
Division 2 Content Creator | 12K+ on tha toobs! - https://nitter.cf/t.co/3w6FYa4vuW | Developing @DwnpourProtocol | @ATKGear đ±ïž
Joined November 2025
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Putting this here so I can come back to it on 17 June 2027.
Current â One-year goal:
YouTube: 6K â 25K
TikTok: 2K â 10K
Twitch: Just started â 500
X: 111 â 1K
Instagram: 33 â 1K
Ambitious but realistic. No excusesâtime to work. đ
Whether you like it or not, Heartbreaker and Turmoil might be the PERFECT combination for the new Ratel Exotic Assault Rifle in The Division 2.
On paper, the Ratel looks like a weapon that takes far too long to reach its full potential.
This setup completely changes that.
Every direct hit against a pulsed enemy builds Heartbreaker while also working towards the Ratelâs Voracious stacks.
After 100 hits, you can reach maximum Heartbreaker stacks and earn your first Voracious stack with the exact same shots.
That gives you 110% additional Weapon Damage against pulsed enemies and 200% bonus armour, taking the build from 1.6M base armour to roughly 4.8M combined armour.
Turmoil is where the synergy becomes even stronger.
Its talent redirects 50% of your weapon damage into another nearby enemy. While youâre focused on killing one target, Turmoil is already removing armour and health from the next.
When you finally switch targets, Voracious has missing armour and health to amplify against.
đ„ 300%+ total damage potential
đ„ Roughly 4.8M combined armour
đ„ Up to 80% amplified damage from Voracious
đ„ 60% additional Reload Speed
đ„ Constant multi-target pressure
đ„ No seasonal or event modifiers
The entire build feeds into itself.
Pulse the enemies, build Heartbreaker and Voracious together, let Turmoil weaken your next target and then use the Ratelâs amplified damage to finish them even faster.
This isnât just Heartbreaker being used for survivability.
It gives the Ratel the damage, bonus armour and time it needs to reach full power, while Turmoil makes sure your next target is already prepared for it.
Would you use the Ratel with Heartbreaker and Turmoil, or have you found a stronger combination?
Full build breakdown on my YouTube channel. Link in bio.
#TheDivision2 #Division2 #Ratel #Division2Builds
This is a long read, so TL;DR:
In my opinion, The Division 2: Echoes of Central Park is an extremely disappointing DLC. For me, itâs a 3/10.
Long explanation below..
After completing the whole DLC live on stream, the atmosphere is easily its strongest feature. Central Park looks incredible, the darker presentation works and I honestly think it should be permanently raining there because that weather completely transforms the area.
But once you look beyond the atmosphere, it feels like the same Division 2 content weâve already played repeatedly, repackaged inside a prettier environment.
The marketing built up a mysterious new threat inside Central Park, but the actual enemies are still the same familiar factions weâve spent years fighting.
Even the final reveal ultimately felt like another Black Tusk enemy using different technology rather than the genuinely new threat I expected.
The objectives arenât particularly fresh either.
Find the fuse box. Shoot the yellow box. Turn the water valve. Activate the sprinklers to extinguish the fire.
Weâve completed variations of these exact objectives throughout the game for years.
Then you reach the endgame, the replay incentive simply isnât strong enough for the amount of repetition involved.
You hunt the same targets, fight through more familiar enemies and complete the full loop again. Once you understand where everything is and what youâre doing, the repeat process takes roughly an hour or two.
Once youâve gone through it once and claimed all the first time rewards, the only thing worth repeating the grind for is another Ratel roll.
You can obviously keep repeating the activity until you get the roll you want, but one Exotic weapon isnât enough incentive for me to complete the same loop over and over again.
Even on Heroic, the reward doesnât feel substantial enough for what youâre required to complete.
Most of the gear dropping along the way is still the same targeted loot we can obtain elsewhere. There isnât enough that feels exclusive or genuinely valuable to make Central Park an essential long term activity.
Right now, Echoes of Central Park looks fantastic, but underneath that atmosphere it feels rushed, repetitive and far too familiar.
A new location shouldnât just give us the same enemies, objectives and loot inside a better looking environment.
It should give us a genuine reason to keep returning, with more variety and repeatable rewards that actually reflect the time and difficulty involved.
#TheDivision2 #EchoesOfCentralPark #Division2
Completed the Echoes of Central Park DLC and got a NinjaBike Messenger Backpack Exotic..
Dissapointed is an understatement.
Some of the backlash against Prototype Gear being normalised in The Division 2: Echoes of Central Park shows exactly how elitist parts of this community have become.
I understand why people who have spent hundreds of hours grinding Prototype Gear want that investment to matter.
It should matter.
But that does not mean an entire new DLC should be balanced around the small section of players who have reached Expertise 30, farmed Escalation repeatedly, collected Prototype Cores, upgraded complete builds and levelled the correct Augments.
I could be considered biased because Iâm a build creator who doesnât use Prototype Gear.
Anyone who watches my channel knows that I prefer making builds that the majority of players can realistically recreate. I want someone to watch a video, understand the synergy and have a reasonable path towards building it themselves.
I donât want to make builds for the tiny percentage of players who can spend 12 to 18 hours every day grinding the highest endgame systems.
That isnât how most people experience The Division 2.
Echoes of Central Park is a brand new paid expansion. It should welcome active players, returning players and completely new players, not immediately make them feel like they need months of old endgame grinding before theyâre properly equipped to enjoy what they just purchased.
The DLC even includes a Level 40 boost.
What it doesnât include is an Expertise 30 boost, a complete Prototype build and all the resources needed to perfect its Augments.
Imagine being a new or returning player, buying Central Park, using the Level 40 boost and then being told the content should be balanced around players running fully upgraded Prototype Striker builds.
That would be ridiculous.
Prototype Gear was introduced as an optional way to push existing builds further. It was never supposed to become the minimum entry requirement for every meaningful piece of content added afterwards.
It already has a purpose.
It gives hardcore players another progression system. It helps push Legendary, Mastery and Escalation content. It gives dedicated grinders something powerful to chase after theyâve already completed practically everything else.
But Prototype Gear does not need to be the be all and end all of The Division 2.
Echoes of Central Park is not Escalation.
It isnât a six piece Prototype Gear showcase.
It is a new story expansion intended to bring players back, attract new players and provide an experience that the wider player base can actually enjoy.
If full strength Prototype Gear makes ordinary Heroic content considerably easier, then allowing it at full power from the first playthrough could completely remove the tension the developers are trying to create.
The alternative would be balancing every enemy around full Prototype builds, which would make the DLC miserable for practically everyone without one.
Either the Prototype players trivialise the expansion and complain itâs too easy, or the developers balance around them and make it unnecessarily punishing for everyone else.
Normalising it at launch is the sensible middle ground.
Your gear isnât being deleted.
Your grind hasnât been erased.
You can still use the build, and the developers have already said they plan to restore its full power inside the DLC later.
The opening experience simply isnât being designed around the most heavily invested players in the entire game.
Playing for thousands of hours doesnât mean every new piece of content must be balanced exclusively around you.
Prototype Gear should be a reward for hardcore endgame players, not an entrance ticket that everyone else needs before theyâre allowed to enjoy a new expansion.
#TheDivision2 #EchoesOfCentralPark #Division2
Just to add to this, I completely understand that there are arguments on both sides.
People who spent hundreds of hours obtaining Prototype Gear understandably want that investment to matter. Others will argue that new players shouldnât be allowed to skip years of progression and should have to start where everybody else started.
Personally, I disagree with that.
The Division 2 is nearly eight years old. Someone joining now shouldnât have to recreate the entire day-one grind before theyâre allowed to properly experience a new DLC theyâve paid for.
They arenât being handed perfect Prototype builds, maxed Augments or everything existing players worked towards. Theyâre simply being allowed to enter the expansion and experience it alongside everybody else.
The core Prototype Gear problem is actually very simple.
If full-strength Prototype Gear is allowed and the DLC is balanced around normal builds, Prototype players will completely overpower it. Theyâll finish the hardest content, collect everything immediately and then complain within a week that the DLC was too easy and thereâs nothing left to do.
If the developers respond by adding an even higher difficulty specifically capable of challenging Prototype builds, that difficulty needs a worthwhile reward.
Otherwise, Prototype players will immediately ask what the point of completing it is.
But once that difficulty receives better or exclusive rewards, players who donât have the time or luck to obtain a complete, powerful Prototype build are placed at an enormous disadvantage or effectively excluded from those rewards.
That alienates a huge part of the player base.
So the developers either allow a small group to overpower the DLC and burn through it immediately, or they build a separate difficulty and reward tier around Prototype Gear and divide the community.
Normalisation avoids both problems.
Everyone gets the same highest difficulty, the same rewards and the same intended launch experience. Prototype players havenât had their gear deleted, and the developers havenât said it will remain normalised forever.
It simply gives every person who purchased the DLC an equal opportunity to properly experience it before full Prototype power is introduced later.
That is far healthier than designing a new expansion around the small section of players who have already completed the gameâs most extreme grind.
Loved making build videos for the red moon unleashed event but god am I glad I donât have to fight them dudes during all content after today đ
Nice one @InfinityWard @gawdgriggs @CallofDuty youve ruined FFA its riddled with boosters.
You might want to add a 'Boosting' option in the report menu as it in everygame.
@CallofDutyCM Ban these losers.
Albus#1199947
Amilac#7956260
Le Kebabier#9064472
I really hope the developers over at infinity ward fix this RPG spam on MW4... not being able to have ninja and bomb squad in SND means you have to choose between being heard from across the map or RPG'd across the map...
@CallofDutyCM
Never put it past the division 2 community to act elitist and be insufferable. Then say 'im using striker proto echo and im doing fine' after acting that way.
Damn, never knew using the same boring meta would clear the most difficult content.
This tweet was about variety building and the event making it a chore to play and enjoy if you arnt running meta for the duration of it.
Iâm just going to say it: The Division 2âs Red Moon Unleashed event is a good concept implemented in one of the most infuriating ways possible for solo players.
I understand why the enemy spawns are so aggressive.
Players complained that previous events didnât spawn enough enemies, which meant fewer keys and far too much time spent running around looking for something to fight. Red Moon Unleashed attempts to fix that, and on paper, having more enemies constantly appearing sounds brilliant.
The problem is that âmore enemiesâ has become âabsolutely no breathing room whatsoever.â
You canât even finish one encounter before another group spawns. They appear in front of you, behind you and from seemingly every direction at once. Before youâve killed that group, another one arrivesâand then the boss spawns on top of everything else.
Iâm trying to complete bounties, but the event repeatedly hijacks them.
Iâve genuinely had five or six separate groups spawn within roughly three minutes, followed by a boss. Eventually, you run out of ammunition because there simply isnât enough time to finish the encounter, loot, reload and move on before the next wave appears.
The enemies sit behind cover until you try to flank them. The moment you move, another group spawns behind you. If youâre near a control point, you can end up fighting the control-point enemies, an event group and a boss simultaneously.
Call me bad at the game if you want, but this isnât about whether the enemies are individually difficult.
Itâs about the event creating the same relentless spawn pressure for one solo player that it creates for an entire four-player squad.
The spawn frequency needs to scale with the number of players.
If a four-player group receives seven enemy groups within five minutes, a solo player should perhaps receive three or four. That would still provide plenty of enemies and keys without constantly destroying bounties, control points and every other open-world activity.
Right now, solo play feels like a reset simulator.
You start a bounty, multiple event groups spawn, your ammunition disappears, you get surrounded, the bounty is lost and youâre sent back to a safe houseâonly to repeat the exact same process again.
Red Moon Unleashed is a genuinely good idea. The problem is that the spawn system has gone from one extreme to the other.
Not enough enemies was frustrating.
Endless enemies spawning before you can finish the previous encounter is just as frustrating.
Solo players: are you actually enjoying the current Red Moon Unleashed spawn rate, or does it desperately need player-count scaling and a proper cooldown between groups?
#TheDivision2 #Division2 #RedMoonUnleashed


