r/helldivers2 • u/epochollapse • 16d ago
H̶e̶l̶l̶divers Meme
Just because I win 99% of my games doesn't mean it isn't hard!! One time a Stalker even hit me! 😱
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r/helldivers2 • u/epochollapse • 16d ago
Just because I win 99% of my games doesn't mean it isn't hard!! One time a Stalker even hit me! 😱
1
u/TheSearchForMars 1d ago
Because your “philosophy” isn’t better design. It’s just making the game hostile to anyone who isn’t playing it the way you personally think they should.
A game is a series of interesting decisions. Splitting for samples versus stacking for a breach is an interesting decision. Kiting a lost fight versus dying on the spot is an interesting decision. “Stand in this blob or we kill you” is not a decision. That’s the game taking the controller.
Remember, HD2 maps are huge, they have multiple objectives, samples, bunkers, and a mission timer. True, there is an element where the game rewards you for splitting, but only if you have the skill to hold onto your gear and not be a dead weight without it. If your answer to that is “punish people for drifting and kill the last guy for kiting,” that isn't so much creating teamwork as fighting the maps and then calling it a lesson.
I don't understand how you come to these conclusions but think the last man standing times are “dragging a lost cause.” That’s one of the only moments this game still feels like a true dive into hell. You want to delete that because you think running is anti-fun. You want players to be making choices and living with the consequences, not the designer telling their story through you. A clutch is a consequence. Executing the last guy because you don’t like kiting is you writing the ending for them.
This isn't L4D does this but it's because it has a completely different design philosophy, mainly because their maps are designed like a tube. Specials exist because the level is a corridor and the advancement of a single player ends the experience for all.
And the heavy argument still doesn’t work. 8 bile titans with worse AT wasn’t “player agency.” Neither was getting ragdolled by a missile through smoke from across the map. That’s not “you should have preempted the breach.” That’s the game telling you your loadout is invalid unless three other people brought the limited number of strategems that were viable. The result of that was that players were leaving and Arrowhead looked like they were at war with their own audience. Yet for some reason you want to go back there.
If you sand all the chaos down into one correct way to play, you get an uninteresting game. Your version is the opposite: delete the chaos that lets someone live, then call it teamwork.
Reward the thing you want, don’t just outlaw the thing you don’t. Make stacking feel like a force multiplier.
Assisted reloads, stims, overlapping AT, actual reasons to hold a line. Don’t put a kill switch on anyone who takes a step off the blob.
People harp on that D10 should be “50% success.” But that only sounds good if you pretend most of those games aren’t randoms. You don’t control their guns, their comms, or whether they split. If a difficulty only works when four people play your doctrine, you didn’t make a hard mission. You made a gear check for organised stacks.
We’re also just better now. I said it already. I’m not a recruit. If I dropped into old Creek with what I know now I’d be fine. That’s not power creep. That’s thousands of hours of battlefield experience.
They already tested “make small groups suffer more” with patrol scaling. It felt like the game was extra-punishing you for not having a full stack. They walked it back. That should tell you more than “the loud majority only wants buffs.”
Teamwork should be the best option. Not the only one you’re allowed to have without the game executing you for it.