Just last week, we posted that The Division 2’s next update is set to hit sometime in October. Today, Ubisoft Massive has released The Division 2 title update 6 patch notes that will be included in the October update!
Important things to note: This patch is now live on the PTS (Public Test Server), and according to Ubisoft, doesn’t include any narrative content of Episode 2 (also dropping with the patch), and The Division 2 title update 6 patch notes will not mention them. The patch notes below might not be final as well, so some stuff might be added or deleted once title update 6 is rolled out.
The Division 2 title update 6 patch notes:
- Added a missing blueprint for the Aces & Eights kneepads.
- Removed 3 blueprints from the blueprint collection as they were not obtainable in the game.
- Player stats will no longer be normalized, and agents will receive their full recalibration bonuses at end game.
- Players below Gear Score 500 will still receive stats boost to allow an easier entry into the Dark Zone.
- Talents continue to have PvE and PvP versions.
- The UI will now automatically change the talent text inside and outside normalized PvP.
- We’re working on displaying all PvP modifiers in the UI.
- Added more variety of the types and locations of supply drops.
- Supply drops can now drop in inactive landmarks.
- These encounters can have multiple bosses or faction fights.
- Supply drops will occasionally drop in the Occupied Dark Zone.
- Black Tusks will make sure to guard the precious drop.
- The Thieves Den Vendor has now setup a proper store and accepts DZ resources.
- The Thieves Den Vendor stock will rotate regularly – We’ll have more information on the stock and rotation at a later point.
- Added an indicator on the World Map which displays the specific Dark Zone in which the Thieves Den Vendor is located.
- At end game, the Thieves Den Vendor will move between the two non-occupied DZs.
- Normal vendors outside each Dark Zone’s main gate now accepts DZ resources with reworked stocks.
- We’ve made changes to matchmaking for Dark Zones which should ensure higher populations in all zones.
- Dark Zone extractions now have a chance to be ambushed by NPC’s.
- Hacking a Dark Zone Terminal will temporarily highlight DZ resources around you.
- Added new sound effects for the countdown in Conflict.
- End of match rewards.
- Players will now always earn a reward for playing a match.
- Additional rewards will be given for ranking up and winning.
- Added new loading screens.
- Added new match start sequence.
- Updated boost signs and feedback.
- Updated Victory/Loss presentation.
- Added new music for the winning team.
- Reworked end of round screen
- Will emphasize on each earned reward.
- Added PvP projects in Conflict.
- Daily DZ Projects now rotates between a Conflict project and a DZ project.
- Added visibility of the area of effect range of Skills.
- Only shows when players are in the affected area.
- Control Point Officers will now revive all downed players, instead of only reviving the player that was downed last, in co-op sessions.
- Added a bonus armor visualization on enemies.
- Players can now choose loadouts from the map voting screen.
Loot targeting is a new feature introduced with Title Update 6 / Episode 2. When reaching World Tier 5 players will be able to see Named Zones and Main Missions now have icons to reflect a higher drop chance for specific items. This allows agents to target specific brands, weapons and mods in these missions and zones. A detailed article about this feature can be found here.
We have made several changes to recalibration for this update:
- New recalibration interface.
- Players are now able to recalibrate stat types over each other, for example Offensive (Red) attributes over Defensive (blue) attributes.
- This still only applies to stats on gear pieces of the same category.
- It is now possible to recalibrate items that are located in the Stash.
- Brand sets now have an item available on every slot, Mask, Backpack, Vest, Gloves, Holster and Kneepads.
- The only exception to this is the “511” brand, as the real-life version doesn’t cover all slots and we’re happy to stick with that.
- Enemies will no longer drop crafting materials that the player is currently capped out on.
- Deconstructing gear and weapons have a chance to provide Polycarbonate.
- The chance to gain extra materials from deconstructing stays the same.
- Lowered crafting costs. When crafting fewer grey and Brand materials will now be required.
- At Gear Score 500 base materials required are now 60 (down from 85)
- At Gear Score 500 Brand materials required are now 5 (down from 8).
- Enemies will now drop higher amounts of crafting materials.
- Green materials up to 12 (from 6).
- Blue materials up to 9 (from 4).
- Named enemies drop larger quantities than before.
- Crafting material containers will now drop one green and one blue material, instead of just one of either.
- Blueprints that haven’t been acquired yet will now be visible in the crafting bench interface with hints on how to acquire them.
- Added a notification to the crafting interface that increases clarity when an upgrade to the Crafting Bench is available.
- The crafting vendor Inaya now sells a perk that allows a player to share materials between all their characters.
- Increased perks for upgrading the material inventory size:
- Base materials cap with all perks unlocked now 2000 (up from 600).
- Green and blue materials cap with all perks unlocked now 1500 (up from 400).
- Increased material caps for rare materials:
- Purple cap now 300 (up from 100).
- Orange cap now 80 (up from 50).
- Hard Wired base materials cap now 50 (up from 30).
- Hard Wired components cap now 10 (up from 5).
- Increased Stash space by 150.
Alps Summit Armament:
- 2-Piece set bonus is now +10% Skill Power (up from 5%).
- 3-Piece set bonus is now +20% Skill Haste (down from 30%).
- 3-Piece set bonus is now +20% Skill Haste (down from 30%).
- Rebalanced Hard, Challenging and Heroic difficulty.
- Black Tusk War Hounds and Mini Tanks will now feature red, blinking lights before they perform their on-death explosion.
- This is now consistent with how all other NPCs signal that they explode.
- Black Tusk Mini Tank now has a short wind-up before its on-death explosion.
- Fixed an issue that prevented the Black Tusk War Hound’s turret from not being able to rotate beyond a certain threshold when moving.
- Developer comment: This means the War Hound will be able to hit a target more frequently when moving which was always intended.
- Decreased effectiveness of the Black Tusk Mini Tank after its Controller has died.
- Increased wind-up time of LMG greatly.
- Decreased accuracy significantly.
- Enabled friendly fire.
- Removed Explosive Ammo from Elite Black Tusk War Hound and replaced it with “Triple Shot”—three successive shots after a short delay between each.
- Developer comment: Bleed was too punishing when applied by the War Hound.
- NPCs are now more aggressive when entering combat with the player.
- Assaults now provide cover-fire for their allies when entering combat if a Heavy Weapons is not present in their fireteam.
- Decreased Outcasts Tank and Underground Tank health by 12.5%.
- Increased movement speed of Underground Tank slightly.
- Decreased crowd-controlling effectiveness against Tank NPCs slightly and in a number of different ways:
- Shock duration decreased by 50% for Tanks.
- Ensnare duration decreased by 50% for Tanks.
- Burn no longer staggers or affects the behavior of Tanks.
- Blind causes Tank NPCs to stand still and shoot wildly (with friendly fire turned on).
- Blinded Melee Tanks slowly move to the player’s last known position but will not attack.
- Confuse causes Tank NPCs to walk around randomly while shooting wildly (with friendly fire turned on).
- Confused Melee Tanks slowly move towards the player but with a decent amount of delay.
- Player Turrets are now more likely to be targeted by enemy NPCs.
- This is especially true if the player is hiding in cover or not doing anything particularly threatening.
- The hitbox size has also been increased slightly and we fixed some issues so enemy NPCs will now hit turrets a bit more easily.
- Increased damage of Explosive Seeker Mine by 20%.
- Now applies Bleed status effect.
- Increased damage of Cluster Seeker Mines by +30%.
- Increased cooldown of Cluster Seeker Mines from 40s to 60s.
- Lowered quantity of Cluster Seeker Mines from 4 to 3.
- Increase cooldown of Blinder Firefly from 60s to 90s.
- All Firefly variants can now be quick-deployed and will rapidly seek out the nearest target(s).
- Increased cooldown of Blinder Firefly from 60s to 90s
- Assault Turret and Sniper Turret damage is now affected by the Damage to Elites attribute.
- Increased drain on Incinerator Turret active duration when firing.
- Striker Drone damage is now affected by the Damage to Elites attribute
- Lowered Eagle Bearer Damage by 15%
- Spark: Damaging enemies with skills or grenades grant +15% weapon damage for 15s.
- Spark can be found on backpack items.
- Vigilance: Gain +25% weapon damage. Receiving damage disables this buff for 5s.
- Vigilance can be found on chest items.
- Concussion: Headshots grant +20% headshot damage for 2 s, 5s with marksman rifles.
- Concussion can be found on mask items.
- On The Ropes: Nerf
- Weapon damage is increased by 15% (down from 25%) while all skills are on cooldown.
- Critical: Buff
- +15% (up from 5%) critical hit damage
- Mad Bomber: Buff
- Removed attributes requirements.
- Riot Foam Grenade radius is now correctly modified.
- Unstoppable Force: Nerf
- Killing an enemy grants 1% (down from 2%) weapon damage for every 20.000 (down from 25.000) max armor.
- Creeping Death: Buff
- Status effects spread to the nearest enemy within 25m (up from 10m). Can occur every 5s (down from 15s).
- Trauma: New functionality
- PVE: Once every 30s, an enemy hit with a headshot is blinded for 5s.
- PvP: Once every 40s, an enemy hit with a headshot is blinded for 2s.
- Centered: Buff
- Headshot kills grant status effect immunity for 30s (up from 10s).
- Dialed In: New functionality
- While Aiming, gain 15% weapon stability.
- Spotter: Nerf
- +15% (down from 20%) weapon damage to pulsed enemies.
- Wicked: New functionality
- Whenever you apply a status effect, gain +15% weapon damage for 20s.
- Compensated: Nerf
- Weapon damage is increased by 10% (down from 15%) when your critical hit chance is below 20%.
- Now correctly removes the buff if critical hit chance is increased when the buff is active.
- Obliterate: Buff
- Depleting an enemy’s armor grants +30% (up from 25%) critical hit damage for 15s (up from 5s).
- Opportunistic: New functionality
- Enemies you damage take 10% more damage from all sources for 3s.
- Kneecap: New functionality
- Shooting an enemy in the legs applies bleed to them for 10s. This can occur once every 30s.
- Bloodlust: New functionality
- Swapping weapons grants +15% weapon damage for 5s. The buff is lost for 5s when you swap a weapon while the buff is active.
- Gunslinger: Buff
- Swapping to your sidearm within 10s (up from 3s) of a kill refills the sidearm’s magazine and grants +30% (up from 20%) weapon damage for the entire magazine.
- To Order: Added functionality
- Grenades can now be “cooked” by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades.
- Surgical: Buff
- +10% (up from 5%) critical hit chance
- Entrench: Buff
- Headshots from cover repair 15% (up from 10%) of your armor.