A new patch has been deployed on The Division’s Public Test Server. Owners of the Season Pass can now try out the new Last Stand PvP game mode for the first time, which features a new multiplayer experience where 8vs8 players are fighting each other to secure tactical terminals from the SHD.

Balancing the PvP mode in a RPG-game like The Division, where literally every player has a different setup, can be a pain, but with Last Stand the developers are introducing something players have waited for a long time. A competitive, objective based and also fair as well as an on skill focused experience for all who are willing to join the arena.

With the opening of Last Stand, we want to try something that has never been done with PvP in The Division: Normalization.

Furthermore and on top of the already known changes to Toughness and Skill Power, Gear bonuses for each Gear Slot have been rebalanced so that Enemy Armor Damage for example is now a Major instead of a Minor bonus, or that you can no longer have Damage to Elites on your gloves, but instead the chance to roll doubled Pistol Damage on them and so on.

This way the developers try to ensure that every build, no matter in which direction it goes, becomes more valuable by getting rid of unused bonuses and replacing them with more useful and interesting ones. A detailed list of these changes can be found down below.

The following patch notes are just describing the changes of today’s update and do not represent the full changelog of the PTS. If you want to go through the full, but still NOT final changelog again, you can do this here.

Expansion 3: Last Stand

Last Stand is now activated and available to all Season Pass owners.
Last Stand Gear normalization is activated: When entering a match of Last Stand, character stats will be modified in order to bring a more stable balance to player versus player combat.

  • Gear pieces:
    • Automatically increase to Gear Score 256.
    • Main attributes (Firearms, Stamina, Electronics) will be increased to the maximum roll of the existing stat on each equipped piece.
    • The following bonuses will be uniformly scaled:
      • Weapon type damage
      • Skill Power
      • Health
    • All other bonuses remain unchanged.
  • Weapons:
    • Automatically increase to Gear Score 256.
    • Base damage is set to the maximum possible for this weapon.
    • Talents unlock based on the normalized main attributes.
    • Mods act as normal.
    • Other stats (RPM, Reload speed, etc) are unchanged.
  • All players will be set to the same armor mitigation value.
  • Players talents, Gear Sets bonuses and Weapon Sets bonuses function as normal.

Update 1.6

Game changes

  • It will no longer be possible to reload while sprinting.
  • Increased Hip-fire penalties: Weapon spread is now wider while stability and recoil are also more impacted.
  • Dark Zone: Koreatown is no longer classified as a Landmark.

Gear Sets

After the first round of PTS testing and community feedback, it became clear that the initial direction with this set was wrong. The proposed mechanic was promoting Hip Firing when we were trying to encourage more interesting gameplay. The overall bonuses provided with the 2 and 3-piece bonus was also too strong.
The proposed changqes should rebalance the 2 and 3-piece bonus, and turn this set into more of a skill based long range combat set, particularly interesting for Marksman Rifle users.

  • Set Bonus (2): +10% All Resistance (instead of +10% Body shot Damage)
  • Set Bonus (3): +5% Body shot Damage (instead of +30% Critical Hit Damage)
  • Set Bonus (4): After 2 consecutive shots to the body, the next headshot will have +200% Headshot Damage bonus. (instead of “the next shot is a guaranteed critical hit”)

Banshee’s Shadow
Many of you have been asking for a change to Banshee following the change to DZ rules where non-Rogue players no longer lose DZ XP and funds when dying.
With the proposed change, we want to push the fantasy of the “Rogue Hunter” a bit further by providing a “revenge” type of bonus.

  • Set Bonus (4):
    • While Rogue, all ammo is completely refilled every 30 seconds. Damage takent from non-rogue players reduced by 10%. (no change)
    • While not Rogue, Damage to Rogue players is increased by 10%. This bonus is increased to 20% for 10 minutes after being killed by a rogue. (instead of no DZ experience and funds lost on death)

Tactician’s Authority
To be more in line with the new Skill Haste values, we have increased the Skill Haste bonus of Tactician.

  • Set Bonus (2): 15% Skill Haste.


Hildr & Eir
Obviously, the set bonus provided by these weapons didn’t work correctly as the Hildr could benefit from its own critical damage bonus. This has now been fixed.

  • Valkyria: Each hit with Hildr increases critical hit damage by 1% to a max of 30. The bonus decreases by 1 every second. This bonus only applies to Eir.

Urban MDR
Requested by many, the Urban MDR is finally receiving a damage boost to bring it more on par with other Exotic weapons. The damage boost might seem huge, but we wanted to bring it more on par with Marksman Rifles since it handles similarly.

  • Base damage increased by 65%.
  • Distracted: Damage bonus increased to 18%. (instead of 10%)

To make it more unique, we have changed the name of this weapon. We also increase its damage slightly.

  • FAMAS is now called Bullfrog
  • Base damage increased by 11.7%.

We received a lot of feedback on the healing debuff of the Midas and decided to preserve the debuff idea, but with a different angle.

  • Midas: Each bullet you hit with reduces your damage by 1% and your target’s damage by 1% to a max of 20%. The effect is reduced by 5% per second.

Requested by many, the showstopper is finally receiving some love with this new PTS build.

  • Base damage increased by 11%.

Hungry Hog
It became obvious during the PTS that the current instalment of the Glutton talent could lead to ridiculous amount of damage. We have decided to limit the amount of bonus damage that can be received from its talent.

  • Glutton now provides 10% extra damage per kill and can stack up to 5 times.

It was reported on the PTS that the explosion sound of the Historian was a bit too loud, and could disturb gameplay significantly.

  • Explosion sound of the Historian has been lowered.


  • Base damage increased by 4%.
  • Damage falloff at range reduced by 40%.

Gear stats

With the last PTS, we removed Armor as a gear bonus and replaced it with Health. While we consider this to be a step in the right direction, we also noticed that the Health bonus was still too strong and that Health remained a Best in Slot choice in many cases.
In order to address that and make other choices just as interesting, we have decided to lower Health bonuses but also implement a new concept: Base Health which is determined by the World Tier you are currently in.
The end result means that players who don’t invest in Health will have more Health than in the last PTS, while players who invest heavily will remain at similar levels. This should make for a more consistent Time to Be Killed.
The changes listed below do not include Armor being turned into Health and Health turned into All Resistance.

  • -bonus is removed
  • +bonus is added
  • =bonus remains


  • -Damage to Elite
  • -Damage from Elite
  • +Skill Haste
  • +Enemy Armor Damage
  • =Health
  • =Health on Kill
  • =Exotic Damage Resilience
  • =All Resistance


  • -Skill Haste
  • -Signature Skill Resource Gain
  • +Weapon Stability
  • =Health
  • =Critical Hit Damage
  • =Skill Power


  • -Damage to Elite
  • +Enemy Armor Damage
  • =Critical Hit Chance
  • =Health on Kill
  • =Exotic Damage Resilience
  • =Skill Power
  • =All Resistance


  • -Damage to Elite
  • +Enemy Armor Damage
  • +Skill Haste
  • =Critical Hit Chance
  • =Critical Hit Damage
  • =Health on Kill
  • =Assault rifle Damage
  • =LMG Damage
  • =Marksman rifle Damage
  • =Shotgun Damage
  • =SMG Damage
  • =Pistol Damage


  • -Damage to Elite
  • -Damage from Elite
  • +Enemy Armor Damage
  • +Skill Power
  • =Health
  • =Critical Hit Damage
  • =Exotic Damage Resilience
  • =All Resistance


  • -Damage from Elite
  • -Pistol Damage
  • +Critical Hit Chance
  • +Reload Speed
  • =Health
  • =Skill Haste

Other changes to stats:

  • Enemy Armor Damage is now a Major bonus and no longer a Minor.
  • Damage to Elites is now a Minor bonus and no longer a Major.
  • Damage from Elite values has been halved.
  • Pistol Damage is doubled on gloves.


With all these changes to Gear stats, here are the details of how existing gear should convert with this update.

  • It is important to note that “new bonuses” will not all be available on existing gear when recalibrating. Some will be automatically changed, others will be available when recalibrating, and others won’t be available at all. A more detailed list will be published later.
  • If you had a native Armor bonus (not recalibrated), it will be turned into health.
  • If you had a recalibrated Armor bonus, the recalibration will reset and you will be back to the initial bonus when the item was acquired.
  • If you had a native Health bonus (not recalibrated), it will be turned into All Resistance.
  • If you had a recalibrated Health bonus in Kneepads, the Health roll will remain.
  • If you had a recalibrated Health bonus in Chestpiece and no native armor roll on this piece, the Health roll will remain.
  • If you had a recalibrated Health bonus in Chestpiece and a native armor roll on this piece, the recalibration will reset as you would otherwise end up with 2 Health bonuses.
  • If you had a recalibrated Health bonus in any other Gear Piece, the recalibration will reset.
  • If you had a recalibrated Skill Haste bonus on your backpack, the recalibration will reset
  • If you had a recalibrated Pistol Damage bonus on your holster, and the holster was acquired after update 1.5, the recalibration will reset
  • If you had a recalibrated Enemy Armor Damage or Damage to Elite and the item was acquired after update 1.5, the recalibration will reset
  • All recalibration on Exotic weapons will reset
  • Unique talents on Exotic weapons cannot be recalibrated
  • Free talents on Exotic weapons that don’t have a Unique talent (Liberator, Centurion, Eir and Hildr) can be recalibrated
  • Note that when a recalibration resets, the money spent will be reimbursed, based on the recalibration costs of Update 1.6. Since recalibration now has a cost cap, if the initial recalibration costed more, you will only be reimbursed according to this cap. Note that recalibrations will not be reimbursed on the PTS as recalibrations cost 0.


After this first PTS, we noticed that Skill Power builds have had a second life and have started to shine. This is a good thing, but it shouldn’t become a new extreme that makes any other kind of build worthless. We will keep monitoring the situation for future PTS updates.
We are also aware that First Aid is considered too weak in its new version, which hurts solo players. We will address the issue if it persists, however, we want to give some more time to the community to adapt to the new meta before doing any changes on the skill.
For the time being, we decided to modify Skill Power’s impact on cooldowns to help players who have low Skill Power, and make more room for Skill Haste as a valuable stat. We also rebalanced a few skills that appeared to be slightly too strong in PTS 1.
Updated the impact of Skill Power on all skills’ cooldowns. The result is that Skill Power will have less of an impact on cooldowns, leading to slightly faster cooldowns for players with low Skill Power and slightly slower ones for players with high Skill Power compared to their cooldowns in PTS 1.

Sticky Bomb

  • Disruptor: Explosion radius increased to 9 meters.

With this very large radius, Dirsuptor becomes a strong counter to skill proxies such as Turrets, Support Stations or Seeker Mines.

Support Station

  • All mods: Radius decreased from 8 meters to 6 meters.
  • All mods: Healing rate decreased by 16.7%.
  • Life Support: Revive time increased from 3 seconds to 5 seconds.

The base stats of the Support Station were a bit too strong, especially in combination with the Reclaimer gear set.


We had a quick pass at Vendors costs to take into account the addition of Exotic items.

  • Exotic items sold at Vendors have had their prices slightly increased.
  • Gear Set items have been lowered to be equivalent to High End prices.

Legendary Difficulty

Our goal with Legendary Difficulty is to add an activity specially tailored for very optimized players. Thus, we purposely designed it to not be achievable by everyone. With that said, we also want to make sure the experience is fair, and that failing feels deserved or at least understandable.

  • Slightly decreased accuracy, aiming and weapon spread of NPCs.
  • Several updates to NPC behavior in Legendary Mode.
  • Slightly increase NPC damage to compensate for accuracy and aiming changes.

Bug fixes

  • Fixed a bug where NPCs would often get perfect aim.
  • Fixed a bug where Hildr was still named Valkyria.
  • Fixed a bug where Incursions weekly rewards would not correctly contain an Exotic Cache.
  • Fixed a bug where Exotic weapons would end up with incoherent talent requirements if they had been recalibrated before the update.
  • Fixed a bug where Skill Haste value was not correctly doubled on Gear Mods.
  • Fixed a bug where the collision in The Armory landmark did not match the geometry.
  • Modified some roamer paths in the DZ to reduce amount of AI that can be pulled into engagements.
  • Player can now fast travel to all DZ gates, including the ones along Central Park Wall.
  • Fixed a bug where Uncomplicated could be recalibrated.
  • Fixed a bug where Tactician’s Authority 4-piece buff would be lost after 10 seconds if not consumed by using a skill.
  • Fixed a bug where the Quickdraw talent on Damascus had attributes requirements.
  • Fixed a bug where the Glutton talent on Hungry Hog would provide more bonus damage than intended.
  • Fixed a bug where mods could be unequipped randomly when relogging into the game.
  • Fixed a bug where Dark Zone leaderboards would not work properly.
  • Fixed a bug where High End weapons only had 3 talents available when recalibrating instead of 6.