The Division 2 Private Beta – Endgame PvE
I think with this, it will conclude my impressions of The Division 2 beta. I could go back and do the structured PvP, I could also go in and play the other specialisations (I tested through with the Demolitionist myself, friends took the other two: Sharpshooter and Survivalist, so I saw them in action too).
But I won’t. In part because the weekend is over and the realities of work reassert themselves, sure. Even were this not true though I feel less of a need to explore the demo more. Because it is such a familiar experience I’m more content to wait and see and do it ‘for real’ in the live game.
In any case, we played through the end-game ‘Invaded’ mission included in the beta 3 times, once on normal and twice on hard, the highest difficulty open in the beta.
So… Was it a bullet sponge fest?
On normal, with the gear the premade specialist characters started with? No, actually.
This starter gear was primarily high-end gear with a few epics thrown in. We didn’t have anything in the way of modifications for our skills. (Yep, even skills can have mods now.)
Item Level would’ve been in the 330-340 region, with a maximum possible a bit over 350 from what we could tell. High-end armor pieces were ilvl 350, with the highest weapon drop I personally saw at 352.
With this sort of gear, Normal difficulty felt OK. Red health bar guys were just two pumps of a SPAS-12 (8-round shotgun). Purple and Yellow health barred mobs took more, but still felt pretty OK. Focus firing any given target including named bosses melted them quickly.
And on Hard?
Well… Yeah, OK. No getting around this one.
The Black Tusk enemies on Hard are a significant jump up over their normal counterparts. The damage they can inflict feels OK (actually, it hurts a great deal — I’m not into that kind of thing, I swear!) but their life bars. Sheesh.
The red health bar guys can now take five to six solid SPAS-12 blasts, breaking through the heavy armor of the medieval looking guys with chainguns takes the sustained fire of multiple full mags from the group to actually start doing damage.
There are quite a few unknowns that may mitigate this though. As I noted, we were missing modifications for our skills. We didn’t have a full set of skills to choose from. We didn’t necessarily have an optimum setup of attribute rolls, gear talents or brand mixes, either.
How much headroom is there for DPS growth from these factors? Unknown. I hope it is substantial though, because this was just hard. We didn’t have an opportunity to try out Challenging or Legendary1 difficulty yet.
Time to Loot
Warning: There is absolutely no guarantee that the drop rates experienced in the private beta will match live.
But I hope they do – because it felt like the right balance between the original stinginess of loot that we experienced in the early days of The Division 1 and the loot pinata that you’ll find if you go play now.
Even on the normal run we each received a few high-end / exotic gear pieces each. On the hard runs we perhaps received four to five such pieces each.
Basically, the drops were not so common as to lose all meaning, but neither were they so rare as to demotivate playing just that little bit more for a chance at another.
Outside of the brand gear I talked about in my early game impressions, there was no sign of ‘proper’ set gear as yet. Whether they are keeping that back for the full retail launch, or whether it is being held back for a later release, or worst of all in my opinion, expected to no longer be needed due to brands — I don’t know.
The Specialist Roles
This is probably the area I’d most like to withhold judgment on until the the full release of the game.
But it seemed like your selection of speciality had very little bearing on how you play the game.
90 to 95% of the time you’ll be using your ‘standard’ kit, because the exotic ammo drops are rare. Extremely so. One or two drops of the ammo per run it seems, although on the first run through I had none at all.
The Sharpshooter’s .50 cal rifle is a great fight starter if they’re given the chance. The Demolitionist’s grenade launcher was excellent as an ‘Oh shi-‘ button (although using it honestly just put me in the frame of mind as it being a poor-man’s version of the Colossus’ ultimate). The Survivalist has a crossbow with explosive rounds. It seemed like a fairly versatile weapon, with the bolt lodging into whatever enemy it hits. At that point there is no escape, even if they run behind cover — that explosion in their chest is now inevitable.
But will there be perks to differentiate one specialisation from another? Gear sets exclusive to the specs, perhaps? I hope so, as they certainly do not feel very distinct from one another from our experience in the demo and need something to give flavour.
With this experience I wrap-up my time with The Division 2 demo. In large part because the weekend is over and I’m back to work tomorrow, but even if that was not the case, I don’t feel any particular drive to go in and play more.
Don’t get me wrong, my experience with The Division 2 — some frustrating bugs and crashes notwithstanding2 — has been by and large a positive one.
But it’s also been a very familiar one. The changes are for the most part very welcome, but the core of the game is just The Division 1 done in summer.
I’ve said it before — but it really is true; if you enjoyed and want more Division 1, this will be absolutely your jam. If you didn’t get on with Division 1 then it’s equally likely you’ll find nothing here to change your mind.
I enjoyed the taste of the endgame the beta allowed, I feel that some tuning on enemy life / armor values might be in order if the player damage doesn’t scale much from the additional mod slots we were missing, especially in consideration of the fact this was only on ‘Hard’ difficulty.
It’s not a pre-order, must-have, day 1 title for me. When I pick it up is going to largely depend on the rate of content releases for Anthem. With the first story update scheduled for March, Anthem may well hold me over for some time.
Potentially that is quite an optimistic view though, and I know within my circle of gaming friends some of them are hyper-keen and were extremely impressed by the continuation of The Division. This makes it much more likely that I’ll pick it up on or soon after release — but I’ll get it when I need to and assess when that is as we go.
As always though with demo impressions, this is by no means a review. There are just too many unknowns (for me, at least) to even begin to make such a claim. Certainly, the demo experience has solidified my position on to buy or not personally — but if you’re still on the fence and didn’t get a chance to try the beta out this weekend yourself…
Just wait for the actual reviews and launched game streams, etc. You’ll be able to get a much firmer idea then how well (or not) Massive and Ubisoft have managed to deal with the bugs, the balance and the like.