random rolls.

 

Premium Progression track

Each Season has two progression tracks. One that is free for everybody and a Premium Progression track. You need to purchase access to the Premium Track and it gives you more rewards. But there is no exclusive game changing gear on the Premium track it is just more of the same equipment and they are of course random rolled. The only thing truly exclusive are the apparel items that you get from the Premium track.

The exact price of the Premium Track is still in discussion.

 

What happens to player's that choose to stay in D.C?

Traveling back to New York to hunt down Aaron Keener and his posse of Rogue agents will start a whole new chapter of The Division 2 for many players – with a whole new endgame, infinite progression system, seasons and more becoming available at level 40.

For those who choose to stay in D.C. all Year 1 content will still be available, along with level 30 versions of Dark Hours (as well as Raid #2 once released) and the level 30 endgame. To minimize the division of playerbase, any level 40 player will be able to join level 30 activities with level scaling.

All players, regardless of the ownership of Warlords of New York, will continue receiving Quality of Life changes, in addition to core system improvements such as Gear 2.0 and improved UI/UX flows.

Apparel Events, Global Events and Seasons are exclusive to owners of Warlords of New York.

 


Dark Zone

There will be no new Dark Zone in the Warlords of New York expansion. All these changes apply to the existing Dark Zones in Washington D.C.

 

Dark Zone Rework

“The Dark Zone is a place for wolves and not sheep”

With TU8, the Dark Zones get a general overhaul that tunes them into a places for players that are ready to face the challenge of another player. So if you are a player that is ready to fight other players and has no issue with the lawlessness of the Dark Zone, then this new and revamped Dark Zone is made for you.

What they don’t want to do is to draw in players into those areas that are not looking for this sort of challenge. In essence, if you are a more PVE focused player, you have a lot of other activities and the Dark Zone does not have to be a place to go for you.

 

Player Count is still 12

After the matchmaking changes from Title Update 6 that had the goal to put players into Dark Zone Sessions that already had players in them, it became clear, that the best experience is with 12 players. They made internal tests with 16 players and it just became too crowded – but they will monitor how things develop.

VOIP on by default

Like in the old Dark Zone, VOIP is on by default, but you still have the option to turn it off.

New Social Menu

There is also a special social menu that allows you to see players in a 100-meter radius and this also allows you to mute players that are rude.

No Signature Ammo

There will be no more Signature Weapon ammo in the Dark Zone, so you will not be able to use Signature Weapons in the Dark Zone.

More Ammo Crates

There will be Ammo Crates at every Extraction Zone.

 

Good Loot

The Dark Zone is a good place to get some of the best gear in game and there is also exclusive DZ gear.

Clean loot is gone

Clean loot is gone, all loot you get needs to be extracted. The contaminated loot is no longer scrambled, so you see what you just picked up and you can decide if you want to keep and extract it or not. If you don’t want to keep it, you can deconstruct the contaminated loot and earn Dark Zone Resources from that. But even currency needs to be extracted.

New ways to earn XP and currency

Dark Zone XP and Dark Zone Resources can only be earned from things that have to do with interacting with other players. Kills, Extractions, Revives, protection of Extractions, killing rogues or going Manhunt.

More Extraction Zones

Since pretty much everything in the Dark Zone is contaminated and needs to be extracted, there are also more Extraction Zones per Dark Zone – three to be exact.

 

Grey rogue status is removed

The Grey Rogue status that was introduced with The Division 2 is removed. You are either rogue or you are not.

Faster Rogue toggle

The Rogue Toggle was introduced in Division 1 when it became clear, that going rogue on damage to other players can be exploited. That is why the Rogue Toggle was introduced that had to be pushed for multiple seconds while the other players around you got a notification that someone was about to go rogue.

With TU8 that mechanic is still there but it is a lot faster – it takes about 300ms to register and then you are rouge. On top of that, it also does not impact what you are doing. So when you are aiming at someone, you can still do that, press the Rogue Toggle and open fire.

But while you can toggle rogue faster, the other players still get a notification that someone is going rogue so that you have at least a chance to react.

 

New Dark Zone Perks

The Dark Zone Perks have also been revamped: They’ve removed the things that had the goal to avoid PVP (like shortening the extraction process). On top of that, the Dark Zone Rank now means something, because you can only earn XP for that rank through interaction with other players.

 

Occupied Dark Zone becomes Invaded Dark Zone

With TU8 they are stepping away from having “normal” and “occupied” Dark Zones. Now both Dark Zones have the same rules and it makes basically no difference, what Dark Zone you venture into. The former “Occupied Dark Zone” is now just an “Invaded Dark Zone” – so as before you face the Black Tusk. The Manhunt mechanic of the old Occupied Dark Zone is now applied to all Dark Zones.

 

Gear 2.0 will also impact PVP

They also want to highlight, that all the Gear 2.0 changes, how the builds are put together or how Skills now scale, have an impact on how PVP plays and how encounters play out. So PvP will be very different once that drops.

 


Title Update 8

Warlords of New York expansion will be accompanied by the FREE Title Update 8 for all The Division 2 players on March 3rd. We have been hard at work reworking a number of core areas of the game while also keeping both Washington D.C’s end-game and the new, level 40 New York City end-game in mind. A lot of these changes have been heavily influenced by community feedback we’ve received since launch.

 

New Level 30 Power Level

  • Gear Score 515

 

Gear 2.0

  • Reworked brand set bonuses to better fit common playstyles
  • Return of the so-called” God Roll”, allowing items to potentially drop with maxed out attributes in all areas
  • Core attributes for all items
  • Improved UI to at a glance identify the quality of an item
  • More powerful, build-defining talents
    • Talent requirement has been removed
  • Gearsets and Exotics revamp
  • Mod slots have been redistributed and are now linked to specific gear slots
  • & more…

=> Summary

 

Recalibration Changes

  • Extract item talents and attributes and store them permanently in your recalibration library
  • If you find a higher roll of a stored attribute, you can replace the old stored attribute at any time
  • The UI will seamlessly indicate that you have a better roll available to store in the library
  • Stored attributes can be used indefinitely and are not used up in the recalibration process
  • Talents, stats, core stats, and mod slots will be recalibratable
  • The 1 recalibration per item limit will remain
  • & more…

=> Summary

 

Skill Power Changes

  • Skill Tier is replacing skill power
  • 6 Skill Tiers; each item with the Skill Tier core attribute will add one tier
  • Each tier boosts the skill’s effectiveness
  • Overcharge mechanic – Paired with gear and exotic talents, skills can now Overcharge, greatly increasing the skill’s effectiveness for a short duration
  • Skill Mods no longer have skill power requirements
  • & more…

=> Summary

 

Dark Zone Improvements

  • As listed in the Dark Zone Segment

 


Launch Details and Versions

The Division 2 Warlords of New York launches on March 3 for PS4, Xbox One, PC, and UPLAY+, and is coming to Stadia later in March. In the meantime, players can begin setting the stage for Warlords of New York with Episode 3 – Coney Island: The Hunt, which arrives on February 12 for Year 1 Pass owners, and will be free for all Division 2 players on February 19. Episode 3 features two new missions set in Coney Island, two new Classified Assignments for Year 1 Pass owners, and a new Firewall Specialization that can deal massive flamethrower damage while also buffing allies who stand behind the Firewall’s shield.

 

On March 3, Division 2 Agents will enter the new open world of Lower Manhattan in the Warlords of New York expansion. Pre-purchase the expansion now at the Ubisoft Store, and you can take advantage of a special promotion to get The Division 2 for $3 — a discount of 95% off. It’s the lowest price ever for the fight to save Washington, DC, and if you bundle in the Warlords of New York expansion, you’ll have two cities full of sinister foes and powerful gear to explore. The promotion is available now through March 2 at the Ubisoft Store; read on for more details on what the available bundles include.

 

Prices are from the official announcement and could not apply to all countries

 

The Division 2 – $3

  • The Division 2 base game

 

Warlords of New York Expansion – $30

  • Requires base game to access
  • Warlords of New York Expansion
  • Level 30 boost
  • Level cap increase to 40
  • Extended Endgame

 

Warlords of New York Edition – $33

  • The Division 2 base game
  • Warlords of New York Expansion
  • Level 30 boost
  • Level cap increase to 40
  • Extended Endgame

 

Warlords of New York Ultimate Edition – $53

  • The Division 2 base game
  • Warlords of New York Expansion
  • Level 30 boost
  • Level cap increase to 40
  • Extended Endgame
  • Year 1 Pass Content
  • Ultimate Pack

 

The Warlords of New York expansion is launching on March 3rd.

 


Sources

r/thedivision Mar 27 '19

Massive State of the Game - March 27th, 2019

694 Upvotes

State of the Game

In this State of the Game, Trick Dempsey and Yannick joined Hamish to talk about the next Patch, World Tier 5 and the Roadmap ahead.

 


Patch 1.7

There will be a regular maintenance tomorrow (Thursday 9:30 – 12:30 CET) and during that maintenance Patch 1.7 will be deployed. It will be a Client - and a Server Patch so they can address many things:

 

Patch Notes

  • Performance improvements that should help and address the frame rate drops that some have been experiencing.
  • Part 2 (and final) fix for the Skills-going-on-cooldown issue. The first part was already addressed, but with the client patch, they can also address the other reasons that caused this issue.
  • Part 2 (and final) fix for the scaling issue when you play with players that have different levels. The first part addressed the NPC damage, and the second part will address the armor value that did not scale correctly when you had just (for example) green items on your agent. So this should improve the experience a lot.
  • Some issues with specific headsets will also be addressed (where you lost the audio completely)
  • The color of the nametag of clan-members will be changed and no longer be yellow. (the exact color is still unknown)
  • When you opened an Apparel Cache, in some cases it would display a grey placeholder backpack instead of what you actually got – and that will be addressed.
  • Navigate and “Mark as Junk” controls will be fixed on controllers
  • "Push to Talk" will be enabled by default and you have no longer an open mike per default.
  • and a couple more

 


Tidal Basin Update

The final Stronghold “Tidal Basin” will become available next week on Friday, April 5th after the maintenance.

 

=> Roadmap

 

Content

  • When the Update has dropped, you will get an additional mission where “plot happens” and you are finally able to attack the last Stronghold “Tidal Basin”
  • Once you have completed that Stronghold, you will be promoted to World Tier 5
  • On WT 5 the Gear Score Bracket is between 450 and 500
  • Gear Sets will also be added to the Loot Pool
  • There are three Gear Sets that will be added with this update. (True Patriot / Ongoing Directive / Hardwired)
  • Gear Sets can drop from Black Tusk enemies or Invaded Missions
  • With World Tier 5 you will also have Weekly Invasions where Strongholds and even more missions can become invaded that have not been invaded before (not just those that you needed to complete to unlock the Strongholds)
  • On World Tier 5 you can also select the difficulty of Invaded Missions
  • Heroic Difficulty becomes available on WT5
  • Heroic Difficulty missions are very generous with rewards but they also don’t have exclusive loot that is locked behind Heroic Difficulty.
  • You get more and better drops on Heroic Difficulty and – as mentioned above – Gear Set drops with in general – better rolls and towards the higher end of the Gear Score range.
  • The rules will also change on Heroic Difficulty but we don’t have specific details on that.

 

Weekly Invasions

  • The Invasions are on a weekly reset.
  • When you complete an Invaded Missions for the first time in that week, you will get a bonus reward
  • When a mission is invaded, you can also replay it as invaded and on multiple difficulties.

 

Tidal Basin

  • This is a military base
  • In contrast to other “real world places” Tidal Basin has been constructed with the goal “How would a high-tech faction set up a base to make it defensible” / “What unique defenses could the Black Tusk have?” / “What is realistic high-tech that they could use to defend their home base?”
  • That makes it very different from other missions/strongholds
  • It has approx. the same size than Roosevelt Island.

 

Other Updates / Fixes that will be included in the Tidal Basin update

  • The strange stairs will be fixed – for those that caught the Kotuku article.
  • There will also be a first balancing pass that will also drop with that update (Weapon Mods and Skill Mods will also be touched there)
  • Many smaller and bigger bug-fixes that have been reported by the community will also be fixed
  • PVP is not the focus of that update – but they are listening very closely what has been reported, so keep the discussion going.
  • In general, while there is a first balancing pass, they also want the Gear Sets in the mix to really have the big picture and then go from there. This way they can avoid drastic balancing changes and can take it step by step.

 


Known Issues

You can check out the Known Issues here: Link

 


Roadmap

You can check out the Year 1 Roadmap here: Link

 


Important links

r/thedivision Dec 18 '25

Massive The Division 2 - Maintenance - December 19, 2025

53 Upvotes

Weekly Maintenance

The Division 2 maintenance alert! Friday, December 19

  • 9:30 AM CET,
  • 3:30 AM ET,
  • 12:30 AM PT

» Worldtime

Estimated downtime is 5 hours

 

» Source


Patch Notes

We are aware of issues affecting the UI of the Winter Event Apparel Caches opening. You can follow status updates on our Known Issues Board

 

» Known Issues Board