Division 2 „Tidal Basin“: Startzeit, Infos zum ersten Apparel-Event & mehr Infos zum Update

Gestern Abend gabs eine neue Ausgabe von State of the Game und es wurden auch weitere Infos zum morgigen Division 2-Update „Invasion: Battle for D.C. – Tidal Basin“ bekanntgegeben, mit dem ja auch Weltrang 5 eingeführt wird.

Startzeit für Invasion: Battle for D.C. – Tidal Basin

Invasion: Battle for D.C. – Tidal Basin wird am morgigen Freitag, den 05.04.2019 während den regulären Wartungsarbeiten stattfinden. Diese sollen um 09:30 Uhr starten und dann voraussichtlich 3 Stunden dauern.

Erstes Apparel-Event

Außerdem wird morgen auch das erste Apparel-Event in Division 2 starten. Hier die wichtigsten Infos dazu:

  • Das Event läuft vier Wochen lang (vom 05.04. bis 02.05.).
  • Während des Events kann man Special Event Caches bekommen.
  • Die Special Event Caches beinhalten coole neue Outfits und andere Sachen wie z.B. Emotes.
  • Aus den Caches kann man auch Masken bekommen.
  • Jeder Spieler bekommt in der ersten Woche ein Special Event Cache geschenkt (wenn man sich vor Donnerstag einloggt).
  • Year 1 Pass Besitzer bekommen drei zusätzliche Caches geschenkt, wenn sie sich während des Events einloggen.
  • Es wird Möglichkeiten geben, weitere kostenlose Caches zu bekommen (z.B. spezifische Projekte, die man abschließen kann).
  • Special Event Caches beinhalten keine Duplikate.

Bugfixes, Skill-Änderungen, Balance-Anpassungen & mehr

Außerdem gabs auch erste Details zu den weiteren Inhalten des Updates. Dazu gehören u.a. Skill-Änderungen, Balance-Anpassungen und mehr. Hier eine Zusammenfassung von Reddit:

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


  • 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.

04.04.2019 um 09:56


1 Antwort


Oh man, hab das Gefühl man kann fast alles was man weiß vergessen und neu anfangen… xD Aber gut, dass sie so am Balancing dran sind. Bin gespannt wie es ingame ist.