I'll just copy paste your text in bold for better visibility:
This is mostly due to consoles and their restriction on patching, forcing them to roll it into bigger patches for verification
There have been cases of console games getting hotfixed in the past and considering how big some of the issues in TD are (relative to the nature of the game, if it was singleplayer no one would bat an eye) I think that should've been the case here. I think the real reason is that Massive probably had extensive help in the engine/programming department from other Ubi studios and they're likely waiting on them before they can even start fixing some of these issues. At the end of the day it doesn't really matter, things are what they are and the fact is that a large scale multiplayer game still has gamebreaking glitches a month after release.
Half? Really? There are a few that don't work as intended, and 1.1 will fix at least a few of those.
Half might be a stretch but the last time I checked reddit the tally was at 12 talents and those got discovered because they were popular due to how good they sounded on paper. I don't even want to guess how many of the undesirable talents don't work as intended.
Mostly depends on playstyle/spec, but some are straight up better than others imo
I mean talents like these:
Commanding: Every kill performed while the signature skill is active extends its duration by x%.
Dominant: Every kill while your signature skill is active reduces the cooldown of your other skills by x%.
Intense: The first bullet of a magazine has a x% chance to apply the 'on fire' status effect.
Provident: The last bullet in your magazine deals x% bonus damage.
Proficient: The first bullet shot when out of combat has a x% chance to result in a critical hit.
Restored: Killing a target with this weapon removes all negative status effects. (you can't shoot when affected by most status effects)
These are just the worst offenders, then there's another third of them that are so badly outclassed by others that it's just silly. I can't help but think that the talents were put into place very early on and as the game changed during development they simply never adjusted them. One problem that a lot of them share is the numbers balance - on kill bonuses are pretty insignificant when you match them versus challenge mode targets and the TTK there. This is very much a rookie mmo dev mistake, too many things are balanced around normal gameplay (leveling, etc) and do not account for harder content in the game and the scaling issues it introduces. This is why talents like Brutal and Deadly are so popular - not only because people like big numbers but because they are great passive talents that are always on and don't rely on any triggers or special circumstances to activate.
Nomad set is very poor, 4 set is very nice but the rest is meh at best and you can argue Tactician gear is bad as well, due to the current cap, hope it gets lifted
Yes I was really disappointed when I saw the Nomad bonuses. I really hope that these sets will come with signature stats on them, that could salvage it. If however they can roll the same stats as the HE gear currently does then I see absolutely no reason to ever wear the Nomad set. Striker set is just insane and needs to toned down, Tactician is ignoring the current limitations like you said, but at least the Sentry set seems ok, though I think that they shoud limit the stacking mark debuff to 1 instead of 3.
That's just wrong, the time between the PC nerf and the crafting and drop has been weeks. PC is hardly difficult to come by at all and if anything almost worthless next patch
I wasn't implying that PC and crafting nerf came at the same time. The point I was trying to make was that PC per named enemy kill was reduced from 10-15 (correct me if I'm wrong, I was late to the endgame party) to 1-3. That is ~85% reduction! Not to mention that they left all other PC prices as they were before the nerf. This tells me a couple of things:
a) They haven't done their research on how the hardcore players play the arpgs when they're released
b) They implement changes based on the top 5% of the players - this is both good and bad, these nerfs always hit the casual players the hardest
c) When implementing balance changes they don't have the big picture in mind, otherwise they would have adjusted PC prices on things like rerolling accordingly
And yeah, PC is worthless now - to the players who spent 250h on the game since release. But there are a lot of players out there who are just now hitting 30 and still trying to get enough PCs to buy their first weapon blueprint.
I agree, the cap is too low with the new sets coming out, but a electronics build works VERY well in PvE, especially as a group support but even then solo electro build got crazy damage and 100% uptime. As for weapons I strongly disagree, my shotgun outclass SMGs and my AR outclass DMRs. Play smart, play safe and they ain't got shit on you.
Electronics damage is garbage. The biggest hitter is the sticky BFB which is capped at 250k. If you're lucky you'll hit 3-4 enemies at once and proc the 40% talent bonus. If you're lucky enough to have a Caduceus you'll spend the next 10 seconds or so trying to land the 15-20 headshots required to reset your cooldowns, otherwise you'll just wait the full 30s for the skill to come off the cooldown. In this time most of the enemies will die and you'll be able to fire another 250k sticky at the lone enemy who's down to his last sliver of health. Meanwhile the SMG user is spitting out 120k crits from smart cover with pulse up, at 1000 rpm. And the sniper in your group is shitting on enemies with 500k crits, using a purple m1a. Good luck competing with that.
This relegates the electronics builds to CC/buff role. For CC you don't even need to stack skill power, you only need Caduceus because Coolheaded is % based anyway so short cooldown don't offer any benefit. For buffing you're better off splitting your stats into firearms/sta and get to decent SP (20k) with SP mods on gear and gear slots. Your team will be better off with 3.5 half dps and a half decent buffer than 3 dps and a full time zero dps buffer. And lastly, there's the issue of electronics being limited to 2 skills + ultimate. If it was 3 I think the spec would be much more desirable but as it is I just don't think it's worth it.
I won't even get into your comment about shotties and ARs because it's pretty clear you haven't used a good rolled SMG or m1a with balanced if you think that these two weapons can be outclassed by anything that's currently available in the shotgun/AR category.
tldr: When it comes to design and game balance The Division is currently in Jay Wilson phase. It could become really great over time but it's still unfortunate that they've made so many of the same mistakes as the other developers before them.