The Division 2: New endgame content revealed in March 6 'State of the Game' - Dexerto
Gaming

The Division 2: New endgame content revealed in March 6 ‘State of the Game’

Published: 6/Mar/2019 20:47 Updated: 6/Mar/2019 21:05

by David Purcell

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The Division 2 might be just around the corner, but Massive Entertainment’s latest state of the game address has given fans some insight into the bigger changes since the franchise’s first installment. 

A Twitch broadcast, which went live on March 6 from The Division’s official channel, featured both the project’s senior community developer Hamish Bode and Massive’s senior game designer Trick Dempsey. 

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The pair discussed how the game has been freshened up this time around, ahead of its March 15 release, with some exciting new information on the game’s campaign, levels and details about how tiers will differ from others. 

UbisoftThe Division 2 is set for a March 15 release.

Strongholds

Strongholds are much larger than missions and will be significantly more important, in terms of the development of The Division 2’s plot. However, in order to play Strongholds you will have to complete missions first. 

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Players will be introduced to this concept quite quickly, the pair revealed, as it will feature fairly early in the game’s main campaign. As you move closer to the endgame, though, Strongholds will become some of the most important parts of gameplay.

Watch State of the Game #111 – 6 March 2019 from TheDivisionGame on www.twitch.tv

What to expect from the Campaign Mode

The main campaign will have a number of different tiers, which will decide how difficult the gameplay will be for you – as expected. 

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This will allow players to work their way through a number of missions and Strongholds until they reach a point where they can move on to the next tier. 

UbisoftA glimpse at The Division 2, taken from the beta.

Tiers explained

Dempsey and Bode discussed how the tiers, which range from 1-5, will have a variety of different content in each. 

Three Strongholds have been revealed for World Tiers 1-3, which will include two invaded missions as well. Once the first Stronghold is out of the way, that will grant you access to the next tier – so on and so forth. 

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52 bosses will be named throughout the campaign as well, all of which you will come up against throughout the story, and players will be rewarded with bonus loot for obtaining cards from them. 

After the first three Strongholds have been completed, players will move onto Tier 4, which is being left as a surprise for the game’s release. This includes a ‘priority target network,’ which will set bounties for hard, challenging and heroic progression. 

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Specifically related to the new story, fans were told to expect to meet ‘Otis Sykes’ during their time, granting access to bounties. From there, a final Stronghold will be unlocked – called ‘Tidal Basin’ – and the completion of that will take you closer to the endgame. 

So, there you have it. Those are all of the details from the March 6 state of the game address and we will continue to keep you updated on any more details on the game as the release date quickly approaches. 

Overwatch

Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun

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Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 

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In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

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Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.

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It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”

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While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.

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