

@Imagine_Brata If anything, this video serves to prove just how useless it is. The vast majority of your armor recovery comes from Hunter's Fury 20% AOK bonus, not the exotic. The armor regen from Ridgeway's Pride is so inconsistent and miniscule for the reasons I outlined above that you'd get more benefit from a Sokolov chestpiece with Obliterate. You're putting blinders on.
Is sitting in cover for a maximum of 5 seconds to get back all your RPM so bad?
@gamecrusher447
I agree wholeheartedly. For the love of all that is holy, replace the Technician Launcher with something more effective and fun to use, because in it's current guise, it's absolutely egregious. It's the only Specialization Weapon that needs to be locked on to a target, and it's the only Specialization Weapon that enemies can actually dodge, and there's absolutely nothing you as the player can do about it, because everything is taken out of the player's hands. It removes all skill from using the weapon, resulting in very poor performance and removing any fun you get from using it.
You know what would require skill AND be more fun to use? A regular, single-shot, unguided launcher. We've already got some animations from Iron Horse, where 3 of the boss encounters involve the use of dropped Carl Gustaf / MAAWS recoilless rifles. Make a slightly modified Division-acceptable MAAWS model, create some reload and swap animations, and you've got a dramatically more fun weapon (of course I'm oversimplifying, but you get the idea). Maybe as a side benefit, give it high weakpoint damage, similar to how the Crossbow has high armor plate damage, so it rewards you for targeting enemies vulnerable to such attacks like Tanks, Grenadiers, etc.
@xcel30
Ah hell, I've just figured it out. In the particular test I'm doing, the Full Flag explosion deals 2,192,471 damage. I have 1,839,158 Armor and 353,313 Health. Oh, would you look at that - the sum of my health and armor is 2,192,471. How peculiar. Yeah, that's it.
The Full Flag explosion deals damage equal to YOUR total armor and health. Looks like someone forgot to change "their" to "your" in the description, or someone put in the wrong variable name. Swapped my gear around and the numbers followed suit.
It also takes into account the DtA and DtOOC of the current weapon you're holding where applicable, as well as if any enemies in the vicinity of the Full Flag explosion have damage amplification afflictions, like True Patriot's Red debuff, Opportunist, etc. It does not appear to take into account bonus armor.
Could this please get looked at? This has been a thing since Warlords launched, and there's no way of knowing what's actually intended for the set.
Claims it's "not a nerf."
Proceeds to nerf every White Tusk infantry unit.
Sounds like you either don't have a good enough build or lack coordination / build coordination with your other team mates. For example, someone running a skill build with an EMP Jammer would solve four of the six problems you clearly have with Legendary.
@ubi-mark
Here's a short video showing the process. In the first segment, I've got 1,809,356 Armor and 333,369 Max Health, with the sum of those being 2,142,725. The Full Flag explosion deals 2,142,725 damage. In the second segment where I swap out the mask to one with a red core, I drop to 1,622,355 Armor and 333,369 Max Health, for a sum of 1,955,724. The second Full Flag explosion deals 1,955,724 damage.
https://i.imgur.com/E2lB5tA.mp4: (https://i.imgur.com/E2lB5tA.mp4)
The compression is chunky, but it should be clear enough.
@T-H-U-D-D Your ironclad conviction does not sway empirical evidence. Of which, there is none. Like xcel said, I'll leave you with that.
With the video I uploaded, there's no dispute to the fact that the Full Flag explosion deal damage equal to your own health & armor rather than the enemy's.
However, what is up in the air is whether or not that's the intended effect. I genuinely hope it's supposed to deal damage equivalent to the enemy's health & armor, rather than your health & armor, since currently it struggles to kill a single red-bar enemy on Heroic. If the devs are set on having it be equivalent to your own health & armor, at least give it a 50% damage bonus for PvE gameplay, otherwise the damage from it is completely negligible and the Full Flag effect should be replaced with something else - True Patriot could use some love anyway.
@Imagine_Brata You're using Hunter's Fury. The set, by default, can proc Wicked if you kill an enemy within 5m of another enemy to Confuse them. You don't even have to do it very often, Wicked lasts for 20s. If you don't know how to do that, you're just not using it right. Besides, Obliterate by itself gives you more total weapon damage than Wicked - like I said, you're putting on blinders.
@borrietheblade
Losing an Expertise level does not make you eligible to receive the compensation cache. You have to have lost at least one upgrade level on an individual piece of gear to be eligible. For example, you might have been at Expertise 5 and got recalculated (not rollbacked) to Expertise 4, but unless you had an item upgraded to level 5 at the time of the update, you won't receive anything because you didn't lose anything.
You don't need to do that gear set dirty like that, Ongoing Directive is great! Or the Reassigned talent that does exactly that.
Also, It's Specialization Ammo. Killing a status effected enemy will grant 3 to the Specialization Ammo bar (15 are needed to get one drop). Doing the same will also add 3 to all other group member's bars, too. Kills that don't fulfill that requirement add 1, just to your bar.
@Leader-HUN Striker's ROF bonus is additive with other ROF bonuses. Both Pestilence and Bluescreen both have unique attachments that increase their ROF by 10% over the base already, you're not including that. When you do, it adds up perfectly fine. Nothing wrong here.
Never thought I'd see the day where someone would want to willingly kick Ongoing Directive back down the mountain it just climbed out of. That's just cruelty to gear sets, honestly.
@xcel30 had a much more reasonable suggestion that I believe is perfectly acceptable.
@N3mB0t What's broken about it? I wouldn't call the OP's description of the problem a broken mechanic, it just uses the same mechanic that all special ammo uses, nothing broken or even unintended there. I agree though it has downsides that could be addressed.
@Imagine_Brata I'd love to have fun with Ridgeway's Pride, but in it's current state there's no fun to be had because the armor regen is inconsistent and incredibly unpredictable. The only thing you're using it for is to proc bleed, and at that point you'd have more fun using Ongoing Directive.
Is sitting in cover for a maximum of 5 seconds to get back all your RPM so bad?
@Imagine_Brata You're using Hunter's Fury. The set, by default, can proc Wicked if you kill an enemy within 5m of another enemy to Confuse them. You don't even have to do it very often, Wicked lasts for 20s. If you don't know how to do that, you're just not using it right. Besides, Obliterate by itself gives you more total weapon damage than Wicked - like I said, you're putting on blinders.
@Imagine_Brata If anything, this video serves to prove just how useless it is. The vast majority of your armor recovery comes from Hunter's Fury 20% AOK bonus, not the exotic. The armor regen from Ridgeway's Pride is so inconsistent and miniscule for the reasons I outlined above that you'd get more benefit from a Sokolov chestpiece with Obliterate. You're putting blinders on.
@Imagine_Brata It pairs with one whole backpack talent while sacrificing all damage from the chest talent. Yay. And it hardly fits a run and gun style, you'll only ever have one bleeding target within 15m because it's generally considered very bad for your health to have more than one target shooting at you, so you pick one and make sure it doesn't breathe for much longer.
And therein lies the whole problem with this exotic - it wants to you get a number of enemies within 15m, individually target and shoot each of them so they're bleeding, and then... do nothing. No, don't kill them, you'll lose armor regen. Just. Wait. What's more is that enemies aren't obligated to stay within 15m either. It's made worse that the armor regen isn't constant, it triggers once per second, so if you kill someone before that first second or someone wanders out of the 15m radius, you've just lost a load of armor regen. Plus it doesn't actually tell you how many enemies there are within 15m, so it's a spitball to as how much you'll be getting from one second to the next.
This exotic has the gall to have a red core, CHC, and CHD attributes while actively promoting you to NOT kill an enemy that's right in front of you. It runs so counter-intuitively to how you play any DPS build that it's silly. People claim that it's good for PvP, but whatever it is, it's certainly useless for PvE, you know, the game mode that's played 99% of the time by 99% of players. Yes, I dislike the entire premise of the thing, what gave it away?
I feel like Ridgeway's Pride needs a complete overhaul rather than buffing certain aspects. The whole premise of "keep bleeding enemies alive so you can heal" is flawed - it's either completely useless, or overpowered with certain builds. It also doesn't help that Ridgeway's Pride is competing for your chest talent - if this were a backpack exotic, going for sustain would be easier to fit in, but losing a significant amount of your DPS from talents like Obliterate or Striker's Press the Advantage is a very hard pill to swallow.
That ends my rant about the current state of the exotic. If anyone wants a suggestion to replace it, well, here's one. Maintains and adds to the current synergy with Ongoing Directive, plus adds one with Backfire.
~~~
Bleeding Edge:
You no longer suffer slowdown from bleed, and you can no longer die from bleed.
Killing a bleeding enemy or killing an enemy while you are bleeding adds 1 stack, up to a max of 5. Each stack increases total weapon damage by 5% and reduces bleed damage taken by 20%. On reaching max stacks, gain 15% armor regen for 10s, after which all stacks are consumed.
~~~
The numbers can obviously be played with, like reducing the armor regen or increasing the damage, but it's the concept that's important. This illustrates an idea that is infinitely more usable and more team-friendly than it's previous incarnation. Whatever happens, that is the priority.
@T-H-U-D-D Your ironclad conviction does not sway empirical evidence. Of which, there is none. Like xcel said, I'll leave you with that.