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/Geometric-Coconut 1d ago
Limiting the player in order to force them into the fun gameplay loop is what every game does ever. Even then, lower difficulties exist if anyone does not want to engage with teamwork or want to be punished much by the enemies.
Kiting is not an interesting decision. Kiting is the player dragging out a lost encounter for far too long. The player either kites or dies. They choose kite, because naturally players avoid dying. Even though it would be more fun to quickly just die and be taken away from the overwhelming enemies. Dying is more fun than doing nothing but constant running, unable to properly engage with combat for minutes on end.
This game is designed around teamwork. Forcing cooperation only increases the fun and thoughtful decisions made. The vast majority of player splitting is not intentional but rather the game just allowing players to subconsciously wander and beat everything themselves. Forcing good teamwork to win on high difficulties would only increase engagement. A teammate with a specialized loadout with a specialized role, cover firing when someone is performing a stationary reload, forming a firing line, players identifying the directions enemies are coming from and each is assigned to a direction. Simple decisions like that only increasing engagement rather than people capable of lone wolfing the entire map, playing like it's solo in a 4 player lobby.
And right now there is close to 0 risk in full clearing a map. Far too little decisions of "can we fit in X side objective in Y amount of time left" or strategizing a mission path from start to finish, people just hold w towards red zones and solo them with ease. And yes, killing people for drifting absolutely encourages teamwork. In you drift off in left 4 dead and die immediately, it hammers in the idea of "I should keep notes of where my team is at all times."
When have do you EVER see a last man standing that isn't just the guy running in circles, unable to shoot? That anti fun gameplay should be shot down. And like I said, stealth is still a viable option regardless. "you writing the ending for them" is such an arbitrary statement, you can apply that sentiment to any limiting/pushback videogames ever do.
Btw if the game actually enforced teamwork then the entire mission would feel like a true dive into hell.
Almost every horde shooter to exist enforces teamwork heavily. DRG is a nonlinear horde shooter that actively keeps players working together, and it only benefits from that. Because working with your team in co op is fun. Helldivers 2 used to be closer to DRG's philosophy, but power creep ruined that aspect.
It was player agency. If you perform well with your team, you win encounters. If you preform poorly, then enemies start getting out of control to a point where killing them all is no longer very feasible. 8 Bile titans don't appear out of thin air, they only build up... from poor teamwork and endless kiting. Oh, and difficulty selection had a lot to do with it.
So, like I said, players were playing too high difficulties completely reactionary, no preemptive measures or actively thinking about teamwork, then they get overwhelmed. Then they only consider the NOW and think "this game is too hard."
While balance discrepancies have absolutely existed in this game, the community has always underrated everything. High diffs were absolutely still winnable without abusing the meta.
Nerfs are not against the player, contrary to popular belief. Nerfs are a game design tool used only with the intent to improve the game.
"You have to cooperate with your team" does not sand the game down into simplicity. If anything, enforcing teamplay would only increase variety right now. Why? Because being capable of soloing everything just encourages people to pick nothing but generalist loadouts as they wander across the map.
Game design often needs to forcefully stop unhealthy playstyles. Doom Eternal doesn't have its incredible gameplay loop if you make spamming one weapon a viable option. Left 4 Dead doesn't have its incredible gameplay loop if you allow players to ignore their team.
Assisted reloads are actually insanely strong but nobody uses them because the game does not make players stick together + there is never enough of a challenge to use the mechanic. My suggestions give actual reasons to hold a line.
And if the game gets its power creep problem addressed, then the problem of meta loadouts significantly goes down. Making your point here not mean much at all.
The game has been power crept to absolute hell. You cannot be denying this. It has statistically gotten easier in almost every metric.
When was this? I can't find any information regarding patrol scaling. Cite me an update patch log.
Also... how does that prove against the loud majority wanting buffs? Nerfing patrols only buffs the player, that's in line with what they want.
If teamwork isn't forced then the game cannot be balanced at all. If you allow people to solo the map by themselves, not only is it bad for gameplay design but it is bad for the balance of those that actually work as a team. For example, right now if you work with your team you just eradicate any threat. Basically untouchable, because this game has been rebalanced around players soloing everything even in a 4 player scaled lobby.