The Division 2 TU22 PTS Phase 1 Patch Notes Are Out; New Gear, Weapons and More Detailed
Ubisoft has released The Division 2 TU22 PTS Phase 1 patch notes ahead of the client going live tomorrow, September 20 for PC players. This is one huge patch where we get to read up on Seasons 2.0, seasonal modifiers, and a lot of weapon and gear changes as well.
The Division 2 TU22 PTS Phase 1 Patch Notes:
Size without PTS build on Connect: ~97GB
Size if PTS build already is on Connect ~18GB
START DATE:
Friday, September 20th, at 1:00 PM CEST / 7:00 AM EDT / 4:00 AM PDT
END DATE:
Monday, September 23rd, at 1:00 PM CEST/ 7:00 AM EDT/ 4:00 AM PDT
SEASONS 2.0
Seasonal Journey
The new Seasonal Journey introduces a structured progression system with 7 sequential missions, each containing 8 objectives. It is designed to guide players through the early stages of each new season, offering a mix of challenges and goals that introduce key mechanics. Available from level 1, even new players can jump right into the current season’s content.
The entire Seasonal Journey unlocks at the start of the season. As you complete each mission and objective, you’ll earn various rewards, including XP, Season Pass XP, progression-boosting items, resources, and active modifiers. Completing the entire journey will grant you a unique cosmetic item.
Seasonal Modifiers
The Seasonal Modifiers are central to each season’s unique gameplay, spicing up the usual rules and mechanics of the game. There are four distinct types of modifiers, each playing a crucial role in shaping player experience:
- Global Modifiers set the overall theme of the season and are active at all times while the system is enabled, affecting the core gameplay loop.
- In the first season, the theme is “range.” The Global Modifier, “Point Blank,” grants a bonus damage based on distance from enemies.
- Active Modifiers function like “ultimate” abilities, giving your character a short burst of power.
- Players can choose from a selection of Active Modifiers, but only one can be equipped at a time. For the first season, they manipulate the range zones set by the Global Modifier.
- Passive Modifiers work in conjunction with the Global Modifier, adding extra bonuses.
- Players can equip up to three Passive Modifiers simultaneously. In the first season, these modifiers provide additional benefits based on the range zones from the Global Modifier.
- Hostile Modifiers: These represent how the enemies adapt to your new abilities.
- As players progress through the season, enemies will gradually gain new abilities linked to specific enemy types, forcing you to use the Global, Passive, and Active Modifiers strategically to counter them.
The modifier system can be disabled at any time and is mutually exclusive with global events, allowing players to control how they engage with the seasonal challenges.
Priority Objectives
The Priority Objectives system offers a variety of short-term objectives, enhancing the way players can farm for items and resources in the game. The Priority Objectives system becomes available upon reaching level 30.
Players can choose from three objectives, selecting one based on limited information such as duration, reward category, and mission type. Once a selection is made, it is locked in, and the full details of the objective and its rewards will be revealed.
If none of the objectives appeal to the player, the system allows for rerolls. Players can earn reroll points by completing Priority Objectives, with a maximum of three rerolls stored at any time.
There is no limit to the number of Priority Objectives a player can complete, and rewards include XP, Season Pass XP, items, resources, and passive modifier unlocks.
Manhunt Scouts
Manhunt Scouts is a new system that drives the game’s narrative by requiring players to complete weekly activities that reward them with equipment, XP, materials, and, most importantly, new collectibles.
Each week, players can tackle a Scout, which consists of three different activities. These activities will vary, and players must solve a small riddle to complete each one. Activities should be completed in order, and once all three are finished, players will receive the Scout Reward.
Once all activities in a Scout are completed, players will receive a bigger reward, including a unique collectible. However, new Scouts cannot be accessed until the current one is completed.
By the end of the season, completing all Scouts unlocks the Manhunt Climax Mission, and finishing that unlocks the Master Climax Mission, so make sure to stay on track each week.
NEW GEAR
Legatus S.p.A. – Brand Set
- 1 Piece equipped gives +30% Swap Speed
- 2 Pieces equipped give +50% Optimal Range
- 3 Pieces equipped +15% Weapon Damage
- Named Gear Pieces:
- Named Backpack “Vigil” – Talent “Perfect Versatile”
- Amplifies total weapon damage for 10s when swapping between your primary and secondary weapons if they are different.
- 45% to enemies within 15m for Shotguns and SMG’s
- For PvP: 35% to enemies within 15m.
- 45% to enemies further than 25m for Rifles and MMR’s
- For PvP: 35% to enemies further than 25m.
- 20% to enemies between 15-25m for LMG’s and AR’s
- At most once per 5s per weapon type.
- Named Mask “Visionario” – Perfect Attribute
- +50% Optimal Range
- Named Backpack “Vigil” – Talent “Perfect Versatile”
Virtuoso – Gear Set
- 2 Pieces equipped give +15% Weapon Handling, +15% Magazine Size
- 3 Pieces equipped give 15% Weapon Damage
- 4 Pieces equipped unlock a new unique Talent:
- Talent “Symphony”
- Killing an enemy further than 30m will provide +30% Weapon Damage to Shotguns, SMG’s and Pistols, +15% Weapon Damage to AR’s and LMG’s and 25% Bonus Armor for 10s.
- Killing an enemy within 30m will provide +30% Weapon Damage to MMR’s and Rifles, +15% Weapon Damage to AR’s and LMG’s and +30% Headshot Damage for 10s.
- Intermittently killing enemies from both ranges will build up stacks. At 4 stacks, all bonuses are doubled and triggered at the same time for 10s. No stacks are acquired while these bonuses are active.
- Talent “Symphony”
- Chest and Backpack Talents:
- Chest Bonus – Talent “Fortissimo”
- Double the Weapon Damage bonuses of Symphony.
- Backpack Bonus – Talent “Accelerando”
- Decrease the number of stacks needed to proc the Symphony double buffs from 4 to 3.
- Chest Bonus – Talent “Fortissimo”
Centurion’s Scabbard – Exotic Holster
- Talent “Counter”
- Swapping weapons will give the following groups of bonuses one by one, in order:
- 1️⃣ 20% Rate of Fire, +20% Weapon Damage
- 2️⃣+50% Magazine Size, +50% Reload Speed
- The bonuses remain active for 8s or until the next weapon swap.
- Swapping to your sidearm will not trigger the next group of bonuses
NEW WEAPONS & TALENTS
EXOTIC WEAPON
Strega – Exotic FAL
- Talent “Unnerve”
- Killing and enemy will apply a mark on every enemy within 20m of it. Multiple marks can be applied on the same enemy.
- Deal 15% Amplified Damage per mark to marked enemies.
- Weapon Mods:
- Magazine: +20 Rounds
- Muzzle: +5% Critical Hit Damage
- Optics: +5% Critical Hit Chance
- Underbarrel: +10% Weapon Handling
NAMED WEAPONS & TALENTS
Precision Strike – Weapon Talent
- Killing enemies father than 20m builds up stacks. Max stack is 3.
- Hitting an enemy within 20m will use all stacks to provide +20% Amplified Damage per stack to enemies within 20m for 5s.
Perfect Precision Strike – Weapon Talent
- Killing enemies father than 20m builds up stacks. Max stack is 2.
- Hitting an enemy within 20m will use all stacks to provide +35% Amplified Damage per stack to enemies within 20m for 5s.
REWORK
Sledgehammer – Weapon Talent
- Dealing damage with a grenade applies a mark on target. Targets with marks will take 30% more damage to armor from the agent that applied the mark and have a -20% movement speed. Mark disappears after 10 seconds.
- Previously: Dealing damage with a grenade applies a mark on target. Targets with marks will take 30% more damage to armor and have a -20% movement speed. Mark disappears after 10 seconds.
Mosquito Song – Exotic Pistol
- Hitting an enemy applies a stack. Stacks are shared between players.
At 5 stacks, the enemy will forcefully target the last player to apply a stack for 5s and take 40% more damage to armor. (from all sources). Stacks deplete every 5s. Activating the effect on an enemy will remove all stacks from other enemies. - Previously: Hitting an enemy applies a stack. Stacks are shared between players.
At 10 stacks, the enemy will forcefully target the last player to apply a stack for 5s.
Stacks deplete every 5s. Activating the effect on an enemy will remove all stacks from other enemies.
As of TU22, the following Rifles and MMR’s will become fully automatic:
Y6S2 PTS Phase 1 – Balancing – Weapons & Talents
BALANCING
With the introduction of Seasons 2.0, which brings new features like Modifiers, Scouts, Priority Objectives and the Seasonal Journey, we’ve taken a fresh approach to balancing, aiming to give different playstyles more distinct personalities.
This update will address a wide range of elements, including various weapon categories, Exotic weapons and gear, weapon mods, talents, and gear sets.
- 🟢 – Buff
- 🔴 – Nerf
GEAR SETS
Hard Wired
4 Piece Talent
- Whenever you use or cancel a skill, your other skill’s cooldown is automatically reduced by 30s while increasing total skill damage and repair by 10% for 20s. Feedback Loop can occur once every 10s🟢
- Before: Whenever you use or cancel a skill, your other skill’s cooldown is automatically reduced by 30s while increasing total skill damage and repair by 10% for 20s. Feedback Loop can occur once every 20s.
Backpack Talent
- Decreases Feedback Loop cooldown from 10s to 5s 🟢
- Before: Decreases Feedback Loop cooldown from 20s to 10s.
📄Note: Changes won’t affect PvP
Aegis
4 Piece Talent
- Get **+4%**🟢 Damage Resistance for every enemy that is targeting you.
The bonus is multiplied by 1.X, where X is the number of agents in your group. - Before: Get +3% Damage Resistance for every enemy that is targeting you. The bonus is multiplied by 1.X, where X is the number of agents in your group.
Backpack Talent
- Increase Stoic Damage Resistance bonus from 4% to 5% 🟢
- Before: Increase Stoic Damage Resistance bonus from 3% to 4%.
Heartbreaker
4 Piece Talent
- Headshots apply pulse 5s. Weapon hits on pulsed enemies add and refreshes a stack of +1% bonus armor and **+1.3%**🟢 damage to pulsed enemies for 5s. Max stack is 50. Two stacks are lost per second.
- Before: Headshots apply pulse 5s. Weapon hits on pulsed enemies add and refreshes a stack of +1% bonus armor and +1% damage to pulsed enemies for 5s. Max stack is 50. Two stacks are lost per second.
Aces & Eights
4 Piece Talent
- Flip a card when landing shots with a Rifle or Marksman Rifle 🟢. After 5 cards are flipped, the damage of your next shot is amplified by 30%. More shots are enhanced the better the hand revealed. Four of a Kind: 4 shots, Full House: 3 shots, Aces and Eights: 2 shots. Flip an additional card on headshots.
- Before: Flip a card when landing shots with a Marksman rifle. After 5 cards are flipped, the damage of your next shot is amplified by 30%. More shots are enhanced the better the hand revealed. Four of a Kind: 4 shots, Full House: 3 shots, Aces and Eights: 2 shots, Flip an additional card on headshots.
Breaking Point
Backpack Talent
- Increases On Point Weapon Damage bonus from 4 to 7.2 🟢
- Before: Increases On Point Weapon Damage bonus from 4 to 6.
Negotiator’s Dilemma
Backpack Talent
- Increases Crowd Control damage to additional marked enemies from 60% to **112%**🟢
- Before: Increases Crowd Control damage to additional marked enemies from 60% to 100%.
Ongoing Directive
Chest Talent
- Increases Hollow-Point Ammo damage amplification from 20% to 50% 🟢 Does not affect party ammo.
- Before: Increases Hollow-Point Ammo damage amplification from 20% to 35%. Does not affect party ammo.
📄Note: Changes won’t affect PvP
Striker’s Battlegear
Backpack Talent
- Increases total weapon damage gained per stack of Striker’s Gamble from 0.65% to 0.85% 🔴
- Before: Increases total weapon damage gained per stack of Striker’s Gamble from 0.65% to 1%.
Umbra Initiative
4 Piece Talent
- While in cover, gain 10 Stacks per second up to 50. Each stack will give 1.2% Critical damage🟢 increase and 0.4% RPM🟢 Buff does not apply while shooting from cover. While out of cover Agents lose 2 stacks per second at normal speed and 1 stack per second if sprinting. While out of cover and in combat, gain 10 Stacks per second up to 50. Each stack will give 0.8% Armor regen when it is consumed. Stacks consume, 10 stacks per second, only in cover.
- Before: While in cover, gain 10 Stacks per second up to 50. Each stack will give 1% Critical damage increase and 0.3% RPM. Buff does not apply while shooting from cover. While out of cover Agents lose 2 stacks per second at normal speed and 1 stack per second if sprinting.While out of cover and in combat, gain 10 Stacks per second up to 50. Each stack will give 0.8% Armor regen when it is consumed. Stacks consume, 10 stacks per second, only in cover.
📄Note: Changes won’t affect PvP
BRAND SETS
EXOTIC WEAPONS
Bighorn
- Talent:
- When scoped, switches to semi-automatic mode, dealing 450% weapon damage with each shot. Headshots grant +6%🟢 headshot damage. Stacks up to 25 times. Once at full stacks, 10 stacks decay every 4 seconds until all stacks have been removed. Headshots delay decaying of stacks.
- Before: When scoped, switches to semi-automatic mode, dealing 450% weapon damage with each shot. Headshots grant +4% headshot damage. Stacks up to 25 times. Once at full stacks, 10 stacks decay every 4 seconds until all stacks have been removed. Headshots delay decaying of stacks.
- Mods:
- Optics: +40% Headshot Damage; Mag: +20%🟢 Reload Speed; Muzzle: +20%🟢 Accuracy; Underbarrel: +20%🟢 Stability
- Before: Optics: +30% Headshot Damage; Mag: +10% Reload Speed; Muzzle: +10% Accuracy; Underbarrel: +10% Stability
St. Elmo’s Engine
- Mods:
- Optics: +15% 🔴Critical Hit Damage; Mag: +30 Rounds; Muzzle: **+15%**🔴 Critical Hit Chance; Underbarrel: +10% 🔴 Weapon Handling
- Optics: +20% Critical Hit Damage; Mag: +30 Rounds; Muzzle: +20% Critical Hit Chance; Underbarrel: +20% Weapon Handling
- Extra:
- -10 Rounds 🔴
Eagle Bearer
- Mods:
- Optics: +15% 🟢Critical Hit Chance; Mag: +30 Rounds; Muzzle: +20% 🟢Critical Hit Damage; Underbarrel: +10% Weapon Handling
- Before: Optics: +10% Critical Hit Chance; Mag: +30 Rounds; Muzzle: +15%; Critical Hit Damage; Underbarrel: +10% Weapon Handling
Chameleon
- Talent:
- Hitting 30 headshots grants 20% critical hit chance and 50% critical hit damage for 45 seconds. Hitting 65 🟢body shots grants 90% weapon damage for 45 seconds. Hitting 20 🟢leg shots grants 150% reload speed for 45 seconds. Exiting combat refreshes timer on all active buffs.
- Before: Hitting 30 headshots grants 20% critical hit chance and 50% critical hit damage for 45 seconds. Hitting 75 body shots grants 90% weapon damage for 45 seconds. Hitting 30 leg shots grants 150% reload speed for 45 seconds. Exiting combat refreshes timer on all active buffs.
Lady Death
- Mods:
- Optics: +15% 🟢Critical Hit Chance; Mag: +10% Reload Speed; Muzzle: +10% 🟢Critical Hit Damage; Underbarrel: +500% Melee Damage
- Before: Optics: +10% Critical Hit Chance; Mag: +10% Reload Speed; Muzzle: +5% Critical Hit Damage; Underbarrel: +500% Melee Damage
Backfire
- Talent:
- Dealing damage to enemies adds a stack of 2% Critical Hit Damage 🟢. Stacks last for 10s and are capped to 100🟢. On Reload, applies a 10s bleed to yourself which deals 0.5% armor damage per stack.
- Before: Dealing damage to enemies adds a stack of 1% Critical Hit Damage. Stacks last for 10s and are capped to 200. On Reload, applies a 10s bleed to yourself which deals 0.5% armor damage per stack.
- Mods:
- Optics: **+15%**🟢 Critical Hit Chance; Mag: +20 Rounds; Muzzle: **+15%**🟢 Critical Hit Damage; Underbarrel: +10% Stability
- Before: Optics: +5% Critical Hit Chance; Mag: +20 Rounds; Muzzle: +5% Critical Hit Damage; Underbarrel: +10% Stability
Chatterbox
- Talent:
- When you reload, rate of fire is increased by **25%**🟢 for each enemy within 15 meters for the duration of that magazine. Max stacks: 5. Kills refill 50% of your magazine.
- Before: When you reload, rate of fire is increased by 20% for each enemy within 15 meters for the duration of that magazine. Max stacks: 5. Kills refill 50% of your magazine.
- Mods:
- Optics: +15% Critical Hit Chance; Mag: +10 Rounds; Muzzle: +15% 🟢Critical Hit Damage; Underbarrel: +10% Weapon Handling
- Before: Optics: +15% Critical Hit Chance; Mag: +10 Rounds; Muzzle: +5% Critical Hit Damage; Underbarrel: +10% Weapon Handling
- Extra:
- +14% Weapon Damage 🟢
Ouroboros
- Extra:
- -10.4% ROF 🔴
- -10 Rounds 🔴
Iron Lung
- Mods:
- Optics: +10% Critical Hit Chance🟢; Mag: +35 Rounds; Underbarrel: +20% 🟢Critical Hit Damage
- Before: Optics: +10% Critical Hit Damage; Mag: +35 Rounds; Underbarrel: +10% Critical Hit Damage
- Extra:
- -10% Weapon Damage 🔴
Bluescreen
- Mods:
- Optics: +20%🟢 Reload Speed; Mag: +15% Weapon Handling; Muzzle: +20% 🟢Rate of Fire; Underbarrel: +10% Stability
- Before: Optics: +10% Reload Speed; Mag: +15% Weapon Handling; Muzzle: +10% Rate of Fire; Underbarrel: +10% Stability
Bullet King
- Mods:
- Mag: no bonus; Muzzle: +15%🟢 Critical Hit Chance; Underbarrel: +20%🟢 Stability.
- Before: Mag: no bonus; Muzzle: +5% Critical Hit Chance; Underbarrel: +10% Stability
- Extra:
- +10% Weapon Damage 🟢
Ruthless/ Merciless
- Mods
- Optics: +15%🟢 Accuracy; Mag: +10% Reload Speed; Muzzle: +15% 🟢Stability; Underbarrel:\\ +15%**🟢Weapon Handling
- Before: Optics: +10% Accuracy; Mag: +10% Reload Speed; Muzzle: +10% Stability; Underbarrel: +10% Weapon Handling
Vindicator
- Talent:
- While scoped, the weapon will highlight a random body section of each enemy. The weapon amplifies damage by +60%🟢 Weapon Damage to highlighted enemies.
- Before: While scoped, the weapon will highlight a random body section of each enemy. The weapon amplifies damage by +40% Weapon Damage to highlighted enemies.
Scorpio
- Talent:
- Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target.
3 – Poison (PVP Bleed)🔴
6 – Disorient (PVP Disrupt)🔴
9 – Shock (PVP Ensnare)🔴
10 – Target takes 20% damage (from all sources)🔴
Duration of Status Effects is based on percentage of pellets hit on applying shot. - Before: Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target.
1 – Poison (PVP Bleed)
3 – Disorient (PVP Disrupt)
6 – Shock (PVP Ensnare)
7 – Target takes 20% damage (from all sources)
Duration of Status Effects is based on percentage of pellets hit on applying shot.
- Shooting a target applies stacks of venom, which last for 10s. Increasing stacks adds more severe debuffs to the target.
EXOTIC GEAR
Catharsis
- Talent:
- Taking damage builds stacks to a cap of 30. Each stack grants 1.5%🟢 Weapon Damage. Taking damage at max stacks triggers a purge, removing all stacks and Status Effects and then dropping a healing cloud which restores 5% of Max Armor for 10s to all allies in the cloud.
- Before: Taking damage builds stacks to a cap of 30. Each stack grants 1% Weapon Damage. Taking damage at max stacks triggers a purge, removing all stacks and Status Effects and then dropping a healing cloud which restores 5% of Max Armor for 10s to all allies in the cloud.
UPDATED LOOT POOL
Named Weapons
In TU22, a fresh batch of Named Weapons will be added to the loot pool for missions and mission bosses. Here’s what you need to know:
- The original loot tables will remain unchanged, but will now include additional opportunities to obtain the newly added items.
- While these items will have a higher drop rate, they are not guaranteed rewards and may still require multiple attempts to acquire.
- The likelihood of these weapons dropping will increase with the difficulty level of the mission.
- These new loot drop chances will be exclusively available for characters at level 40 or above.
- Importantly, these changes will not apply to “invaded” missions and are limited to their regular versions.
Camp White Oak
- Pyromaniac
- Mechanical Animal
- Kingbreaker
The Pentagon
- New Reliable
DARPA Research Labs
- Lefty
Roosevelt Island
- White Death
Manning National Zoo
- White Death
Coney Island
- Burn Out
- Born Great
Tidal Basin
- Dare
- Big Show
Coney Island Ballpark
- Tabula Rasa
- Carnage
Bank Headquarters
- Cabaret
- Grown Great
- Swap Chain
Capitol Hill
- Safety Distance
- Emeline’s Guard
- Cold Relations
Viewpoint Museum
- Cuelebre
- Tsunami
Disctrict Union Arena
- Baker’s Dozen
- Stage Left
Space Administration HQ
- Ekim’s Long Stick
- Designated Hitter
- Scalpel
Air & Space Museum
- Prophet
Jefferson Plaza
- Invisible Hand
- Glory Daze
- Test Subject
Jefferson Trade Center
- Quiet Roar
Federal Emergency Bunker
- Boomstick
- Backup Boomstick
- The Mop
American History Museum
- Surge
- Artist’s Tool
Potomac Event Center
- Relic
- Commando
Grand Washington Hotel
- Lightning Rod
KNOWN ISSUES
No word yet on when we’ll see this patch make its way out to the retail version, as the patch itself is just being tested now. You can stay up to date with all our The Division 2 coverage here.
[Source: The Division Trello Board (1, 2, 3)]
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