u/KingOfPotatok

Why Isn't a Super Helldive Allowed To Be Obscenely Difficult?

I am not discussing individual enemy design and balance, nore am i talking about the glitch that spawns enemys directly on top of you, I am specifically talking about the normal spawnrates.

Of all the discourse surrounding game balance and difficulty, one of the points I keep seeing periodically brought up is that spawrates are becoming overtuned on D10.

It happened with the cyborgs and the vox engines with people saying that too many patrols were over-spawning and that people didn't have time to breathe. And now it's happening with the Spore burst strain ware agian some members of the community are saying that spore titans and chaff patrols are over-spawning.

The game is a Horde shooter, and you are willingly playing the max difficulty of a horde shooter. You are not forced to its a consciousness and unrequired choice to play on d10.

And this isn't an issue of people getting better at the game, on non subfaction faction worlds the spawn rates for elite units and patrol amounts has been noticeably turned back since launch. It's a night and day comparison between the base factions and sub factions.

What good reason is thier for d10 to not be packed full of elite enemies and be under the pressure of constant approaching patrol spawns?

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u/KingOfPotatok — 11 days ago

The top three difficulties should be an absolute challenge for even experienced players, and thier should be no incentive to ever play them.

The current method that difficulty levels are expressed in HD2 satisfies absolutely one and breeds toxity and animosity within the community.

For the more casual player, the game is borderline impossible to complete and just an endless cycle of failure and death, and for the more experienced player, it's an absolute cakewalk were their basicly ensured that they will always succeed without ever facing a challenge.

I'm in the second group and for democracies sake, a lot of the challenges in higher difficulties come from the games, numerous glitches (mantle bug, invisible corpse bug, bodies warping into you bug, un-intractable objective bug, about 75% of the vox engine.)

This helldivers game, it should be a hell to dive in.

Things like temporary debuffs during MO's and enemy strains can only go so far in remedying this fact and act more as band-aids instead of attacking the root cause of this issue, with the root cause of this being how content is locked behind difficulty.

Expiernce, samples, and some content are barred behind the highest of difficulties, forcing newer players to fight in levels that are way above their comfort level. They can't just lower the difficulty because even on max difficulty, the game is an absolute SLOG to grind through, and lowering the amount of samples or xp required to achieve those upgrades is absolutely not a solution, as that would kill what little progression this game has.

For example, gun leveling starts off fast, but the meaningfully upgrades sit within the last few levels, and those levels require an INSANE amount of xp to chew through. Even on d10, it takes a fare bit of time to max out a gun, and if you don't have an ass load of free time it will take you weeks to level up a gun, even if soley playing max diff.

The same fact rings true for warbond medals and samples. Expecting newer or less adept players the realistically grind through those levels and upgrades on anything butt d10 is absolutely insane, and this is where a good part of the community animosity is forged.

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Newer and less adept players are forced to play out of their comfort zone so they can actually progress the game before the heat death of the universe.

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They get destroyed, very rarely completing missions for xp and medals, and even more rarely extracting with samples.

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They get pissed, They don't have fun. They stop playing, and no new influx of players, which means no money and a dead game, and Toxity begins to brew.

The entire point of this game is FUN.

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The devs are forced to lower the difficulty via reducing spawns and excessively buffing weapons (look at the explosive meta) or nerfing eneimes to the point of helplesness (I'm talking about the barrager tank) , so new players actually have a fighting chance.

(Ps I no that thjer is alot more nuiance to buffs and nerfs and it's not just because of player input. Things like the pre nerf Levithan needed to be changed due to it sucking and screwing over vehicles, and things like anti-Tank needed to be buffed because they used to be complete ass. One bile titan took ***4*** expendables to kill to the head at launch.

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Veterans and higher skilled players lose any form of challenge. They dont have fun. They get pissed. They stop playing, and the game looses its more dedicated player base.

The entire point of this game is FUN.

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The devs make an attempt to buff difficulty by adding new enemies or changing current ones( Vox spam and ap4 hive guard)

(Ps I know that alot of the controversy around the hive guard wasn't in its difficult but in the way that it fucked over sentries, but sum people were genuinely upset that it got harder to kill.)

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New and less adept players are not having fun agian. They get pissed. They stop playing, then the cycle repeats, and throughout this whole cycle, the whole community is on fire with vitriol and dumb ass terms like "Glaze Diver" and "Whine Diver."

New and expiernced players are pitted agianst each other.

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This is one of they many repeating controversies that is slowly strangling the fun and life out of this community, similarly to game progression discourse and the absolutely rampid bugs and glitches.

But this is one of the controversies that can be easily fixed with only a ***few*** simple changes.

Simply make it so thier is no incentive to play higher levels besides the lust for a challenge.

The first game did this by having the max two diffs d14 and d15 or "The definition of insanity" and "The Inner Circle Of Hell" give absolutely no new kit, which was un locked in the first war by competing difficult planets. The only bonus those max diffs gave was xp, some enemie variations, and samples, but the major one was the lack of kit on max diff.

Helldivers 2 could take this a step further by making it so their is absolutely ***NO*** incentive to play max difficulties.

By simply moving the amount of expiernce, medals, samples, and the prescence of mega nest/factories from D10 down to D7 and making D7 to D10 virtually the same besides the enemie prescience and difficulty (more specifically bot accuracy scaling with level), arrowhead could meet everyones play style.

New players could easily access xp, medals, samples

and mega structures( mega structures also don't add to mutch difficulty to the game so it won't be to jarring of a change), without getting thier balls crushed by 40 vox engines.

While more expiernced players could finally be given a challenge by buffing enemy's spawn rates on the max diffs, allowing those who want thier balls crushed by 40 vox engines to get thier wish.

Everyone will get a place for them to comfortably play in and have ***FUN,*** with absolutely no downsides.

And while this won't fix every issue plaguing the community such as game progression, rampant bugs and over/under tuned weapons and enemies.( pre nerf rocket devastator with infinite ammo, and agian the explosive meta.) This will atleast allow everyone to have a good time while those other issues are worked on.

Opinions on this?

u/KingOfPotatok — 17 days ago

The basic thought process behind the now reverted ap4 hive guards was pretty solid. The issue is that thier pretty pathetic in comparison to other bugs in the roster, as there is an abundance of different ways to entirely counteract their only advantages trait, which is their armor.

Making them ap4 fixed this by actually making their armor have a purpose. Forcing the player to use a little more thought than mindlessly blasting them the second they appear from a breach. This wasn't too difficult either as the second a single bullet grazed their shell, they would stand entirely still, and their lowered health pools ensured they died fast.

The issue with this change is that it entirely screwed over both med pen sentries and the gatling meck, really hurting their viability on the bug front. (Also, it's kinda of goofy watching a minigun deflect bullets of a bug the size of a miniature donkey)

How could the hive guard be meaningful buffed as to make it actually have an effect upon the battlefield without screwing over some of our kit?

u/KingOfPotatok — 22 days ago