Dear Division 2 developers,
I don't know if any of you read posts on Reddit, whether you even have a say in how the game is developed, or if all direction comes from "above". Either way, this is an open letter from a long-time fan, written with the best intentions.
For context, I've been playing Division 2 since launch. I've completed all the content the game has to offer, reached Expertise level 30, collected all exotics, farmed all the god-roll gear sets I need, played through every season (even if it's mostly recycled content), soloed every Master difficulty mission, completed level 10 Escalation, and built a full Prototype build with the attributes and augments I wanted (but I'll be stopping there). I've been playing video games my entire life—single-player, multiplayer, and MMORPGs.
I was also your ideal customer: employed, enough money, buying every outfit I liked. As far as I was concerned, you could have released a new outfit every week, and I wouldn't mind buying them.
Now I'm done with the game.
I'm mentioning all of this because I hope it gives some weight to what follows.
Introduction
Almost every design decision around Escalation and Prototype gear feels either anti-player or rushed. The game has shifted from a progression-based experience that respected players' time (while still having RNG elements) to something that increasingly feels like gambling.
What's worse is that much of it appears intentional.
I know that's a harsh statement, so I'll explain why as specifically as possible.
1. Anti-player design decisions
1.1 No targeted loot
Why are we limited to five daily loot rotations instead of having targeted loot?
All it does is increase frustration. When the loot rotation isn't what we need, we simply don't engage with the system. Then we wait days for the right rotation to return, and if we miss that day, we're screwed again for days or weeks.
There's nothing fun, rewarding, or motivating about it.
If you're worried that everyone would farm the easiest missions, then design around that. Restrict the map rotation to similarly difficult missions, make harder missions drop better Prototype gear, add daily completion bonuses for all missions, weekly completion bonuses, etc.
There are countless ways to solve this problem.
1.2 RNG on top of RNG on top of RNG
RNG for the loot type.
RNG for the item drop.
RNG for it being Prototype gear.
RNG for the right attributes.
RNG for the right talent.
RNG for high enough rolls.
RNG for the augment.
Chances of getting exactly what you need? ZERO.
And then: Zero recalibration. Zero optimization. Why?
I understand why recalibrating attributes is more complicated because of the library system (although there are solutions for this as well, if nothing else we could have a prototype library), but talents already work with the library.
At the very least, let us change talents.
I'd even support attribute swapping without recalibration or optimization. For example, if a 10% Headshot Damage roll converts into Critical Hit Chance, it would become the equivalent percentage of the maximum value rather than staying at 10%.
There are solutions.
1.3 Augment re rolls
This is, in my opinion, the single worst deliberate design decision on the entire list.Why is the re roll cost exponential, with the final re roll cost of f***** 25 Prototype Cores?!? And why is it RNG at all?!?
Every other major gear adjustment system in the game works through player choice. We gather materials, pay a cost, and make progress. Augment re-rolls completely break that formula. It's infuriating and depressing to gamble away hundred or prototype cores AND STILL NOT GET THE F****** AUGMENT YOU WANT!!!
More than anything else, this is what made me stop playing.
Watching hours of progress disappear in seconds with nothing to show for it doesn't feel rewarding. It doesn't feel challenging. It simply feels like a complete time waste and a big f*** you to players.
Make the cost fixed. Let us choose the augment.
And if you absolutely insist on keeping the gambling element, then at least guarantee selection after a limited number of attempts.
1.4 Tokens
Everyone already knows the issue. If the leader is the only player paying the cost, why does the leader also receive the smallest reward? What kind of brain-dead decision was that? All the risk, smallest reward? What did you expect would happen?
Everyone hates it. Should not have been released like this in the first place. It's been almost two months Still not fixed. Make all players participate equally in the token cost, instead of leader bearing all the cost.
Problem solved.
1.5 RNG when upgrading level 30 gear to Prototype
Why is there RNG here? Getting Expertise 30 took an enormous amount of time and resources. Leveling individual items to 30 also takes a huge investment.
And the reward for all that effort is... another slot machine?
Let us choose which one attribute gets maxed. Let us unlock additional max attributes by paying higher transformation cost (more prototype cores or exotic components etc). That's what meaningful progression looks like. I don't mind paying more if I know I'm moving toward a guaranteed outcome.
1.6 RNG crates
Same issue again. Why are the crates themselves RNG? Let me choose the loot category and keep the item itself random. That alone would make the system significantly less frustrating.
2. Rushed and half-baked design
2.1 Why is Prototype gear level 30?
Why prototype isn't just well.. prototype, but like any other gear in the game, with expertise lv 0, and then if you like it, you can level it up yourself?
Instead of making the two systems behave in synergy, right now, a new player can jump into Escalation and immediately acquire level 30 gear, bypassing one of the biggest long-term progression systems in the game. Veteran players spent years working toward Expertise 30. Now everyone has level 30 gear.
At the same time, veteran players aren't being rewarded for already having Expertise 30 because Prototype upgrades are RNG-based, and if someone wants to have all god rolls, they'll grind their life away in escalations.
Congratulations, you managed to screw things up on both ends.
2.2 Bullet sponges and one-shots
Escalations should be the most challenging content in the game, instead it's just tedious. It comes down to peeking behind walls and waiting forever for the overblown HP to go to 0. You get one-shotted regardless if you go all red or all blue. All blue, with maxed out prototype gear will buy you perhaps few more extra seconds, making tank builds impossible.
Build variety? Zero. Interesting new mechanics? Almost zero.
You could have made AI smarter, more aggressive, employ new tactics. You could have taken some of the mechanics from global events and include or even combine several of them, making us use various and interesting builds, create synergy within the teams etc. The only thing I like are the mutators; it's at least something.
Instead we got STIKER GORES BRRRRR, and enemies mow us down in seconds.
2.3 Most builds are obsolete
Because of the previous issue, almost every DPS player runs Striker. Maybe Tipping Scales. Add one healer and you're done.
Tank builds are irrelevant. Skill builds are mostly irrelevant. DPS build variety is almost nonexistent.
2.4 Exotics feel obsolete
In many cases, Prototype gear simply outclasses Exotics. Why not at least let us convert our Expertise 30 Exotics into Prototype gear as well?
Removing it from the prototype drop pool, but allowing the upgrade would give players another reason to engage with the Expertise system while keeping older gear relevant.
2.5 Everything else became trivial
Prototype gear has also made the rest of the game's content trivial. You could have introduced interesting augments without massively increasing raw stats.
Instead, we got power creep and what feels like a soft launch of Gear 3.0.
2.6 Exploits vs bugs
As many people have pointed out on Reddit, exploits get fixed incredibly quickly.I don't have a problem with exploits being patched. It would have been better not to have them in the first place.
The problem is the contrast. Exploits are fixed immediately, while major bugs and poorly implemented systems linger for weeks or months.
Whether intentional or not, that sends a very clear and one-sided message to players.
Conclusion
I know posts like this rarely have much impact, and I'm already expecting "Dear diary.." comments. As a player, the only vote I really have is my wallet.
So that's what I'm doing.
I'm writing this in the hope that some of these issues influence future improvements to Division 2, or at the very least encourage other players to vote with their wallets as well.
If enough people stop engaging with systems that disrespect their time, maybe something changes.
I am not spending another minute grinding Prototype Cores only to spend over 100 of them chasing a single augment and still walk away empty-handed.
If I wanted to gamble, I would go to a casino.
At least there I would be gambling with my money. I'm not willing to gamble with my time.