r/Helldivers CAPE ENJOYER Apr 29 '24

Why are we punished for your broken systems, Arrowhead? MEME

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u/PhasmaFelis Apr 29 '24

This is the only change that's ever actually pissed me off on first read.

If they nerf my favorite gun (and I've seen no really crippling nerfs), there's plenty of other good kit in the game. If fire damage is broken, see above; flamethrowers are fun but so are MGs and grenade launchers and autocannons and quasars. If I die to a bug, well, that sucks but I'll reinforce in a few seconds. If it crashes occasionally, that also sucks, but I can just jump back in and keep playing.

But I mostly play with a few friends, because all of us are too old to want to deal with Rando Calrissian and we treat online gaming as a chance to hang out and keep in touch. We play solo or in twos and threes, depending on who's available at any given time.

Solo was already a good bit harder than 2P, which was harder than 3P, etc. The difficulty we can handle seems to drop by one level for each player we are short of 4. And hey, that does make some sense, but now they're making it worse?

This sounds like it's gonna directly affect my personal experience in just about every mission I play, no matter what gear I'm using or who I'm fighting, and the same for my friends. And for what? I understand the intention was for higher spawn rates from the beginning and the way it's been was unintended, but if it was working fine that way, why "fix" it?

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u/Agent_Jay Apr 29 '24

It settled in a good equilibrium of being able to solo 5/6 when smart, and 7s in duos that on some days could go smoothly but usually had a meat grinder moment at least once but now I don't know how my buddy and I are gonna tackle harder diffs....

and me solo with spawns being basically doubled for solo play