The Division 2 How The Exotic BTSU Gloves Work  FOR NOW  The Devs Definitely Did NOT Test These RANT

The Division 2 How The Exotic BTSU Gloves Work FOR NOW The Devs Definitely Did NOT Test These RANT

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The Division 2
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Exotics

New Exotic: Diamondback Exotic Rifle

Lever action rifle

5 round magazine

100 RPM

Talents:

"Agonizing Bite"

Diamondback randomly marks an enemy. Hitting that enemy consumes the mark, guaranteeing a critical hit with +20% total damage. A new random enemy is marked afterwards, and whenever you reload.

"Deep Fangs"

After hitting 5 marked enemies, gain +50% reload speed, +20% total damage and all shots fired are guaranteed critical hits for 10s.

"Shedding Skin"

While drawn, each time a round is loaded, gain +20% bonus armor for 3s. While holstered, each time you reload or cycle your current weapon, gain +8% bonus armor for 2s



New Exotic: BTSU Exotic Gloves

Black Tusk gloves

Talents:

"Elemental Gadgetry"

Skills that apply status effects gain +50% status effect duration and +50% skill haste

"Energy Infusion"

Whenever you apply a status effect, your gloves become infused with that for 60s. While infused, you gain +10% skill damage, +10% skill healing and repair and +10% skill duration for each Utility (yellow battery) on your gear.

"Charged Proxies"

Whenever you throw a skill, 1.25s after landing, it creates an explosion applying the infused status effect to all enemies within 6m. Enemies affected by the infused status effect take 50% more damage from your skills.
Heroic Bosses now drop Exotics

Only exotics that the player is qualified for.

For world drop exotics it requires that the player has the drop previously

For crafted exotics, it requires that the player has the blueprint

The purpose of dropping these is to allow a chance to get GS 500 variants without upgrading, or get materials to upgrade other exotics

These exotics can be team shared to other players.

Exclusive Exotics, for example the Eagle Bearer from the Washington National Airport, will not be part of the exotic loot pool.


Weapons

New Assault Rifle: Carbine 7

30 round mag

790 RPM

By default rolls with a new talent:

"Overflowing"

Every 3 reloads from empty increases your magazine capacity by 100%

New Light Machine Gun: Stoner LMG

580 RPM

200 Mag capacity

By default rolls with a new talent:

"Overwhelm"

Suppressing an enemy, that is not currently suppressed, grants +5% weapon damage for 10 seconds. Max stack is 5.
Weapon Mods
Added Flashlight attachments for pistols.
Skills
_Developer Comments: We took a hard look at the current meta. The builds that are fun, effective and popular. We knew that skill builds, while it being something people want to play with, was nowhere near competitive. We knew there was an explosives damage build that was on the fringe of popularity, but none that actually relied on really good skill mods driven by skill power.
We analyzed the best damage builds and survivability builds out there and looked at their efficiency - how fast they kill, how fast they can clear content, how fast they can take down enemies - and mapped that to our skills. How much more power do skills need to get from 3K skill power (our current maximum requirement on skill power mods) to compensate for all the damage bonuses the player is "giving up" on gear to reach that skill power?

Then we looked at each skill and what it should be good at (burst, sustain, single target damage, survivability etc) and went to work tuning the mods to make a skill build approach the efficiency of a "red" damage build or a "blue" tank build.

To that effect, here are the current changes to skill mods power levels, and in some cases base numbers, on skills.

Skill Haste
Cooldown Reduction has been replaced with skill haste. Skill Haste works equivalent to speed. So, 100% Skill Haste reduces cooldown by 50%, like a car speeding up by 100% getting to its destination in half the time. This means that the player can invest in more than 100% Haste and still get something back. It also means there's a diminishing return to Skill Haste, as opposed to cooldown reduction where each point was actually worth more than the last one. This allows us to have a good amount of Skill Haste possible from gear, but even larger amounts granted by high skill power Skill Mods, granting skill builds more frequent access to their souped up skills.

To that effect, these are the changes to Skill Haste (formerly Cooldown Reduction):
Hard caps removed.
All current +Cooldown Reduction on existing gear becomes +Skill Haste, with an increase of 33% to their rolls
Surge Talent - Increased Skill Haste from 10% to 20%




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