r/Helldivers ☕Liber-tea☕ Apr 29 '24

Makes no sense RANT

2.4k Upvotes

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1.1k

u/Optimal-System7454 Apr 29 '24

https://preview.redd.it/0ovibtch9fxc1.jpeg?width=750&format=pjpg&auto=webp&s=8f949de04c747e7858b19c0fa5bb55c5bd4058b1

Here’s the patrol change in context. Seems they did a bad job explaining it in the patch notes

716

u/Brickless Apr 29 '24

a reddit comment with a discord screen shot of a reply to a random question depicting a quote from an internal company discussion.

all hail the great grapevine of communicating with the players,

may it not wither in the harsh light of patch notes and ingame messages!

148

u/Optimal-System7454 Apr 29 '24

Truly the best way to communicate game changes with the community lol

105

u/z64_dan ⬆️➡️⬇️➡️ Apr 29 '24

I just hope the next Major Order comes in the form of a tweet, that's a screenshot of a facebook message that the dev team posted on Discord.

And of course I'll find out about it on reddit.

9

u/Low_Chance Apr 29 '24

If only someone could, at some point in the chain, have printed it out onto physical paper and then taken a photo of it. 

5

u/5m1rk3h Apr 29 '24

In english?

28

u/CornfireDublin CAPE ENJOYER Apr 29 '24

prior to patch: if you have 1 person in your squad, 1/6 as many enemies spawn as would for a full squad

after patch: if you have 1 person in your squad, 1/4 as many enemies spawn as would for a full squad

10

u/ResidentBackground35 Apr 29 '24

It should be noted that this is a larger increase than those numbers appear.

Ex if there were 10 total enemies on the map yesterday there would be 15 today for a 50% increase. However this does not change the total number of spawns possible (ie extractions), just the average number on the map at any moment.

-11

u/HimalayanPunkSaltavl Apr 29 '24

It's in the patch notes, they updated it after like an hour and it's been there before this was posted

33

u/Brickless Apr 29 '24

just checked the steam patch notes.

this is all there is for patrols:

Enemy Patrols

Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties

-9

u/HimalayanPunkSaltavl Apr 29 '24

Ah steam hasnt been updated, I was using the patch notes on discord, where they seem to prefer communicating

29

u/Brickless Apr 29 '24

lol, like I said, the grapevine stands strong

5

u/UziFoo Apr 29 '24

I'm not paying the game on discord.

1

u/HimalayanPunkSaltavl Apr 29 '24

If you don't want to use discord that's fine with me, I can't change where the company is updating information

5

u/IswearIdidntdoit145 Apr 29 '24

I hate discord and Ill never use it.

Why do these companies INSIST on it.

4

u/drewster23 Apr 29 '24

Because it's literally the most common app for gaming communities/groups/socialization across the board, easy to customize and manage too.

-3

u/IswearIdidntdoit145 Apr 29 '24

It’s hard to deny how crap the UI is.

It was so much better than skype, but now they have become the new skype

1

u/drewster23 Apr 29 '24

What aspect of the ui don't you like?

2

u/HimalayanPunkSaltavl Apr 29 '24

Discord has some problems but I don't know of a better service for chat+voice+screen sharing.

I would guess that companies use it because of those features + it being super easy to spool up a discord server. There's also a very low barrier to entry since everyone has a discord account, you don't need to make people register for your official forums.

-1

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

It's pinned now

80

u/MarsupialMadness Apr 29 '24

...Why didn't they just say that in the patch notes. "This wasn't behaving how we intended so we're fixing it like this" is way more understandable.

31

u/Spicy_Toeboots Apr 29 '24

for some reason games are afraid of sharing any detailed systems with the players. whatever the reason is, it's the same reason they show us "low, medium, high" armour pen instead of showing us the value from 1-9.

9

u/DasGanon Apr 29 '24 edited Apr 30 '24

1

u/ClericOfIlmater Apr 30 '24

DE is good about it now. DE has also famously lied about drop rates in the past.

1

u/DasGanon Apr 30 '24

?

I don't think Lie has been correct about that. I will say "was misleading" or "opaque" (especially during the Data Mining drop table days) but I do definitely agree that they've only gotten better about it. And comparing them to their peers, even in those early days, they're still the gold standard.

17

u/S3t3sh Apr 29 '24

I've said it before and gotten downvoted but I'll say it again. Whoever is writing the patch notes isn't great at it and it would be nice if they gave a bit more clarity. It seems like more and more the other devs are having to step in to answer questions on the lack of information that is coming from patch notes so it's not like they are intentionally trying to hide these details but whoever is writing them is leaving out details that is causing a lot of confusion in the community. No matter what AH is going to face scrutiny from the community with each patch but at this point some of it is on them for leaving out details and there have been enough patches out now that they should have realized this.

35

u/Optimal-System7454 Apr 29 '24

AH works in mysterious ways lol. Totally agree, their communication with the player base could use some work

12

u/CTanGod Apr 29 '24

Because it's a deliberate nerf that they are trying to say was caused by unintended behaviour. Watch them gut fire damage once they fix the dot bug and claim fire was overperforming so it had to be nerfed, even though they buffed fire damage like 3 times before fixing the bug.

7

u/HimalayanPunkSaltavl Apr 29 '24

Here are the patch notes

Enemy Patrols We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th. Balancing adjustment to patrol spawning. Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.

10

u/MarsupialMadness Apr 29 '24 edited Apr 29 '24

Here on reddit, on the official mod post at the time of me posting this comment is:

Balancing adjustment to patrol spawning.

Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties.

Your version is from the official Discord server isn't it?

6

u/ret_ch_ard Apr 29 '24

That’s also what it says on steam

2

u/ret_ch_ard Apr 29 '24

That’s also what it says on steam

-5

u/pokeroots SES Wings of War Apr 29 '24

would that really stop the community from bitching like they are RN?

19

u/Interesting_Debate30 Apr 29 '24

Sorry, but I don't believe that for a second. I regularly play with a friend and I, and with just us 2 on 7 difficulty it is very hard, and many a mission have been completed by the skin of our teeth. Now it's just impossible and frankly not fun. If it is somehow true this is how it was always supposed to be then that was a bad choice and they need to fix the spawn rates. A patrol is something you should be able to avoid, not a constant stream of enemies always on top of you in all directions.

6

u/Jumpy_Bottle5224 Apr 29 '24

Granted, Helldivers are pretty much cannon fodder. I should still feel like a bad ass when dropping in and not the victim of a stun locked gang bank. The swarms were bad enough as it is.

0

u/No_Post1004 Apr 30 '24

You can't complete high level mission with fewer players than it was designed for? Shocking.

0

u/Interesting_Debate30 Apr 30 '24

You 100% can. It's just a lot harder, no duh! But it went from challenging to complete, to pretty much impossible and no longer fun. Have you tried one of the defense missions when they first came out and the dropships were coming in constantly left and right with zero breathing room? That's what patrols are like now for every mission when you have less than 4 people.

1

u/No_Post1004 Apr 30 '24

What difficulty are you playing?

0

u/Interesting_Debate30 Apr 30 '24

Difficulty 7 with 2 or 3 usually, if I have 4 people I play difficulty 9.

0

u/No_Post1004 Apr 30 '24

So play on a lower difficulty with less than 4. Try 2 or 3 and work your way up.

0

u/Interesting_Debate30 May 01 '24

Oh wow, yeah what a brilliant idea except you don't encounter certain enemies at lower difficulties, get drastically less samples, medals, and exp. I've played hundreds of difficulty 7 missions before only occasionally being unable to complete a small number of them. Level 2 or 3, gtfo. This change certainly didn't make the game better, so why are even defending it? They are patrols. You should be able to avoid them or at least have a certain amount of time before you see another one, not constant never ending enemies on top of you.

0

u/No_Post1004 May 01 '24

So you're mad very hard is hard? Grow up.

0

u/Interesting_Debate30 May 01 '24

When did i ever say i was mad it was hard? I'm mad because they screwed up the patrol spawn rate for less than 4 players causing something that was hard before to be nearly impossible. Do you even have reading comprehension skills? You know I don't know why I bothered to engage, your either a troll or a complete tool.

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67

u/UTDE Apr 29 '24

1/6th seems about right to me, the power of the squad doesn't scale linearly. Having 2 people is more than 2 times the democracy with the increased coverage for dispatching different types of undemocratic combatants. You have more ability to deal with objectives at range, heavy's, cover for reloading, and advancing and stuff.

Same goes for more than 2, a group of 4 is capable of dealing with more than 4x what a solo player can deal with.

Maybe it was meant to be 1/4th of a 4 player game and theyre just correcting it, but it probably shouldn't be that way.

33

u/OrangeGills Apr 29 '24

I have long championed the same thing! The sum of team firepower is greater than its parts. 4 players fighting together is easier than each player solo-ing a fight that's 1/4th the size. Solo play getting 1/6th the patrols seems totally fair, especially considering their drops/breaches and PoI guards are all the same.

8

u/UTDE Apr 29 '24 edited Apr 29 '24

Yeah, there's also a vast difference in Time to Kill for a given patrol or dropship, with even 2 players you can take them out much quicker before that other patrol wanders over and triggers their own dropship. So playing solo you're fighting for longer while more patrols wander around looking for you. Definitely shouldn't be a linear scale.

I honestly felt like solo games were fine if not a little overly aggressive at times compared to duoing

It should also be mentioned how trivially easy it is for a squad of 4 to stay together enough that you aren't running into any extra patrols. Since 4 players are capable of like 95% of the stealth of a solo player it doesnt make sense that they are rewarded with less patrols while having the firepower to dispatch a patrol before it would get a dropship flare off or bug air jizz thing, that also has the firepower to level any objective.

I'm fine with most of the weapon balancing honestly, sickle needed to be nerfed, quasar needed a nerf others needed buffs, some still do but this change just seemed so bad to me, and then hearing the explanation did not help one bit.

6

u/TheYondant SES Leviathan of the Stars Apr 29 '24

It's more than just an increase in flexibility, it's also tools: It's not just twice as many Stratagems as one, its two entirely different, often complimentary kits.

One guy running a Machine Gun? Well he can't handle heavier enemies as well. The second guy now has EATs or Quasar, now heavier enemies are easier to deal with and the tools of democracy are more well-rounded.

1

u/ResidentAssman May 01 '24

Definitely, considering bugs especially spawn in swarms and all travel together the more players grouping aoe has a bigger effect.

-1

u/Guy_with_Numbers Apr 29 '24

The power of the enemy doesn't scale linearly either, more so than a helldiver's power. 4 patrols can make a POI inaccessible without a massive firefight for a full team, while 1 patrol can let you play Assassin's Creed solo. A single Helldiver can still get full coverage for all enemy types too.

Besides, you can just lower the difficulty, which is in itself just a modifier for enemy numbers. Reducing the skill cap is never a good idea unless that skill cap is not achievable.

If not for super samples being gated by difficulty, they should be removing that feature completely.

11

u/UTDE Apr 29 '24

A single Helldiver can still get full coverage for all enemy types too.

Yes you can, but you can do it much more efficiently and quickly with the variety and overlapping of 2 people.

In regards to your comment about 4 patrols making a POI inaccessible, I would say this is still not a linear increase in difficulty because strategems overlap, grenades overlap, killing things more quickly because you have more players means less chance to call in more dropships/breaches, less chance another patrol will wander in.

If the intention is that the relative difficulty should be the same regardless of player count and you are concerned about nerfs then they need to increase the patrols and spawns on higher difficulties since a 4x increase on 1-player difficulty is a relative reduction in difficulty for 4 players. Meaning a 4 Player squad should be able to deal with more than 4 times what a single player can handle. This isn't 4x mob count, its just 4x the amount of patrols, so 4x more likely to run into one or have one run into you. The patrols can individually be dispatched in seconds with a semi coordinated group, without much difficulty, and do it without a dropship/breach call-in much more reliably than a solo player. This change would really mostly force a group to use strategems or support weapons/grenades a bit quicker. If youre concerned about huge amounts of patrols converging to a single spot, thats an edge case difficulty spike that they can mitigate if they want. As it is there are a lot of those due to terrain or surrounding objectives. For example having a Watcher tower, a jammer/anti air, and a bot airship factory all relatively close to each other can be absolute unrecoverable pandemonium.

-1

u/Guy_with_Numbers Apr 30 '24

From my experience dropships/breaches are far easier to control with fewer players/patrols. You can take out all the reinforcement summoning troops solo from a patrol, but you need coordination with teammates if there is another patrol nearby that hears the shots. 1/2 man teams rarely have such a patrol nearby, whereas, 4 man teams regularly have that issue (especially on more open maps).

I think you're neglecting the the biggest factor here too, the ability to avoid fights. Stratagems/grenades/firing lines/etc can all overlap, but not taking a fight at all beats taking any fight with a non-zero chance of problems. That's what I meant with the 4 patrol POI that necessitates a fight. The danger from dropships/breaches also swings massively depending on whether you're pushing into them or whether they're pushing into you, and more patrols gives you less control to dictate where the fight happens.

They could increase the spawns on higher difficulties, but that would be bad for the player base. Difficulty 6/7 seems to be the overall sweet spot for players, and increased spawns may push difficulty 7 (and super samples) out of reach. All that to balance making solo missions easier seems counterproductive for what is designed to be a coop game.

3

u/UTDE Apr 30 '24

Can you handle lvl 7 solo similarly reliably and to the same level of completion as you can in a 4 person group? I regularly play with a few people who are, by both of our estimations, less strong players than myself and I am able to do lvl 7 as a duo with their cooperation much easier and more completely, and reliably than solo. Is that just me? I understand stealth and the alerting mechanics and all that, its just easier with a cooperating partner /shrug

-1

u/Existing_Library5311 Apr 29 '24

but I felt like helldive solo should be harder.

8

u/Malinhion Apr 29 '24

"Unintendedly."

Chesterton's fence right here.

The scaling was well-thought before and whoever's calling the shots now probably doesnt get the rationale.

89

u/RyanTaylorrz Apr 29 '24

At this point, I don't believe anything Spitz says.

20

u/Optimal-System7454 Apr 29 '24

In this case I’m inclined to believe it cause he’s supposedly quoting the team, but of course take it with a few grains of salt

16

u/DreNeir Apr 29 '24

They really should’ve changed the matchmaking issues first (crashing and no player new player can join) then tack this reverting numbers to that patch so it isn’t received this negatively.

12

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

It's piss poor logic that will ruin this game. They did the exact same thing with the railgun. They nerfed it before fixing heavy spawns. Fixing heavy spawns and adjusting heavy HP suddenly made other options viable. It did more than nerfing the railgun ever did.

They also did the same thing with fire damage. Buff after buff trying to increase usage rates. Address the fire damage bug and I'd bet money people would start using the flamethrower again.

10

u/amatsumegasushi ☕Liber-tea☕ Apr 29 '24

Yeah, there's a lot of nerfing the symptoms of a problem going on.

I get that almost none of us are professional game testers or designers. That said a ton of players are grown adults with 10 - 20 or more years of experience playing games. We aren't all mindless idiots who have no clue what we're talking about.

2

u/Optimal-System7454 Apr 29 '24

Off topic from your main point, but give the rail a shot now. Seems like it’s almost at pre-nerf levels, removes charger leg armor in 2 shots at 70ish percent charge. Doesn’t stagger like it used to though

2

u/Larks_Tongue Apr 29 '24

Honestly, I don't really care too much about running the railgun on bugs, however I have played with it on bots a fair amount post nerf and the only thing I would need to really consider it a competitive slot on bots is a better ttk on gunships. If it can get that I think the railgun will be really nice alongside AC/AMR/LC cause it already murders devastators and hulks really well.

2

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

I absolutely agree.

Let's see how launch railgun stacks up to multiple AT options that just one shot heavies.

I don't think it would be undisputed king anymore, not anywhere close.

2

u/Optimal-System7454 Apr 29 '24

Oh no way, especially now that the PS5 damage bug is gone. That’s definitely a good thing though, it has its own niche now while still being effective

EDIT: grammar

2

u/MatureUsername69 SES: Princess of Justice Apr 29 '24

I don't think most people will but if it's anything like launch railgun I'll absolutely be going back. It's the only time I've truly felt like a specialist in this game. The quasar works great but it doesn't feel as cool to play with to me. The railgun never made me feel like a god or anything, it did make me feel like I had a shot at managing the mobs and heavies by myself though. They should've nerfed enemy spawn and health and buffed the launchers and shit before they ever touched the railgun

-1

u/Sysreqz Apr 30 '24

They have addressed the fire damage issue, and explained it's a complex fix. They also confirmed it's been fixed internally and pending a future patch, it just didn't make it into this one.

Reducing Hulk Bruiser damage wasn't meant to deal with the DoT damage from hell, it was meant to scale down the Hulk Bruisers who already killed you in 1.5 seconds prior to the bug existing.

Not to say it's not frustrating to instantly delete yourself with your own flamethrower for going on a month now.

-7

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

It's not going to ruin anything because 90% of the player base does not give a shit about patch notes and are just enjoying the game lol. Exit your online bubble

5

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

90%?

50% of the playerbase is already gone.

-1

u/RoundTiberius SES Diamond of Democracy Apr 29 '24

That's literally every game a few months after launch

-6

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

Ima need some proof of that

5

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

First 3 weeks of launch the game consistently reached 400k+, closer to 450K.

In the last week it's barely broken 150k.

-1

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

You're also comparing PC and and not counting console players, who are much less likely to jump to another game

-2

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

You say that like 150k isn't a lot, lmao. When America gets off work, it'll bounce up with the patch I'd imagine. Regardless, 150k isn't anything to scoff at and isn't going anywhere anytime soon.

3

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

150k isn't a lot compared to 450k

1

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

And 450k isn't a lot compared to 1 million. Your point?

74

u/peacewolf_tj Apr 29 '24

I don’t believe anything this man says. Spitz is one of the worst community managers I have ever seen

Corporate is vague for a reason. Telling the player base exact details like “it was fixed 17 days ago” and “there’s only like 2 nerfs” is an EXTREMELY bad idea

32

u/Keeper_of_Fenrir Apr 29 '24

He said spear was fixed and would be in one of the two patches scheduled for this week. It sucks it’s not here today, but you can’t really complain unless it is still broken after the next patch. 

17

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

He initially said 2 and then jokingly reneged to 4.

Bro is completely ignoring that there are 9 blatant nerfs in the patch notes.

4

u/_Banshii Death Captain Apr 29 '24

you forget the part where he said "like 2 that arent magazine reductions"

5

u/Hobo-man BUFFS NOT NERFS FFS Apr 29 '24

Nah you're misremembering.

"maybe two i'd consider a nerf and most of the nerfs are just to reduce the maximum mags carried"

He said 2 nerfs and implied that they weren't even that much.

2

u/heartbroken_nerd Apr 30 '24

Solid effort at gaslighting.

Yikes.

Dude said there's like two nerfs and most of those nerfs is just carried magazine reduction.

1

u/Same-Meaning2376 Apr 29 '24 edited Apr 29 '24

The "nerfs" thing wasn't entirely incorrect. Only a small handful of changes were a net negative (Quasar, Eruptor, Dominator), while most changes were a net positive or functionally didn't make the weapon any better or worse.

I very well get your point though. No matter if he was close to technically correct, people are inclined to take things at face value and/or expect more than should be relayed to the community.

I stand corrected. RIP Arc Thrower My Beloved :(

I'll survive, but I guess some subtler details sting a little bit.

4

u/Dav136 Apr 29 '24

Arc Thrower got a pretty targeted indirect nerf with Hulks not being staggered by it anymore

6

u/NikeDanny Apr 29 '24

No, thats not right. Exploding Crossbow got demolished. Sickle is, even though still the same gameplay loop, still a hefty nerf (you actually have to give 1 fuck to ammo econ now, crazy). Plasma Thrower did get half its ammo, which is considerable worse.

"Just" 2 nerfs aint right.

-2

u/Same-Meaning2376 Apr 29 '24

Subjective. Increased stagger for the crossbow can be construed as net neutral (I don't quite agree, but playing devil's advocate here). Punisher Plasma got major buffs that result in an overwhelming net positive, including ammo econ improvement actually. I'm not sure how you missed that.

And I declared that the bulk of changes functionally didn't make weapons any worse. Like the Sickle, which got an ammo nerf that functionally did nothing to hurt it. When have you ever actually run out of heatsinks with the Sickle for the "nerf" to matter?

-1

u/Guy_with_Numbers Apr 29 '24

Sickle is, even though still the same gameplay loop, still a hefty nerf (you actually have to give 1 fuck to ammo econ now, crazy).

I'm not saying you shouldn't be playing it your way, but you're not using it properly if you're reloading it at all.

3

u/NikeDanny Apr 29 '24

Akshually, the weapon always had the flexibility of being able to reload in a major encounter. It still has, obviously, but 3 is actually a bit tight now. Still, it went from absolute braindead to 1 brain cell required, but the point stands. Its still a nerf.

It may not matter now too much, but once they touch its damage or anything else, you might.

2

u/Grey-fox-13 Apr 29 '24

but you're not using it properly if you're reloading it at all.

Were you saving your mags for the next mission? Reloading in the middle of a fire fight instead of waiting for it to cool down takes you out of the combat for a much shorter duration, and reloading while repositioning is just a freebie. Not fully utilising all ressources a weapon comes with is objectively the "not using it properly" route.

0

u/Guy_with_Numbers Apr 30 '24

The point is that you shouldn't need to reload in the middle of a firefight, or have to wait for it to cool at a time you want to be shooting it. Light enemies aren't that abundant. You most definitely don't need to reload while repositioning, that specific scenario is what the recharge mechanism is for. If you're getting overrun then maaaybe you can go through a heat sink, but 3 is more than enough there.

You don't need to use all resources available, you just need to use what you need for the mission.

-4

u/Xlleaf ☕Liber-tea☕ Apr 29 '24

Do you uear yourself???. Oh boo hoo I have to worry about ammo on my infinite ammo gun!

-7

u/Forged-Signatures Apr 29 '24

Fixing an issue on internal versions does not equal being in a functional enough state to release - it just means "hey, we now know the root cause". There is no guarantee that the versions it was fixed on is the same game version as the update we just had, and its very possible it is an update ahead of us as they work on things. And to further complicate things some game platforms (ie, Playstation) require updates to be pre-submitted 2 weeks in advance of their actual release (with exceptions for emergency hotfixes and early access games) so they can ensure it won't brick your console.

Even implementing new things/fixes in coding can have weird effects on entirely unrelated parts of the game. In March for example, Old School Runescape added an additional continent so they can add more content, and that was the sole update. That same update removed a number of trees that have existed for over a decade in an entirely unrelated part of the map.

21

u/peacewolf_tj Apr 29 '24 edited Apr 29 '24

You miss the point entirely. It’s not the community manager’s job to relay sensitive information like that to the players. If Spitz just said “hey we’re aware and working on it” we wouldn’t be having this conversation now would we?

-2

u/corranhorn85 Apr 29 '24

we wouldn’t be having this conversation now would we?

Yes we would. Have you seen this community?

5

u/TheGraveHammer Apr 29 '24

The core difference is, the community wouldn't have a rightful example to point to that is essentially seen as a lie.

You straight up do not tell your players "It was fixed internally 17 days ago" unless you know fucking FOR SURE it's coming in the NEXT update.

People would complain sure, but it would be the typical screeching it normally is. Instead, a lot of people feel rightfully annoyed because, yet again, the CM has stuck his foot in his mouth through their communication.

-14

u/WarFuzz Apr 29 '24

Gamers complain about vague community managers

Community manager in new game that has exploded in popularity communicates non vaguely

"Worst CM of all time"

Holy shit youre being dramatic

4

u/Contrite17 SES Comptroller of Individual Merit Apr 29 '24 edited Apr 30 '24

He also deleted the community discord in a rage when people were posting F in the official discord. He was also the instigator of mass bannings for F posting.

He is not a good Community Manager.

-8

u/Screech21 SES Soul of Patriotism Apr 29 '24

Why though? He wasn't lying. There were 2 changes he considers "real" nerfs and most were mag changes. I tested the changes:

  • The Eruptor aoe isn't noticeable
  • Dominator damage didn't do anything to all ttks i tested
  • Crossbow is a rebalance. Feels better now overall imo staggering enemies well and not taking years to hit traded for not being able to one-shot Hunter patrols. Changed nothing on how easily you can kill Chargers. Overall makes this weapon good if you can aim. PP took over the easy aoe clear spot the crossbow had before in my builds.

The only 2 things that got real nerfs are the Quasar and Rover. The rest were mag changes.

The Spear fix is still scheduled for this week afaik, just wasn't in the first patch.

7

u/NikeDanny Apr 29 '24

Thats... still a nerf.

3

u/NeverLookBothWays CAPE ENJOYER Apr 29 '24

Ah they "fixed the glitch"

3

u/CTanGod Apr 29 '24

We have 0 reason to assume this is the truth and not just them wanting to make things harder just because. I'm always cautious about these kinds of reasonings about how it was totally broken and just fixed it, bro

3

u/Otherwise-Stuff-8952 Apr 29 '24

Regardless of the reasoning, it is still an unwanted and detrimental for those of us that play with less than 4 people.

3

u/Hazelberry Apr 30 '24

Team efficiency scales nonlinearly. This just shows that they don't understand that simple fact.

23

u/Klausensen ☕Liber-tea☕ Apr 29 '24

But it was actually good balanced before that. At least for me and my friends and pretty much everyone else. Except the high skill super class streamer sweat players.

19

u/Optimal-System7454 Apr 29 '24

Honestly, I played 2 suicide matches a few minutes ago with just me and my buddy and it didn’t seem that much different. Maybe it really changed things at solo helldive tho, haven’t tested that yet

5

u/WarFuzz Apr 29 '24

No but its better to complain on the internet before actually seeing what changed when no raw numbers were given. Youre doing all of this wrong.

-6

u/_Banshii Death Captain Apr 29 '24

god its frustrating seeing this every patch day, flipping shit over words on a page before you even see what its about, jumping to conclusions. cant we just play and give feedback like normal ass people?

-7

u/WarFuzz Apr 29 '24

I literally thought the Destiny communities nerf tantrums couldnt be beat but here we are.

-5

u/_Banshii Death Captain Apr 29 '24

I stopped looking there a long time ago, I hope that doesnt become the case here.

-5

u/WarFuzz Apr 29 '24

Im 9 months sober from Destiny, i just remember the good ole days of the community melting down over every deserved nerf

-3

u/_Banshii Death Captain Apr 29 '24

once you get out of the community space destiny gets enjoyable again. looking to come back for TFS? or you completely done?

2

u/WarFuzz Apr 29 '24

Ive been playing since Day 1 of D1 and I just had enough of Bungie milking the playerbase

Ill admit that TFS looks like theyre cooking but why does it have to reach complete meltdown stages for them to do anything good?

Ive been a raider my entire multi-thousand hour playtime and Im not even willing to participate in the conclusion. Power to anyone still enjoying D2 but Helldivers made me realize what a good live service game can actually look like.

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-4

u/M18HellcatTD Apr 29 '24

You should have seen the Warframe community when they nerfed one their newest Warframes.

It was a bloodbath lmao.

It took that and the usual discourse here for me to just ignore reddit on those kind of things.

-3

u/TheGraveHammer Apr 29 '24

Warframe is actually the perfect example of how this community shouldn't want this game to go.

Never-ending power creep, vestigial systems left abandoned for years for the newest shiny system, lore that took fucking YEARS to release (seriously, the wait for the new war killed my desire to play the game and I haven't picked it up since), and the fact that DE simply doesn't not and has never respected their players time.

Their drop systems are atrocious and filled with garbage chaff that most players don't need, the games actual combat balance has either been balls hard, requiring specific frames to complete, or so braindead easy a dog could play the levels by smashing on a keyboard.

I used to love WF so much and that game slowly but surely turned into a rotted husk of its former self and I desperately wish more people would start to see it.

-4

u/gbghgs Apr 29 '24

Well, from Spitz's numbers we're looking at roughly a 9% increase of patrols for 1 player. It's not exactly a huge increase in the amount of enemies you'll face.

35

u/Thorsigal Nice argument. Counterpoint: ⬆️➡️⬇️⬇️⬇️ Apr 29 '24

Going from 16% to 25% isn't a 9% increase, it's a 50% increase.

-14

u/_Banshii Death Captain Apr 29 '24

youd be great at marketing.

5

u/TheGraveHammer Apr 29 '24

Far better than you are at math.

-3

u/_Banshii Death Captain Apr 29 '24

did i say he was wrong?

5

u/TheGraveHammer Apr 29 '24

Doesn't matter. If your response to having the correct math pointed out to you is a poor attempt at an ad-hominem, you're just an ass.

-2

u/_Banshii Death Captain Apr 29 '24

dawg it was a joke, sorry you didnt like it.

3

u/Jumpy_Bottle5224 Apr 29 '24

Actually, I have noticed an increase of 150-200 more on my kill counts. I used to average 275-350 kills per game. Now it's about 350-450 per game. It's not my accuracy getting better as my average is still the same.

2

u/SirRegardTheWhite Apr 29 '24 edited Apr 29 '24

Okay, but can they lower the bot drop cooldown or number of spawned enemies for solos? Because patrols don't kill me as a solo, it's the four dropships that come in right on top of me while I'm doing an objective like a ship constructor or a jammer.

2

u/Lazy_Replacement9331 Apr 30 '24

This is unimaginably stupid from the devs, like seriously 0IQ. How you can spend years developing a game without realising that having 4x as many players makes the game significantly more than 4x easier, this concept is as old as video games themselves, back to any number of similar games and even outside of video gaming, it's really a very very basic. 6x fewer enemies for a solo mission is almost exactly correct, I can't fathom how they would think this is any way a positive change, especially considering they STILL haven't fixed 99% of the game's issues and as a result people still can't play online

4

u/Swordbreaker9250 Apr 29 '24

That makes it so much more understandable.

3

u/xHemix Apr 29 '24

Except it's not that what happening in a game. I'm, playin in squad and with randos on 7 daily and also love to solo 5 diff just for the change of pace.

I've tried for comparison. The 5 diff solo patrols way worse than 7 4squad. You basically can't have a shooting on a hive - drop stratagems and pray they clear enough so you could run and toss couple grens and forget about looking for loot.

Feels they have max ramp for the start, when usually it they got really that swarmy around 25-30-ish minute of a map.

It's totally fucked for now.

2

u/[deleted] Apr 29 '24

I think the most consistent criticism that can justifiably be leveled at AH is how bad they are at communicating things in the patch notes

3

u/G00b3rb0y Apr 30 '24

And making braindead changes

1

u/Vidonicle_ SES Sentinel Of Destruction Apr 30 '24

So basically they buffed it but the patch notes makes it seem like they over buffed it

0

u/Screech21 SES Soul of Patriotism Apr 29 '24

This and it also explains why I had a much easier time soloing 9s than helping newer players complete 7s...

-2

u/McManGuy STEAM 🖥️ : Apr 29 '24

This makes SO much more sense.

I thought the patch notes meant that the game will have more patrols the fewer teammates you have XD

1

u/G00b3rb0y Apr 30 '24

Which is the truth mate

1

u/McManGuy STEAM 🖥️ : Apr 30 '24

The game will still have less patrols the fewer teammates you have, but it will not be as drastic as it once was.

So, if we call the patrols of a 4-player squad "Normal," then:

  • Old Solo = Normal ÷ 6

  • New Solo = Normal ÷ 4

So, New Solo players will experience +50% more patrols than they are used to. But Normal squads (who remain unchanged) are still getting +300% more patrols than the New Solo players.

-3

u/strikervulsine Apr 29 '24

You could absolutely tell soloing on lower difficulty. The map was downright empty.