-5 points

The most common complaint is that the co-op game is going around in circles, as Arrowhead nerfs the current meta into the dirt while making the game much harder for longtime players.

I have a solution for that :

GIT.GOOD.

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7 points

I haven’t played since the PSN fiasco…what’s going on now?

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16 points

Bruh, the article your commenting on is an explanation of what’s going on since the PSN fiasco, you could just read it, since you opened the post anyways.

However, with that being said, new patch hit and added a bunch of content and balance changes. Discussion of the new content has largely been sidelined by people complaining about the balance changes. Players are frustrated that a meta develops, and then the devs nerf that meta into oblivion because they are trying to prevent “one-size-fits-all” solutions. Another complaint is that it takes far too long to kill enemies unless you are using the exact tool the devs intend you to use. Devs publicly agree that time to kill is excessive at the moment, but don’t believe the solution is just to buff all weapons. They promise to continue working on the balancing to find a happy medium.

That’s the gist of it based on OPs post at any rate.

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3 points

Thanks lol

I wasn’t sure about the longer term background issues simmering under the surface

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41 points

Perhaps they need to stop nerfing stuff nobody asked to get nerfed. The flamethrower was fun to use, but it was also necessary because of the broken amount of charger spawns that made it a vital weapon in battling these.

It’s not a competitive game, there should be no need to nerf stuff unless it’s broken beyond comprehension. In this case the charger spawns were utterly broken in many difficulties and missions, but instead they chose to “fix” the weapon instead of the spawns.

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-13 points

It’s not a competitive game, so why do people feel the need to play the highest difficulty if they can’t deal with an enemy you learn in d4 mission?

There is no broken amount of chargers. There are people incapable of dealing with them, which makes situations degenerate into chaos, which is exactly the point of this kind of enemy.

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23 points
*

This is not a difficulty level thing, it’s a broken feature thing.

It also wasn’t consistent every mission. I did level 9 all the time and sometimes it was easy as fuck with next to no spawns, and other missions we had 10+ chargers (I’m not kidding) and bile titans on top at the same time during extraction.

It was physically not possible that the four of us could spawn in enough anti-heavy weapons to deal with all of them while trying to stick around the extraction area. Even despite the fact that we were all equipped to deal with these enemy types.

Which is when it stops being a skill issue and just becomes a broken game issue. Devs have already changed how enemy spawns work in this game multiple times, and admitted that it hasn’t worked as it should’ve before.

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-9 points

Different things will affect your feeling : different missions have different enemy distribution for one, and biome and modifiers will make a massive difference in difficulty. I am also comfident sometimes MO planets have increased difficulty too.

And again, you don’t need anti heavy to kill a charger. Shoot the yellow part of the tail and even a primary can do it.

What you’re telling me here is that you weren’t coordinated with your team and not even trying to help eachother. Or that you were all clueless about how to kill a charger without AT weaponry.

If this is really the clueless part, this is very sad tbh.

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11 points

Tentacles make it worse. I’ve just been juggled by them for like 30 seconds or more at a time. If you get hit by one and ragdoll into another, you just bounce around until the game decides you’re allowed to play it again.

When those things spawn on the extract, it gets 10x more difficult, even on top of bile titans and chargers.

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35 points

Large swings of the nerf bat will always be met with equivalent backlash and negative feedback tends to overshadow the positive.

They acknowledged that they should not nerf the fun stuff and proceed carefully with balance going forward, and then deliver this update. On the one hand the nerf to the incendiary breaker is small enough and feels fair, on the other the complete neutering of the flamethrower feels like taking away our toy entirely.

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18 points

I have to respectfully disagree. I think that the breaker nerf was massive. I don’t find it fair at all. They should have nerfed the outgoing damage rather than make it impossible to actually use as a primary. 4 mags is functionally nothing. My friends run supply backpacks pretty often and I just kept hearing a chorus of “damn, you’re out of ammo again?”

I switched to the Slugger and it’s just a better weapon all-around, even with the changes. The recoil is heavy but the armor pen is choice against everything. Mag size is fine, single reload is great because you can’t fuck that up, and when it hits you feel the punch.

Flamethrower nerf is a huge travesty. Makes me really upset overall. It was the only tool consistently good at clearing chargers.

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9 points

Same. I’m finding myself constantly out of ammo having to use my secondary a lot and running out of ammo there too, as I wait for a resupply.

They mentioned they mostly do their testing at difficulty 5, which is nothing.

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12 points
*

I tuned into the live stream the other day to get the orange armor and it was massively painful watching the devs play the game worse than your friends. Watching them try to deal with chargers by mag dumping them in the head was kind of infuriating. Apparently the “peel the leg” meta is not obvious? They said something about thinking the easiest way to kill a charger was to attack the head, which is for sure not the case.

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9 points

It was the only tool consistently good at clearing chargers.

I feel like this is maybe the root cause issue more than anything else

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6 points

It’s also just plain wrong

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6 points

I enjoy the slugger again, adding back the punchy stun was all I wanted for it, and adjusting the falloff and accuracy to match is a fair compromise to their initial issues with it.

Now you get a real choice of the punisher for light pen damage, and the slugger for medium pen stun but lower damage overall. It makes both of them useful.

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7 points

I’ve been happy with the update, but I also rarely use the flamethrower or incendiary breaker. I normally play on 7s and my friends that use the incendiary said they are mostly fine in groups, but soloing objectives is harder.

The flamethrower change made chargers harder… But I prefer rocket pods for them anyway.

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57 points

Nerfing flame weapons then releasing a war bond with only flame weapons has to be the worst marketing move ever.

Even if the nerfing is totally fine, the messaging is awful, hey we just made this stuff worse come buy it from us now.

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3 points

I’m convinced the conversation went something like this:

“Hey we made these primary and secondary weapons that are mini flamethrowers, they don’t shoot as far but they’re still pretty cool, right?!”

“Cool, so you can kill a Charger with your pistol now?”

“Oh shit… Guess we’ll just nerf all fire damage then and say we’re doing it for ‘realisim’.”

“Sounds good, Chief.”

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3 points

Yeah, i think thats exactly what happened.

Let us kill chargers for gods sake, its not like they don’t put 12 of them out at the same time now… they are not exactly rare

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15 points

It’s not marketing that they fail, it’s communication. They should tell ahead of time which weapons are on their watch list, so it doesn’t seem like it falls from nowhere.

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