Division 2 Year 7 PTS Update Reveals New Season, Gear, and Enemies

Summary

  • The Division 2’s Y7S1 PTS update is now available, offering a preview of the game’s next season.
  • The PTS update will be live until April 28.

Ubisoft has unveiled the patch details for the latest PTS update on The Division 2, which outlines all the changes to expect during Year 7 Season 1. Players have the opportunity to test this experimental version of The Division 2, but remember it’s only available for a brief period.

Ubisoft’s post-apocalyptic loot-shooter, The Division 2, is now in its seventh year, and updates aren’t as big or frequent as they used to be during its peak period. The next DLC for The Division 2 was also delayed in January, missing the intended launch window for Year 6. Massive Entertainment finally unveiled the upcoming expansion during a game showcase on April 23rd, along with a sneak peek at the game’s next season.

Following the conclusion of the recent The Division 2 presentation, a fresh beta update was rolled out, making its way to the Public Test Server (PTS) on April 25 at 4am PT / 7am ET / 1pm CET. This update essentially offers a sneak peek into Y7S1, whose overarching modifier is named Hard-Core. This modifier bestows three kinds of advantages, encompassing Firearms, Stamina, and Electronics. The magnitude of the boost for each advantage hinges on the player’s Gear Cores—the minor “+1 Weapon/Armor/Skill Tier” attributes that can be found on certain equipment items.

In my gaming experience with The Division 2, as you might expect, higher Gear Core ratings translate into larger perks that fortify our characters significantly. The nature and equipment needed to trigger these advantages can change with each season, aiming to stimulate creativity by pushing us beyond the traditional builds and rewarding us for doing so. For Year 7 Season 1, a Tier 5 Firearms bonus will automatically replenish all ammo, while a maximum Stamina bonus will similarly refill Armor Kits. Moreover, a Tier 5 Electronics bonus significantly speeds up the cooling down of skills when activated.

Five Active Enhancements are included in the latest season of The Division 2, allowing players to cash in their score bonuses for a substantial temporary upgrade as a means of recognition for those who put in the effort to grind. Conversely, the season’s Passive Enhancements are linked to current Attribute Levels, making them subject to reset or loss of power upon acquisition of an Active Enhancement. The PTS update introduces Hostile Countermeasures, a new type of enemy enhancement indicated by Marks. Enemies may carry up to three distinct Marks, enhancing their Stamina, Electronics, and Firearms abilities. Defeating these formidable adversaries yields Score Points equivalent to the number of Marks they possess.

The Y7S1 PTS update will be accessible until April 28th (4am Pacific Time / 7am Eastern Time / 1pm Central European Time). The patch weighs approximately 100 GB when downloaded through the PTS client, but if you’ve already installed the game’s beta build via Ubisoft Connect, it will be around 17 GB in size.

Tom Clancy’s The Division 2 Y7S1 Patch Notes

Global Modifier

For this particular season, the overarching theme is “Hard-Core,” which introduces construction-centric advantages for you and your teammates, with these benefits escalating according to your Equipment’s Core levels. Additionally, these perks intensify even more when you manage to subdue opponents tagged with Hostile Countermeasures.

As a gamer, I get to assign three key attributes: Firearms Proficiency, Endurance, and Electronics Expertise. Each attribute tier boosts my bonus points in those areas.

Firearms

  • Grants +[X]% Critical Hit Chance (CHC) that bypasses the CHC cap.
  • Tier 5 Effect: Instantly refills all ammo, including Signature Weapon ammo.

Stamina

  • Applies +[Y]% Bonus Armor every 300k damage you take.
  • Tier 5 Effect: Instantly refills all Armor Kits.

Electronics

  • Every time a skill is used, the cooldown of your other skill is reduced by [Z]% of its current value. (Note: Shields are excluded.)

Tier Progression and Effects Based on Score:

  • Tier 1
  • [X]Firearms: 2
  • [Y]Stamina: 2.5
  • [Z]Electronics: 7.5
  • Tier 2
  • [X]Firearms: 4
  • [Y]Stamina: 3.25
  • [Z]Electronics: 11.25
  • Tier 3
  • [X]Firearms: 5
  • [Y]Stamina: 4
  • [Z]Electronics: 13.75
  • Tier 4
  • [X]Firearms: 6
  • [Y]Stamina: 5
  • [Z]Electronics: 16.25
  • Tier 5
  • [X]Firearms: 10
  • [Y]Stamina: 7.5
  • [Z]Electronics: 22.5
  • Extra Effect:
  • Firearms: Complete Ammo Refill (including Signature)
  • Stamina: Armor Kits Refilled
  • Electronics: Both Cooldowns Reset

Attribute Scores are influenced by your gear and combat actions:

  • Each Gear Core adds to your baseline score.
  • Killing marked enemies grants bonus points.

Active Modifiers

This season offers 5 Active Enhancers, specifically crafted to use up your existing score bonus for a strong temporary upgrade. These perform optimally when used in tandem with a team, but even solo gamers can reap substantial benefits from their influences.

  • Broken Link – on activation, freeze all attributes at their current score and double the values of each current bonus offered by the attributes’ respective tiers, for a limited duration. Passive Modifier values are also doubled for the duration.
  • Target-Rich Environment – on activation, 3 unmarked targets within 35m will each be marked with a different mark. For the next 15s, your kills and assists will yield a x2 attribute score multiplier. After the 15s are up, freeze the attributes at their current score and the values of each current bonus offered by the attributes’ respective tiers is multiplied by 4 for 25s. Passive Modifier values are also doubled for the duration.
  • Assault Link – on activation, the player’s Firearms Score is set to Tier 5 for the duration of the ability. Allies within 10m are granted a Firearms Score bonus when cast. The player gains +5% Weapon DMG for every non-red core equipped. Attributes are frozen and bonuses are multiplied by 4 for the duration of the modifier. Duration increased by 3s for each ally nearby at the time of activation. Passive Modifier values are also doubled for the duration.
  • Security Link – on activation, the player’s Stamina Score is set to Tier 5 for the duration of the ability. Allies within 10m are granted a Stamina Score bonus when cast. The player gains 60k extra Max Armor for every non-Blue core equipped. Attributes are frozen and bonuses are multiplied by 4 for the duration of the modifier. Duration increased by 3s for each ally nearby at the time of activation. Passive Modifier values are also doubled for the duration.
  • Tech Link – on activation, the player’s Electronics Score is set to Tier 5 for the duration of the ability. Allies within 10m are granted an Electronics Score bonus when cast. The player gains +10% Skill Efficiency for every non-Yellow Core equipped. Attributes are frozen and bonuses are multiplied by 4 for the duration of the modifier. Duration increased by 3s for each ally nearby at the time of activation. Passive Modifier values are also doubled for the duration.

Passive Modifiers

This season’s benefits derived from Passive Modifiers are contingent upon your present Attribute Levels. As far as you maintain the necessary Level for a particular Attribute, the associated advantage remains active. If you fall short of this Level, the benefit is deactivated.

  • Loaded up – 25% of +Critical Hit Chance (CHC%) is added as +Critical Hit Damage (CHD%) while Max Tier in Firearms.
  • Specialized – Signature Weapon DMG is boosted by 10% for each Firearms Tier.
  • Extra Padding – Gain 5% Protection from Elites per Blue Core while Max Tier in Stamina.
  • Safety First – Hazard Protection is increased by 7.5% for each Stamina Tier.
  • Hands-on – While in Max Electronics Tier, 50% of the current Skill Haste bonus is added as a Skill Damage Bonus. ​
  • Interference Blocker – Disrupt Resistance is increased by 10% for each Electronics Tier.
  • The Best Kind of Defense – While at least Tier 3 in both Firearms and Stamina, gain +5% Headshot Damage for every 200k Armor you have.
  • Supportive – While at least Tier 3 in both Stamina and Electronics increases outgoing and incoming repair by 50%.
  • Tech Upgrades – While at least Tier 3 in both Firearms and Electronics increases Skill Duration by 25% of the current CHD value.
  • Multitasker – While at Tier 5 in all Attributes, you receive +7.5% Weapon DMG, 85k Max Armor increase and +1 Skill Tier.
  • A Tier a Day – For each Tier in any attribute, gain +5% Max Health.

Hostile Countermeasures

This season introduces Hostile Countermeasures—special enemy buffs represented by Marks.

As a seasoned gamer, I’ve noticed that foes could pop up carrying one, two, or even all three distinct Emblems, each offering unique perks. These Emblems are intrinsically linked to the Global Bonus and the Character Stats system.

Enemy Marks and Effects

  • Firearms Mark – the marked enemy gains +10% DMG and +20% Movement Speed.
  • Stamina Mark – the marked enemy gains Overheal. Critical Hit Damage is reduced by 25% on this enemy.
  • Electronics Mark – the marked enemy takes -33% Damage from skills and -33% Damage to Weakpoints. While their gadgets are deployed, they take -33% Damage.

In other words, an adversary can’t get the same tag (Mark) twice, but they are capable of possessing various distinct tags simultaneously.

Rewards for Engaging Marked Enemies

  • Killing a marked enemy grants Score Points in each Attribute corresponding to their Marks.
  • Assisting (dealing any damage) grants Score Points per relevant Attribute when the enemy dies.
  • Skill kills count as assists, not kills.
  • Skill-based assists do not grant any Score Points.

New Exotic Weapon

Pakhan – Exotic RPK-74

  • Talent “Pakhan”
  • Each kill with this weapon grants a stack of 50% Magazine Size to the next magazine, up to 4 stacks.
  • Exotic Mods:
  • Optics: +5% Weapon Damage
  • Magazine: +20 Rounds
  • Muzzle: +5% Crit Chance
  • Underbarrel: +5% Crit Chance

New Exotic Gear

Nimble Holster – Exotic Holster

  • Talent “Bob and Weave”
  • Receive 5% Repairs for every 1m run in cover-to-cover. Damage taken while doing a cover-to-cover is healed over 10s.

Tinkerer – Exotic Mask

  • Talent “Abridged”
  • If your Primary and Secondary weapon are not Exotic or Named and of the same type, the Secondary Weapon’s talent will also be applied to the Primary Weapon.

New Gear

Imminence Armaments – Brand Set

  • 1 Piece equipped gives +5% Weapon Damage
  • 2 Pieces equipped give +100% Increased Threat
  • 3 Pieces equipped give +60% Pistol Damage
  • Named Gear Pieces:
  • Named Backpack “Cap’n” – Talent “Perfect Leadership”
  • Performing a cover-to cover grants 20% of your armor as bonus armor to you and all allies for 10s. This is tripled if you end within 10m of an enemy. Cooldown: 10s.
  • Named Kneepads “Cloak” – Talent “Perfect Attribute”
  • +50% Reduced Threat

Measured Assembly – Gear Set

  • 2 Pieces equipped give +15% Skill Haste
  • 3 Pieces equipped give +60% Repair Skills
  • 4 Pieces equipped unlock a new unique Talent:
  • Talent “Huddle”
  • Receive +1 Skill Tier for each ally Agent that is within range of your Hive. While at Skill Tier 6, having at least one ally Agent in the range of your Hive of Smart Cover for 4s will grant Overcharge for 15s. Cooldown: 40s
  • Mortars and enemy Skills that enter the range of your Hive or Smart Cover will be destroyed/defused. Cooldown 30s. The cooldown is 15**%** faster for each ally Agent within the range of your Hive
  • Chest and Backpack Talents:
  • Chest Bonus – Talent “Hivemind”
  • Decrease the Overcharge cooldown from 40 to 25.
  • Backpack Bonus – Talent “Smart Cooperation”
  • Decrease the Destroy/Defuse cooldown from 30 to 15.

New Named Weapons & Talents

Lud – SOCOM MK16

  • Talent “ Perfect Streamline”
  • Receive +87% Weapon Damage when no Skills are on Cooldown.

Purist – Converted SMG-9 A2

  • Talent “ Perfect Streamline”
  • Receive +87% Weapon Damage when no Skills are on Cooldown.

Perfect Streamline – Weapon Talent

  • Receive 87% Weapon Damage when no Skills are on Cooldown.

Progression and Objectives

  • Seasonal Journey objectives can now be progressed while playing in co-op.
  • Scavenging Points are now shared between all characters on the account. Hardcore characters have their own separate pool. Access to the shared pool is granted for each new character upon gaining access to the SHD Watch.
  • Upon first logging in to Y7S1, the available Scavenging Point Pool will be set to the maximum of one character’s maximum gainable points.

Known Issues

Progression

  • Scout 1 Activity 3 cannot be completed.

Gear and Talent Functionalities

  • The “Cap’n” Named Backpack’s Talent name and description have not been updated to the perfect version (the Perfect version functionality does work)
  • The “Cloak” Named Kneepads are missing their Perfect Attribute
  • The Secondary Weapon’s Talent AR UI overwrites the Primary Weapon’s AR UI when using the “Abridged” Talent
  • The “Streamline” and “Perpetuation” Talents do not work with the “Abridged” Talent.

Modifiers

  • Assault Link, Security Link and Tech Link Active Modifiers do not gain the extra duration per nearby ally.
  • The Hard-Core Global Modifier’s Electronics cooldown reduction does not trigger for Skills that use Charges and Traps.

UI

  • The “Imminence Armaments” Brand Set’s items and talents are using placeholder icons.
  • The “Measured Assembly” Gear Set’s items and talents are using placeholder icons.
  • The “Bob & Weave” Talent is using a placeholder icon.
  • The “Abridged” Talent is using a placeholder icon.
  • The “Streamline” and “Perfect Streamline” Talents are using placeholder icons.

Art

  • The “Tinkerer” Exotic Mask is using a placeholder model.

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2025-04-26 23:22