Among the Division 2's PvP offerings, Conflict mode stands out as a competitive, fast-paced, team-based battleground where strategy, build optimization, and quick reflexes determine victory. Based on 4v4 engagements, Conflict tests players’ ability to outmaneuver and outgun opponents in structured, objective-driven matches. Unlike the Dark Zones, SHD watch bonuses DO NOT APPLY. However, weapon DMG(varies by type), skill DMG, and skill healing reduction modifiers still do apply, and can be seen by selecting SHOW NORMALIZED STATS in the inventory menu. Ultimately, each game mode comes down to eliminating the other team before they eliminate you. Conflict can be accessed either through the map menu or a NPC at the Base-of-Operations.
Quickplay[]
Conflict currently only has one matchmaking option, Quickplay, which offers normalized stats (to an irrelevant degree), backfilling, and mercy rule. Matchmaking is seemingly random with no definitive skill, ranked, or squad based system. It contains three focused sub-modes: Skirmish, Domination, and Team Elimination. It also has 5 maps, Capitol Ruins, Fort McNair, Georgetown, Stadium, and Wharf.
Boosts[]
All maps and game modes have access to the same two boosts, DMG, and Armor. These boosts last a temporary amount of time, and provide a flat rate bonus to each player on one team. They will spawn periodically throughout the map, and only one player has to grab it for the entire team to get a bonus, However, it takes time to capture, and doing so leaves you defenseless, so many teams often camp a freshly spawned boost, waiting for an enemy player to grab it and eliminate them. Boost location spawns are random. Boost types are typically random (except for certain game mode specific ones). Boosts are available to grab for 1:00, and last for 30 seconds.
The Team Elimination game mode has access to two more boosts that the other game modes to not, Pulse, and Revive. Pulse lasts for a temporary amount of time, and leads you to nearby enemy players, highlighting them on your HUD for 30 seconds. The Revive boost revives all currently eliminated teammates during the round. The Pulse boost is just as likely to occur as the DMG and Armor boosts are. The Revive boost cannot be retrieved if no players on the collecting team are dead, and the chance of obtaining it increases as the amount of dead players on your team increases.
Furthermore, the Domination game mode has access to another specific boost, the +1 boost. The chance of obtaining the +1 boost increases as the gap between the teams increase, and can only be obtained if the collecting team has less points than the other team. The +1 boost doubles the amount of earned points for a team for 30 seconds.
Specialization Drops[]
Specialization Drops are crates that drop into open areas on all quickplay game modes, giving everyone on your team their respective Specialization ammo (amount varies based on type), which can be dropped on death and be picked up by the enemy team. These spawn periodically, and requires time to capture, presenting yourself as a target. They are available to grab for 1:00.
Mercy Rule[]
Mercy Rule triggers when one team achieves an overwhelming lead over the other, automatically ending the match to prevent further stomping. The exact thresholds depend on the game mode. The Mercy Rule timer can extend past the end of the game, although it does not prolong it.
Backfilling[]
Backfilling is when the game automatically adds you to a match that's already in progress to replace a player who quit or disconnected. This helps keep teams balanced instead of leaving one side short-handed. You might join a losing game, or even a winning one, although you are free to disconnect without in-game consequences. Games that you leave early in will still affect your stats.
Score[]
Throughout the match, players earn individual score for completing specific actions. The player with the highest score, regardless of the winning team, will be awarded MVP for the match. In game modes such as Skirmish, the sum of a teams' individual scores is used to determine a tiebreaker. These actions are included but not limited to:
- Eliminating, or assisting in eliminating an enemy player
- Successfully obtaining a boost or supply drop for your team.
- Reviving a downed teammate.
- Destroying enemy skills.
- Capturing an objective in Domination.
General Concepts[]
Builds that excel in PvE content are generally ineffective in Conflict due to normalization and balanced changes in PvP; the meta is different. Your build must execute its role for the team to function as a unit. Tank Builds should lead the charge, absorbing damage to protect their teammates. Use survivability to bait enemies into vulnerable positions, break enemy formations, and create openings for your squad. Skill Builds should position themselves slightly behind the team, acting as the backbone of map control. Use deployable skills to lock down lanes and deny enemy movement, while weakening armor and securing kills with status effects. DPS Builds need to utilize sightlines and head glitches to deal consistent damage from safety. Be ready to rotate quickly to support teammates in trouble or to swing a flank, keeping your focus squarely on shooting and eliminating targets. Above all, constant communication, callouts, and coordination between your team is the most important; You have to work together.
Mechanics[]
- Strafe horizontally and use instant armor kits in gunfights.
- Aim for headshots to maximize weapon damage.
Teamplay[]
- Stick together for most of the game to maintain tempo and prioritize team success.
- Downed players are camped to bait kills, so be careful to revive teammates.
- Position your team around corners or choke points to minimize enemy angles.
- Have multiple builds to play and fulfill roles as needed.
Spawn Points[]
- Spawn points are difficult to defend due to limited cover, exits, and head-glitches.
- Avoid staying in or around the spawn area too long, as it invites spawn traps.
Playing the Center[]
- The center often provides sightlines and access to the rest of the map.
- Position your team around corners and entryways to counteract flanks.
- Use skills to deny areas or punish enemies trying to push through.
- Use sightlines to pick off enemies trying to rotate or regroup.
Boosts and Drops[]
- Boosts and Specialization Drops are often located in open or exposed areas, making them risky to grab alone.
- Instead of rushing to grab a drop or boost, prioritize controlling the area around it. (Let the enemy overextend to grab it and punish them)
- Obtaining specialization drops and boosts early can help in initiating spawn traps, but avoid
- overextension.