• TRUE EB0LA

The Division: Update 1.4 Patch Notes


New Feature: World Tiers

  • Upon reaching level 30, players are now able to select a World Level Tier that controls the level of enemy NPCs encountered and the quality of the loot they drop

  • There are a total of 4 World Level tiers:

  • Tier 1: enemy lvl30, gear score rewards 163

  • Tier 2: enemy lvl31, gear score rewards 182, unlocks Challenge difficulty, unlocks Incursions

  • Tier 3: enemy lvl32, gear score rewards 204

  • Tier 4: enemy lvl33, gear score rewards 229

  • Activity difficulty in a same World Tier (Normal, Hard, Challenging) will provide more rewards

UI Improvements

  • Added a player reporting interface for PC users.

  • Players now have the “mark as junk” option when equipping mods.

  • Players can now mark weapon and gear items as “favorites” which locks them in their inventory. Locked items cannot be sold, shared or dismantled.

  • Added a buyback option to vendor’s inventory. Players can now recover items they have accidentally sold.

  • Added Quick Nav option to vendors and menus allowing players to quickly select item types they want to display.

  • Weapon skins no longer take inventory space.

  • Equipped items are now always displayed at the top of the inventory list.

  • Recalibrated items now have an icon displayed next to their recalibrated stat/talent.

  • Crafting materials can now be converted in bulk at the Crafting Station.

  • Players can now deconstruct items from the Stash.

  • Players now have an option to find a better server if they are currently on one that is not their best option. They can do so from the Group Management menu.

  • Players are no longer able to open their inventory while under status effect.

  • Recalibration bench now opens instantly instead of waiting for watch tapping animation.

Gameplay Changes

  • Time-to-kill enemy NPCs has been lowered.

  • Many improvements were made to enemy AI.

  • Player ammo capacity has been increased by 50% after level 30.

  • When matchmaking the game will now attempt to refill empty slots if the group privacy allows it.

  • Incendiary and Explosive Rounds will no longer apply status effects like Stagger and On Fire.

  • Accuracy will now be lowered for a short duration after performing a combat roll.

  • Added a delay between leaving a group and signing up for matchmaking.

  • Weapon magazines are now refilled when restocking from an ammo crate.

  • The crafting material drops from the Base of Operations will now reward High-End quality after level 30.

  • Removed scavenging from the game. Scavenging is removed as a secondary stat on all gear pieces. New gear pieces can no longer roll scavenging.

  • The Map indicator for Rogue players now increases in size the closer they are to the player.

  • Player grenade damage now scales with the current World Tier to ensure consistent efficiency against NPCs across World Tiers.

  • Shotgunner NPCs: their damage falloff and accuracy have been slightly reduced. This should limit their range and lower their lethality in long to mid-range combat.

  • Several improvements to NPC AI.

  • Player health will now progressively regenerate to full when out of combat.

  • Updated the ways NPCs react to Player Threat, now allowing players to more predictably manage enemy agro

Activities, Loots, & Rewards Global changes

  • All NPCs will now have chances to drop High-End and Gear Set items, tougher enemies (veteran, elites) have higher chances to drop.

  • Removed Gear Set Weighting from all activities except Incursions. Any Gear Set can now drop from any activity.

  • Weekly and Daily assignment loot caches now drop items scaled with the players current gear score.

  • Added new blueprints for Level 33 mods and Gear Score 229 High End.

  • Added Field Proficiency: Players can now gain experience past level 30 and earn loot caches.

  • Updated Vendor Stocks:

  • Items quality will adapt better to the player level during the 1 to 30 progression.

  • Vendors now sell items Gear Score 163 to 229 as soon as the players reaches level 30.

  • Added more High End items for sale in all currencies.

  • Added more Gear Set items at Phoenix Credits and Dark Zone Vendors:

  • Phoenix Credit Vendor sells 1 random slot of each Gear Set

  • Dark Zone Vendor sells 1 random Gear Set for each slot

  • Vendors will now sell Sealed Cache for all currencies.

  • Marksman Rifles, ARs and Shotgun prices have been lowered.

  • Gear Set items now cost as much as a high end gear piece, resulting in a large price reduction.

  • Item prices in DZ Funds have been adjusted. Gear score 182 item prices went slightly up, as gear score 204 items got a small price decrease. These changes were made for a more normalized, fairer price increase of items with gear score.

  • Items priced in Phoenix Credit gear score 182 went down in price slightly, whereas items gear score 229 went slightly up. These changes were made for a more normalized, price increase of items with gear score.

  • Drop rates have been modified for all named NPCs encountered during missions and incursions outside of the actual boss. They will no longer guarantee High-End drops. Instead, they will guarantee crafting materials and have a chance to drop a High End or Gear Set item.

  • The Phoenix Credit Vendor has been removed from the Tech Wing in the Base of Operations.

  • Division Tech has been removed as a requirement from all High End and Gear Set blueprints.

Open World

  • Roamer NPC groups and bosses are now back in the open world. They now respawn every 4 hours.

*Main Missions Updated Rewards for all main missions:

  • Normal Mode

  • Boss drop:

  • 1x Superior or High End

  • Reward:

  • 1x Superior

  • Hard Mode

  • Boss drop:

  • 1x High End

  • Reward:

  • 1x High End

  • Challenging Mode

  • Boss drop:

  • 1x High End

  • 1x Gear Set

  • 1x High End Mod

  • Reward:

  • 2x High End or Gear Set

  • 30 Phoenix Credits

Search & Destroy and High Value Targets

  • Search & Destroy will now reward the player with 5 Target Intel upon completion at the mission board for normal Search and Destroy, 10 for Critical Search and Destroy (instead of 2 and 4).

  • Weekly HVT vendors now sell 2 of each contract type, instead of 1.

  • Added 40 new High Value Target contracts to the contract pool.

  • Prices of High Value Target contracts have been adjusted and normalized to avoid overlaps. This results in an overall slight decrease of cost for many contracts.

  • Daily High Value Targets now all scale with group size.

  • The difficulty of some of the hardest HVT contracts have been slightly lowered.

  • Enemies in Search & Destroy missions will now be Normal and Veteran instead of mostly Elites.

Updated Rewards for all High Value and High Risk contracts:

  • Daily low cost High Value Target

  • Boss drop:

  • 1x High End or Gear Set

  • Reward:

  • 15 Phoenix Credits

  • Daily medium cost High Value Target

  • Boss drop:

  • 1x High End or Gear Set

  • Reward:

  • 1x High End

  • 20 Phoenix Credits

  • Daily high cost High Value Target

  • Boss drop:

  • 1x High End or Gear Set

  • Reward:

  • 1x High End or Gear Set

  • 25 Phoenix Credits

  • Weekly low cost High Value Target

  • Boss drop:

  • 2x High End or Gear Set

  • 1x High End mod

  • Reward:

  • 1x High End

  • 1x Gear Set

  • 50 Phoenix Credits

  • Weekly high cost High Value Target

  • Boss drop:

  • 1x Gear Set

  • 1x High End or Gear Set

  • 1x High End

  • Reward:

  • 2x High End

  • 1x Gear Set

  • 50 Phoenix Credits

  • Weekly low cost High Risk Target

  • Boss drop:

  • 2x High End or Gear Set

  • 1x High End mod

  • Reward

  • 1x Gear Set

  • 1x High End

  • 1x High End weapon

  • 60 Phoenix Credits

  • Weekly high cost High Risk Target

  • Boss drop:

  • 1x Gear Set

  • 1x High End or Gear Set

  • 1x High End mod

  • Reward

  • 2x Gear Set

  • 1x High End

  • 1x High End weapon

  • 70 Phoenix Credits

Underground

  • Players can now gain Underground experience past level 40 and earn more Underground Caches.

Updated Rewards for all Underground Operations:

  • Directive now reward with Phoenix Credits and no longer items.

  • Normal Mode (boss drop)

  • 1x Superior or High End

  • Chance for a High End mod

  • Hard Mode (boss drop)

  • 1x High End or Gear Set

  • 1x Gear Set

  • Chance for a High End mod

  • Challenging Mode (boss drop)

  • 2 High End or Gear Set

  • 1x Gear Set

  • Chance for a High End mod

Incursions

  • Falcon Lost now has additional checkpoints after each C4 explosion.

  • The 4 Horsemen farm cover has been modified to prevent players from avoiding RC Cars explosions.

  • Abilities cooldown will now reset when the group wipes and respawns at the last checkpoint.

  • Changed Gear Weighting from Incursions: instead of guaranteeing specific Gear Sets, each incursion will now guarantee specific Gear slot items

  • Falcon Lost: Gloves and Masks

  • Clear Sky: Body armor and Holster

  • Dragon’s Nest: Backpack and Kneepads

Updated Rewards for all Incursions:

  • Challenging Mode

  • Boss drop:

  • 2x High End or Gear Set

  • 1x High End Weapon

  • 1 High End Mod

  • Chance for a named weapon

  • 100 Phoenix Credit

  • Reward:

  • 2x High End or Gear Set

  • Heroic Mode

  • Boss drop:

  • 2x High End or Gear Set

  • 1x High End Weapon

  • 1x Gear Set

  • 1 High End Mod

  • Chance for a named weapon

  • 120 Phoenix Credit

  • Reward:

  • 2x Gear Set

  • 1x High End weapon

  • 1x High End or Gear Set

Dark Zone

Updated Rewards for boss drops and Supply Drops in the Dark Zone:

  • Boss Drops:

  • 1x High End or Gear Set

  • 1x High End Gear Mod or Weapon Mod

  • Supply Drops

  • 1x High End or Gear Set

  • 1x Gear Set

  • 1x High End Mod

  • 15 Phoenix Credits

Gear Stats

  • Removed Skill Bonus from all gear items. Instead, Backpack, Holster and Kneepads will now have additional slots dedicated to Performance Mods (Backpack=2, Holster=1, Kneepads=1). Note that this change will not be retroactive.

  • Gear items of Gear Score 182 and higher will now provide fixed base stats in each of the main attributes (this comes in addition to existing random main stat bonus)

  • 182=48 Firearms, Stamina and Electronics

  • 204=101 Firearms, Stamina and Electronics

  • 229=148 Firearms, Stamina and Electronics

  • Reduced the range of additional bonuses such as Critical Hit chance or Headshot Damage.

  • Rebalanced bonuses provided by Performance Mods.

  • Removed stats overlap between Gear Scores (this does not apply to percentage based stats).

  • Armor has been overhauled:

  • Your Armor value now has a different Damage Mitigation value, depending on the World Tier you are in

  • Damage Mitigation has been capped at 70%

  • Reaching Damage Mitigation cap will now require much more armor, forcing you to make a conscious decision to spec into this stat

  • Toughness now takes All Damage Resiliency into account

  • Reduced Health on Kill bonuses on Gear by 50%. This change also applies to existing gear. Nomad 2-piece bonus is not impacted by this change.

  • Skill Haste bonus will now directly affect Skill cooldowns by the same amount. For example, 10% Skill Haste will reduce Skill cooldown by 10%.

  • Global Rebalance pass on Gear Talents:

  • Accomplished: Rewards from Accolades are tripled (no change)

  • Astute: The first 3 bullets of your clip have a 5% higher chance to do a Critical Hit (instead of 5 to 10%)

  • Cunning: After reloading, your next shot with this weapon has a 10% higher critical hit chance (instead of 5 to 10%)

  • Decisive: Headshots with your side arm deal 35% more damage (instead of 10 to 25%)

  • Enduring: While in your last segment, your health continuously regenerates to fill up the segment (no change)

  • Forceful: Your armor is increased by 15% while your Signature Skill is active (instead of 5 to 15%)

  • Inventive: Your Skill Power is increased by 15% while you are at full health (instead of 5 to 15%)

  • Nimble: While doing a cover to cover move in combat, you heal 2% of your max Health for every 1 meter run (no change)

  • Perceptive: Your Gold find bonuses are increased by 15% (instead of 10 to 25%, no longer increases item find)

  • Prosperous: Critical headshots grant you Credits (no change)

  • Rapid: The cooldown of your healing skills is decreased by 15% (instead of 5 to 15%)

  • Reckless: You deal 8% more damage and receive 10% more damage (instead of 5 to 15% damage dealt)

  • Recovered: Damage taken while doing a cover to cover maneuver is regenerated over 5 seconds upon reaching your destination (no change)

  • Refreshed: When your health is in the last segment, all your healing is improved by 30% (instead of 10 to 30%)

  • Rehabilitated: When you are affected by a status effect you are healed for 2% every second (no change)

  • Rejuvenated: Consuming a medkit also removes all negative status effects from you (no change)

  • Relentless: 5% of the damage dealt by your skills is returned to you as healing (instead of 3%)

  • Resourceful: All healing applied to you is also applied to your skill objects (no change)

  • Robust: You have 10% more armor while in cover (instead of 25 to 50%)

  • Savage: Your Critical hit chance is increased by 7% against targets out of cover (instead of 5 to 15%)

  • Specialized: 200% of your Firearms and Stamina are added to your Skill Power (instead of 15% - note that the drastic increase is also due to a new calculation method)

  • Steadfast: While in cover, health regeneration kicks in twice as fast (no change)

  • Sturdy: Your armor is increased by 15% when you stay more than 4 seconds in the same cover (instead of 5 to 15% and 10 seconds)

  • Technical: While your signature skill is active, your Skill Power is increased by 15% (instead of 5 to 15%)

  • Tenacious: Using a Medkit increases your damage by 10% for 10 seconds (instead of 5 to 10%)

  • Vigorous: All your healing skills have Over Heal enabled (no change)

Character Talents

  • Chain Reaction: Decreased Damage bonus by 50% from 40% to 20%

Skills

Global changes

  • Skill power will not scale linearly anymore, instead it will follow a curve of diminishing returns.

  • Removed hard caps on most skills.

  • Expected Skill Power is now 3 times higher. Skill Power from Electronics has been multiplied by 3.

  • Skill Haste has now been capped at 60% to prevent too low cooldowns.

  • All skills except signature skills now have a 5 seconds minimum cooldown.

(Reference only values, for level 1 character) First Aid

  • Global changes

  • All cooldowns set to 60 seconds

  • Decreased scaling of cooldown with Skill Power from 100% to 70%

  • Base Skill

  • Healing cap increased by 300%, up to 300000

  • Self-heal increased by 81% from 550 to 1000

  • Ally-heal increased by 81% from 550 to 1000

  • Defibrillator

  • Self-heal increased by 36% from 550 to 750

  • Ally-heal increased by 172% from 550 to 1500

  • Overdose

  • Self-heal increased by 100% from 750 to 1500

  • Ally-heal unchanged at 750

  • Booster Shot

  • Self-heal increased by 105% from 440 to 900

  • Ally-heal increased by 50% from 600 to 900

Pulse

  • Global changes

  • Decreased scaling of Critical Hit Chance with Skill Power from 100% to 50%

  • Decreased scaling of Critical Hit Damage with Skill Power from 100% to 50%

  • Decreased scaling of cooldown with Skill Power from 100% to 80%

  • Base skill and mods Critical Hit Chance set to 6%

  • Base Skill

  • Critical Hit Damage decreased by 70% from 20 to 6%

  • Recon Pack

  • Critical Hit Damage decreased by 70% from 20 to 6%

  • Scrambler

  • Critical Hit Damage decreased by 70% from 20 to 6%

  • Added threat reduction when using Pusle with this mod

  • Tactical Scanner

  • Critical Hit Damage decreased by 68% from 25 to 8%

  • Cooldown decreased by 15% from 70 to 60 seconds

Turret

  • Global changes

  • Decreased scaling of cooldown with Skill Power from 100% to 80%

  • Base skill and all mods (except Zapper) health increased by 50% from 1000 to 1500

  • Base skill and all mods (except Zapper) increased by 50% from 30 seconds to 45 seconds

  • Scaling of health with Skill Power set to 200%

  • Base Skill

  • Range increased by 17% from 30 to 35 meters

  • Active Sensor

  • Range increased by 17% from 30 to 35 meters

  • Damage increased by 22% from 18 to 22

  • Dragonbreath

  • Damage increased by 20% from 30 to 36

  • Zapper

  • Range decreased by 20% from 20 to 16 meters

  • Health decreased by 50% from 1000 to 500

  • Damage decreased by 80% from 10 to 2

Support Station

  • Global changes

  • When playing solo, if the player is downed while his Station is active, he will be able to revive himself

  • Base skill and all mods (except Life Support) healing rate increased by 67% from 30 to 50

  • Base skill and all mods (except Immunizer) lifetime decreased by 50% from 30 to 20 seconds

  • Base skill and all mods health increased by 100% from 500 to 1000

  • Base skill and all mods no longer have healing rate cap

  • Base skill and all mods no longer have lifetime cap

  • Base skill and all mods: Decreased base cooldown duration by 44% from 90 seconds to 50 seconds

  • Scaling of cooldown with skillpower set to 80%

  • Life Support

  • Revive time decreased by 40% from 5 to 3 seconds

  • Range increased by 33% from 6 to 8 meters

  • Healing rate increased by 100% from 30 to 60

  • Ammo Cache

  • Healing rate increased to same level as other mods from 24 to 30 (25% increase)

  • Skill Haste bonus reduced by 70% from 50% to 15%

  • Immunizer

  • Lifetime decreased by 33% from 24 to 16 seconds

Sticky Bomb

  • Global changes

  • Base skill and all mods no longer have damage cap

  • Scaling of damage with Skill Power set to 125%

  • Scaling of cooldown with Skill Power set to 80%

  • Base skill and all mods: PvP modifier reduced by 51% from 90% to 44%

  • Base skill

  • Cooldown increased by 80% from 50 to 90 seconds

  • Proximity Fuse

  • Cooldown increased by 80% from 50 to 90 seconds

  • Flashbang

  • Explosion range decreased by 25% from 8 to 6 meters

  • BFB

  • Cooldown increased by 80% from 70 to 125 seconds

Mobile Cover

  • Global changes

  • Base skill and all mods no longer have health cap

  • Base skill and all mods no longer have cooldown cap

  • Blast Shield

  • Min and Max damage now scale with Skill Power

  • Min and Max damage now displayed in tooltip

  • Blast Resistance increased by 180% from 12.5% to 35%

  • Counter Measures

  • Health increased by 33% from 6000 to 8000

  • Added threat reduction when using this cover

  • Extension

  • Added threat generation when using this cover

Seeker Mine

  • Global changes

  • Base skill and all mods no longer have health cap

  • Base skill and all mods no longer have cooldown cap

  • Base skill and all mods (except Cluster) health increased by 100% from 150 to 300

  • Base skill and all mods (except Gas Charge) cooldown decreased by 29% from 70 to 50 seconds

  • Scaling of cooldown with Skill Power set to 80%

  • Base skill

  • Damage increased by 100% from 1000 to 2000

  • Airburst

  • Damage increased by 100% from 300 to 600

  • Radius increased by 25% from 4 to 5 meters

  • Cluster

  • Cluster now applies bleed effect on top of its usual damage

  • Health increased by 100% from 50 to 100

  • Damage increased by 100% from 300 to 600

  • Gas Charge

  • Cooldown decreased by 17% from 60 to 50 seconds

Ballistic Shield

  • Global changes

  • Base skill and all mods no longer have damage cap

  • Base skill and all mods no longer have defense cap

  • Base skill and all mods no longer have health cap

  • Base skill and all mods no longer have cooldown cap

  • Base skill and all mods cooldown decreased by 11% from 45 to 40 seconds

  • Scaling of cooldown with Skill Power set to 80%

  • Scaling of health with Skill Power set to 200%

  • Now takes 50% less damage from NPCs

  • Base skill and all mods: Added threat generation when the shield is deployed

  • Base skill and all mods: Added threat generation when shooting while the shield is deployed

  • Base Skill

  • Base health increased by 25% from 3000 to 3750

  • Kinectic Breaker

  • Base health increased b 25% from 3000 to 3750

  • Reactive Targeting

  • Base health increased by 25% from 4500 to 5625

  • Assault Shield

  • Health increased by 25% from 2250 to 2812

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:

  • 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