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As Helldivers 2 struggles after the new update, Arrowhead's CEO promises fixes while also expressing disappointment in how it's performed.

46 comments
  • This patch is weird. The nerfs don't bother me as I will drop the difficulty down or change my loadout depending on how much fun a team of 2 divers wants. I never did hard in Vermintide 2 because of the friendly fire and lack of skill.

    What raises an eyebrow are the mission ending bugs. Bug breaches not spawning in the high value asset mission and rockets not launching. Weird disconnects and crashes that were not there pre-patch. I hope we get more stability patches until the next content patch.

  • The further out my perspective is, the harder for me it is to see this as a "long-term" game, or GAAS. The game play loop is very shallow, as it's a repetitive grind to unlock just weapons, abilities, or "unseen" buffs with timers or health or ammo. The meat of the game is the narratives within missions which the community can create. Nerfing effective weapons makes it harder to create these narratives. We're supposed to be bumbling, idiot, expendable soldiers that prevail against the odds, but the odds continue getting harder for us arbitrarily based on %s the devs see in usage and kill counters. If a weapon overperforms, give us more enemies, don't decrease its effectiveness. The whole point of the game is to kill en masse. Give us more masse, then tune the underperforming weapons and call-ins as needed.

    The community had wild storylines going and carried so much of the launch hype based solely on diving with your friends, blowing each other up, and doing cool shit. If you take away what allows us to do cool shit, then there isn't much else left to play with.

  • Well, I think the performance issues were definitely understated. I know the patch notes said "we have stability issues in difficulty 10" but we went for it anyway, and it feels like not a single match goes by without at least one person disconnecting or crashing.

    Additionally it makes zero sense to have nerfed fire and then put out an all fire-based battle pass. That was going to lose them points. It's not like the flamethrower was particularly good at anything besides burning bugs to a crisp, and now none of it is good for anything.

  • I've been casually enjoying the update. The nerf to the incindiary breaker was unexpected, but as a guy with an ammo pack, it didn't matter much.

    Mega hives and difficulty 10 in general are hectic and hilarious. Honestly it feels like it's been awhile since the reinforcement stock dropped below 10 for me. Actually having a challenge after players have gotten good is refreshing.

    The flame nerf is understandable considering they released a primary and secondary flame launcher. Imagine a secondary just melting charger in seconds. That's what would have happened had they not changed the flames to glance off heavier armors.

    One of my friends who got back into the game specifically for this update has gone straight into being a fire elemental. Believe me when I say that he doesn't care even a little about flames only burn soft bits. Being near him is hard though as the floor is always lava.

  • 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.

46 comments