The Division: Skills after 1.4 – This is how the Skills change

The Division: Skills after 1.4 – This is how the Skills change

In The Division, extensive changes are coming to the skills of your agents with 1.4.

Currently, the PTS phase is still running, during which upcoming innovations for the October update 1.4 are being tested and adjusted. In addition to the introduction of World Tiers, large-scale character balance changes will also come, which we have already introduced.

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Almost every area in The Division will be adjusted. Massive did not promise too much when they claimed that the entire player experience would be changed – and hopefully improved – in the process. The skills of your agents are also affected.

Skill Changes Overview with 1.4

Your agents can equip two skills and one individual skill at the same time. These skills have various mods and can be assigned to the three wings in the Operations Base.

To increase the effects of the skills, you need a lot of skill power. This will primarily come from Electronics in the future and less from bonuses on certain items.

Note: Please keep in mind that the following numerical values may still change until the official launch of 1.4. These values refer to a level 1 character. You can find all skills in overview here.

Pulse

General: The scaling with skill power has been reduced for critical hit chance from 100% to 50%, for critical hit damage from 100% to 50%, and for cooldown from 100% to 80%. The critical hit chance is at 6%.

Base: Critical hit damage reduced by 70%.

Pulse Booster: Critical hit damage reduced by 70%.

Disruptor: Critical hit damage reduced by 70%.

Tactical Scanner:

  • Critical hit damage reduced by 60%.
  • Cooldown reduced by 15%, from 70 to 60 seconds.

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First Aid

All cooldowns for these skill mods are at 60 seconds. The scaling with skill power is reduced from 100% to 70%.

Base:

  • The healing cap has been increased by 300%, up to 300000.
  • Self-healing has been increased by 81%, from 550 to 1000.
  • Ally healing has been increased by 81%, from 550 to 1000.

Defibrillator:

  • Self-healing has been increased by 36%.
  • Ally healing has been increased by 172%.

Overdose:

  • Self-healing increased by 100%.
  • Ally healing remains unchanged.

Doping Injection:

  • Self-healing increased by 105%.
  • Ally healing increased by 50%.

Support Station

General:

  • A solo player will be revived at an active support station if they are down.
  • Healing rate increased by 67% (except lifesavers).
  • Except for Immunizer, the skill lasts 50% shorter.
  • Life points of the skill increased by 100%.
  • There is no more healing rate cap.
  • There is no cap on the active time of the skill.

Lifesaver

  • Revival time reduced by 40%. It now takes 3 seconds instead of 5.
  • Range increased by 33%.
  • Healing rate increased by 100%.

Immunizer

  • Active time reduced by 33%.

Ammo Depot:

  • Healing rate increased by 25%.

Sticky Bomb

General:

  • There is no more damage cap.
  • Damage scaling with skill power is now at 125%
  • Cooldown scaling is at 80%.

Base:

  • The cooldown has been increased from 50 to 90 seconds.

Monster Grenade:

  • Cooldown increased from 70 to 125 seconds.

Blind Effect:

  • Explosion range reduced from 8 to 6 meters.

Proximity Trigger:

  • Cooldown increased from 50 to 90 seconds.

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Turret

General:

  • Cooldown scaling with skill power has been reduced from 100% to 80%.
  • Life points (except for Taser) have been increased by 50%.
  • Except for Taser, the duration of the turret has been increased by 50%.
  • Scaling of life points with skill power has been increased by 200%.

Base:

  • Range increased from 30 to 35 meters.

Active Sensor:

  • Range increased from 30 to 35 meters.
  • Damage increased by 22%.

Flamethrower:

  • Damage increased by 20%.

Taser:

  • Range decreased from 20 to 16 meters.
  • Life points reduced by 50%.
  • Damage reduced by 80%.

Mine

General:

  • There are no longer caps on life points and cooldown.
  • Except for Multi-Mine, life points will be increased by 100%.
  • Except for Gas Charge, cooldowns will be reduced by 29%.
  • Cooldown scaling with skill power is at 80%.

Base: Damage increased by 100%.

Air Detonation:

  • Damage increased by 100%.
  • Radius increased from 4 to 5 meters.

Gas Charge:

  • Cooldown reduced from 60 to 50 seconds.

Multi-Mine:

  • In addition to normal damage, it inflicts Bleeding Wounds.
  • Life points increased by 100%.
  • Damage increased by 100%.

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Ballistic Shield

General:

  • There are no more caps on damage, defense, life points, and cooldown.
  • Cooldown reduced from 45 to 40 seconds.
  • Cooldown scales with skill power by 80%.
  • Base life points will be increased by 67%.
  • Takes 50% less damage from NPCs.

Reactive Targeting (no specification)

Assault Shield:

  • Life points increased by 33%.

Kinetic Shield (no specification)

Attachment

General:

  • The cooldown starts only when the attachment is destroyed.
  • Damage resistance reduced by 65%.
  • Damage bonus is replaced with +7.5% weapon stability and +7.5% weapon precision.
  • Cooldown is 60 seconds.
  • Defensive bonus is scaled by skill power by 150%.
  • The scaling of weapon stability and precision with skill power is 150%.
  • There is no longer a range cap.

Trapper:

  • Stability and precision debuff to enemies in cover.

Charge (no specification)

Concealment (no specification)

Mobile Cover

General: There is no longer a health and cooldown cap.

Extension: (no change)

Claymore Mine:

  • Minimum and maximum damage now scale with skill power. These will also be displayed.
  • Explosion resistance increased by 180%.

Countermeasures:

  • Life points increased by 33%.
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Individual Skills

General: There is a team cooldown: When playing in a group and a team member uses an individual skill, you are immune to the same skill for 30 seconds after the first one has expired.

Recovery Link:

  • Fallen team members are revived. Self-revive when playing solo.
  • Range increased from 40 to 50 meters.
  • Instant healing provides 50% of the target’s total health.
  • Healing over time increased from 5 to 12 seconds.
  • Healing over time heals 100% of the target’s total health.

Tactical Link:

  • The bonus on critical hit damage has been removed.
  • Damage bonus has been reduced by 40%.
  • In return, three new bonuses are introduced: +50% rate of fire, +50% reload speed, +30% weapon stability.
  • Range increased from 25 to 30 meters.

Survivor Link:

  • Damage resistance reduced by 38%.
  • Duration reduced by 20%.
  • Range increased by 20%.

What do you think of these (provisional) changes?


You can read all information about the skills in The Division here.

Source(s): forums.ubi.com
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