This classic tactic is employed by most video game studios to sell video games. It's a form of forced obsolescence that's pretty effective.
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https://www.youtube.com/watch?v=LouVrPcB7Nw
A lot of people have drawn comparisons with the game's existing player base to viewership on Twitch.tv. Is this the case?
#TheDivision2
► Join The Channel ------ http://bit.ly/2DlmTLb
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► FOLLOW ON TWITTER http://bit.ly/2pv3eyM
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►Follow Me On Twitch: twitch.tv/gameydaddy
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https://www.youtube.com/watch?v=32VPSHuLlEA
In this video, we have the opportunity to take some build ideologies from a seasoned dungeon master on how to make a Cleric build. The Future Initiative guides this approach and the minor attributes are a significant source of damage as well. Enjoy!
#TheDivision2 #Cleric
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https://www.youtube.com/watch?v=VTJRbx-mcLM
https://forums.ubisoft.com/showthread.php/2205470
PATCH NOTES (**MODIFIED FOR SPACE**)
We are still evaluating several changes that are coming in on the server side and will update this post to reflect any changes.
Gameplay changes
Seasonal Manhunt is changed to allow progress at Normal difficulty and above. This will make playing together easier as all players will gain progress no matter what difficulty was set by the group leader.
Seasonal Manhunt is receiving a button in the Manhunt UI that allows players to reset the Manhunt to replay it. This allows players to reset the progress specifically and without changing the Global Difficulty.
This also means changing the Global Difficulty will not reset the Seasonal Manhunt and players are required to reset it via the Seasonal Manhunt UI.
Coyote’s Mask will drop from Coyote with an increased drop chance on higher difficulties.
We are also looking into providing the Mask for players that have not received them even though they reached Season Rank 35.
Increasing the reward quality for the following Open World Activities to be in line with other activities: Public Execution, Settlement Blockade and Propaganda Broadcast.
Reward caches from Conflict matches at maximum level are now of High-End quality.
Balancing changes:
Reduce NPC Damage output for all difficulties.
This applies to all NPCs and activities and enemies will do less damage to players compared to their current damage output.
Reduce NPC Health and Amor for group scaling.
Enemy Health and Armor scaling for 2-, 3- and 4-player groups based on Veterancy.
This means Red, Veteran, Elite and Named enemies will have their Health and Armor reduced compared to their current values.
Additionally, we are adjusting Health and Armor based on activity difficulty.
This applies to Hard and Challenging difficulties where enemies will have lower Health and Armor compared to their current values.
An exception are Heroic and Legendary difficulty enemies which will have their Health and Armor increased to compensate for the group scaling reductions to their values.
Black Tusk specific adjustments which went live earlier last week
Reduced the health of Warhounds.
Reduced damage of Warhound Sniper.
Reduced the damage of the 360 spin of Warhound minigun.
Increased the intention icon duration of the 360 spin from Warhound Minigun to give players more time to react.
Reduced weak point health of Warhound Grenadier’s Control Unit.
Support Station
Reduced Base Health of Support Station.
Adjusted health scaling of Support Station with Veterancies.
Increased likelihood of Support Stations being deployed in the open (away from cover).
EMP effects will now
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https://www.youtube.com/watch?v=6DWhwtDesF0
So, is it the end of the line for the franchise, or is there still more to come? We shall wait and see.
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https://www.youtube.com/watch?v=IMxGaX6NmEM
In this video, I discuss the main reason this game will strike at the heart of players. The difficulty is very varied and provides an unpredictable challenge to gamers.
#EldenRing
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https://www.youtube.com/watch?v=T4sF3mR7THc