Last Stand game mode
Note: Last Stand will not be activated when the PTS opens. It will be activated at a later date during PTS testing.
SHD tech data relays that are loaded with operational information where left behind in the DZ with the JTF was forced to withdrawal. Rogues have targeted these data relays and are attempting to access what’s inside. Engage in 8 versus 8 PvP combat and secure the data before the Rogues can.
Fight to control three key tactical locations on one of 4 Dark Zone maps.
In order to capture a tactical location, the team will need to control three objectives inside the location. Once the tactical location is secured, the team will begin scoring points.
First team to reach the max score, wins.
To help propel their team to victory, players can activate powerful fortifications and SHD tech tactical boosts.
New Incursion – Lost Signal
Lost Signal takes place in a civilian TV Broadcast center taken over by the infamous Rikers gang.
Players will venture into three different wings and face unique combat scenarios. Each encounter is meant to push players to play tactically and make the best use of their builds.
All wings bring their own challenges and rewards; completing all of them will unlock the final boss fight and the strongest opposition yet.
The following content, changes, and bug fixes are available free for everyone.
Please understand that the changes listed here are not final and may or may not be fully implemented on the PTS. When testing on the PTS and providing feedback, please keep in mind that some changes might be missing and that balancing is still a work in progress.
Dark Zone map expansion
Dark Zone Leaderboards
Earn rewards in the Dark Zone by participating in weekly and monthly activities that are tracked via the new Dark Zone leaderboards.
See how you stack up against all the players in the Dark Zone on leaderboard activities that reset and change every week and month. All the tracked weekly and monthly activities count towards your total score. The higher your score, the better rewards you will earn when the leaderboards reset!
Dark Zone Contamination Events
Pit yourself against an elite LMB force equipped with superior gear and advanced tactics
Legendary difficulty strips missions of all narrative, all checkpoints and focuses purely on combat scenarios
Legendary difficulty is only available in World Tier 5
Available missions: Napalm Production Site, WarrenGate Power Plant, Times Square Power Relay.
More options for character customization
Explore all new ways of customizing your agent, with weapon skins, backpack skins, new clothing sets and emotes!
Visit the Premium Vendor in The Terminal to unlock premium vanity content; stocks update weekly so check back regularly!
Increased the time to revive a downed teammate from 3s to 5s.
Bleed no longer blocks sprint. Instead it reduces movement speed by 20%. Additional applications refresh the timer.
Medkits can now be used at full health and cleanse the character of all applied status effects.
Medkits cooldown has been increased from 12 seconds to 15 seconds.
Players will no longer be able to reload their weapon and sprint in the same time. When sprinting, pressing Reload will drop you out of Sprint. When Reloading, pressing Sprint will interrupt the Reload.
Hipfire stability has been significantly reduced when moving.
Player camera will now be impacted by hipfire, reducing his field of view the longer he keeps firing.
There is now a short cooldown between each combat roll.
Body shot damage has been slightly increased in PvP (this change does not apply to PvE, headshot damage is unchanged).
Implemented visual feedback when an enemy player uses a Medkit.
Players can now fast travel between Dark Zone checkpoints.
Players will no longer loose Dark Zone experience and funds when killed in the Dark Zone if they are not Rogue.
Supply drops will now reward Dark Zone experience as well.
Armor & Resistances
Armor has been removed as a Major bonus from items and is replaced with Health.
Added a new bonus called “Resist All” which adds resistance to all types of status effects.
Older items (pre 1.6) with Health bonus will see this bonus replaced with a Resist All one.
Resistances to status effects will now reduce the effect instead of having a chance to resist it. This means that a 10% bleed resist will lower the bleed damage and duration by 10% instead of having a 10% chance to ignore it.
When applied repeatedly in a short time, the player will naturally build up resistance to this status effect. In other words, status effects will now have diminishing returns when applied repeatedly to a player.
If the player manages to build up to 100% resistance to a status effect, he will then resist it entirely.
On the move reduced to 15%.
Battle Buddy reduced to 30%.
Critical Save reduced to 20%.
Adrenaline will no longer apply Overheal. Instead it replaces the instant heal of Medkits with a heal over time that can also apply while taking damage.
Changes to skillpower:
The skillpower curve has been modified, resulting in less efficient skills at low skillpower, and more efficient skills at high skillpower.
Skills will now scale to the World Tier you are currently in as an “expected skillpower” has now been implemented.
Diminishing return on Skillpower will not kick in before 450.000 skillpower.
All skills have been adapted to this new scaling.
Changed Flashbang mod to only have a flashbang effect.
Changed Proximity mod to be an EMP effect instead.
Added warning and delay to Sticky Bomb. This means that all Sticky Bombs will no longer detonate immediately, but after some time.
Defibrillator will now heal in 2 steps, one instant burst of healing following by a heal over time.
Shock Turret will no longer deal any damage and only shock the enemy.
The exhaust that applies after a player received a Signature Skill effect is extended to 60 seconds (from 30 seconds).
Players will no longer be able to trigger a Signature Skill if they are under the exhaust effect from a previous application.
Signature Skills cooldown will now be affected by Skill Haste.
Damage bonus is decreased to 10% in Last Stand. (this change doesn’t apply outside of Last Stand, where the bonus remains at 30%).
Weapon Stability will be more hindered by the rate of fire bonus.
4 pieces: When used, your Ballistic Shield has no skill mod active. It will no longer remove Critical Chance from your weapon.
Characters will now automatically switch to their sidearm if the SMG runs out of ammo.
Base damage on all weapons has been reduced to balance correctly with the reduced damage mitigation from the change to Armor (note that NPC health and damage has also been adapted to preserve the Time to Kill and Time to be Killed values pre 1.6).
Coolheaded will now have a small cooldown to not trigger repeatedly with automatic weapons.
All Named Weapons are now of Exotic Quality.
Exotic weapons now each have a unique talent in the 3rd free slot. The other 2 talents are rolled randomly from the list of talents available to this weapon type.
Exotic weapon talents are not transferred to the other weapon when using AlphaBridge.
Exotic talents cannot be recalibrated.
Exotic weapons each received a unique descriptive lore text in their UI.
Some Exotic Weapons now function as Gear Sets: The unique talent unlocks when two specific Exotic weapons are equipped.
FAMAS is now an Exotic weapon and Uncomplicated its unique talent.
Liberator & Centurion (Weapon Gear Set)
Valkyrie becomes Hildr & Eir (Weapon Gear Set)
Crafting High End pistols will no longer cost Division Tech
Updated Survival Cache content: it no longer has a specific drop that weights towards weapons introduced in Survival and has a more generic drop instead. Exotic items can now drop as a bonus with a small chance.
Reviving players from downed state will now cost a Medkit.
When matchmaking in Solo PvP Survival, players will end up in a guaranteed Solo instance where grouping is not possible.
Players can no longer “loot and kill” other downed players in PvE Survival.
Supplies available around the different spawn hideouts have been rebalanced.
Killing NPCs will now grant Underground XP instead of normal XP. This means that players will no longer earn normal XP when playing underground.
Underground Caches now guarantee two items instead of one. Exotic items can now drop as a bonus with a small chance.
Fixed a bug where sometimes consumables would not be actually consumed when used in Survival mode or normal gameplay.
Fixed a bug where the game would return an incorrect out of playable map area error in DZ06.
Fixed a bug where the UI would incorrectly reflect the protection bonus from Hunter’s Faith gear set talent when two or more players had the 4-piece bonus active while in close proximity.
Fixed a bug where players could accidentally use consumables while browsing the emote wheel.
Fixed a bug where the Pulse Master skill would not always trigger the early warning for hostile characters.
Fixed several instances of Ballistic Shield becoming unusable.
Fixed a bug where Recovery Link would not trigger correctly.
Fixed a bug where players would be unable to do anything for a few seconds after using a skill.
Fixed a bug where the UI QuickNav function would not work properly.
Fixed a bug where crafting material quality would not scale properly with world tier.
Fixed a bug on PlayStation 4 where players would be stuck in infinite loading.
Fixed a bug where weapon talents would not activate if the character attribute values were equal, but not higher than the requirements.
Fixed several instances of delay when using First Aid.
Fixed a bug where Vigorous talent would not work properly.
Fixed a but where players would be able to use consumables infinitely.
Fixed a bug where the Competent weapon talent would not work for certain skills.
Fixed a bug where the Coolheaded weapon talent would reduce consumable duration.
Fixed a bug where the NPC audio would not work after ending a Survival game mode session.