State of the Game - October 20th

Smart Cover Global changes Smart Cover cooldown will now begin when the smart cover is destroyed Base skill and all mods Damage Resistance decreased by 65% from 20 to 7% Base skill and all mods Damage bonus replaced with two bonuses: Weapon Stability +7% Weapon Accuracy +7% Base skill and all mods cooldown set to 60 seconds Scaling of Defense bonus with Skill Power set to 150% Scaling of Weapon Stability bonus with Skill Power set to 150% Scaling of Weapon Accuracy bonus with Skill Power set to 150% Base skill and all mods no longer have range cap Trapper Now applies a Stability and Accuracy debuff to enemies in cover, equivalent to the normal buff provided by Smart Cover Weapon Stability -5% Weapon Accuracy -5% Damage bonus to enemies in cover set to 5% Damage Resistance decreased by 75% from 20 to 5% Damage bonus replaced with two bonuses: Weapon Stability: 5% Weapon Accuracy 5% Recharger Skill Haste bonus decreased by 25% from 20% to 15% Concealment Added threat reduction when using this cover

Signature Skills Implemented a shared cooldown mechanic: in a group, players who receive a buff from any Signature Skill will be immune to the same signature skill for 30 seconds after the first one runs out.

Recovery Link Signature Skill Recovery Link now revives teammates from dead state and automatically revives the player when down, in solo play. Increased range by 25% from 40 to 50 meters Instant heal now heals for 50% of the total health of the target Increased heal over time duration by 140% from 5 to 12 seconds Heal over time now heals for 100 of the total health of the target over 10s

Tactical Link Signature Skill Removed Critical Hit Chance bonus Decreased damage bonus by 40% from 50 to 30% Added 3 new bonuses: +50% RPM +50% Reload Speed +30% Weapon Stability Increased range by 20% from 25 to 30 meters

Survivor Link Signature Skill Decreased damage resistance by 38% from 80% to 50% Decreased duration by 20% from 15s to 12s Increased range by 20% from 25m to 30m

Weapons Global changes Named weapons are no longer locked to specific Gear Scores (except Damascus, which will remain available at only one Gear Score) World tier determines the Gear Score of the weapon when it drops or is bought All Named weapon blueprints have been removed from their sources. They will remain in your blueprints list if you already had them, but will only allow you to craft the weapon at this specific Gear Score Named weapons will now have to be acquired through loot drops and vendors DPS calculation now values Headshot damage differenlt yfor each weapon category to more accurately guide player when modding weapons. Weapon recalibration: When recalibrating a weapon, the player will now be able to pick from 6 Talents additionally to the initial one (instead of 3+1). This should lower the impact of RNG and increase the chances to actually get the talent you want before you run out of tries. Weapon Mods have been changed: they will now have one major bonus and an amount of smaller bonuses depending on the quality of the mod. Some stats on Weapon Mods have been merged into one: Horizontal Stability and Initial Bullet Stability are now merged with Stability Hip Fire Accuracy is now merged with Accuracy Damage bonuses are now additive instead of multiplicative. Weapon Talents have been rebalanced. Accurate: Accuracy is improved by 25% (instead of 20 to 50%) Adept: Using a skill increases your critical hit chance by 7.5% for 15 seconds (instead of 3 to 10% for 5 seconds) Balanced: The weapon reaches max accuracy faster when shouldering (no change) Brutal: +12% Headshot Damage with this weapon (instead of 10 to 25%) Capable: Using a skill improves the handling of the weapon for 15 seconds (handling is improved by 25% instead of 20 to 50%, 15 seconds instead of 5 to 15 seconds) Commanding: Every kill performed while your signature is active extends the duration of the signature skill by (5 to 20)% (no change) Competent: Whenever you use a skill, your weapon damage is increased by 10% for 15 seconds (instead of 5 to 15%, 10 seconds) Coolheaded: Doing a headshot reduces all your skill cooldowns by 5% (instead of 2 to 7.5%) Deadly: +15% Critical hit damage (instead of 5 to 30%) Destructive: +15% to armor destruction with this weapon (instead of 3 to 20%) Determined: Killing a target reduces your skill cooldowns by 7.5% (instead of 5 to 10%) Dominant: Every kill performed while your signature skill is active reduces the cooldown of your other skills by 10% (instead of 3 o 10%) Ferocious: +10% Bonus damage to Elite and Named enemies (instead of 5 to 15%) Fierce: +5% Critical hit chance with this weapon (instead of 5 to 10%) Harmful: Each hit has a 15% chance to apply the Bleed status effect to the target (instead of 3 to 15%) Intense: The first bullet of a magazine has a 25% chance to apply the On Fire status effect to the target (instead of 3 to 13%) Meticulous: Killing a target has a 25% chance to instantly refill your magazine (instead of 5 to 25%) Predatory: Killing a target regenerates 35% of your health over 20 seconds (instead of 5 to 15%, 5 seconds) Prepared: When further than 30 meters from your target, your damage is increased by 15% (instead of 40 meters, 5 to 15%) Proficient: The first bullet shot when out of combat has a 50% bonus chance to result in a critical hit (instead of 25 to 50%) Provident: The last bullet of a magazine deals 60% more damage (instead of 25 to 60%) Restored: This talent has been removed from the game Skilled: Headshot kills with this weapon increases Signature Skill resource by 5% (instead of 3 to 13%) Stable: Stability is improved by 35% (instead of 20 to 50%) Steady: This talent has been removed from the game Sustained: +6% Life on kill (instead of 1 to 6%) Swift: Reloading is 15% faster (5 to 15%) Talented: Killing a target with this weapon increases your Skill Power by 15% for 20 seconds (doesn't stack, killing a new target refreshes the timer) (instead of 3 to 10%, 5 to 15 seconds) Toxic: Headshots with this weapon have a 15% chance to apply the Blind status effect (instead of 5 to 15%) Trained: Critical hits increases your Signature Skill resource by 0.1% (no change) Unforgiving: Damage increases based on your missing health: 1 missing segment +10%; 2 missing segments +25% (instead of 5 to 10%, 15 to 25%) Vicious: Your Critical Hit chance is increased by 10% while you are at least at two health segments (instead of 5 to 15%) Responsive: When closer than 10 meters from your target, your damage is increased by 10% (instead of 5 to 15%) Self-Preserved: Critical hits with this weapon heal you for 3% of damage dealt (instead of 0.5 to 3%)

/r/thedivision Thread Parent