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Game is already easy, even on 8, no need to make it trivial, if you feel you NEED these benefits, bring backpack with you.
I never claimed to "need these benefits". My argument was based in mechanics and the overall flow of the game. Right now, it's pretty easy to amass damage over time from minor scrapes and bruises. A minor regenerating shield helps prevent that, punishing players only for more significant mistakes - which at least to me feels better to play.
It also opens the door to making a more interesting and less passive Shield Backpack.
All that does is necessitate a rebalance of the game's enemies to take into account that people have a regenerating shield. Thus negating the utility of the shield.
Honestly, i'd rather have the ability to stim when at full health than turn the shield back into a core mechanic. I generally know when i am about to take chip damage, because i am jumping down a rock or dodging and weaving on a retreat from bots. Either case the ability to pre-stim would be much more useful, without necessitating a rebalance of every enemy in the game.
Except that slow shield regen means you are punished for hit and run tactics. You have it absolutely backwards. Heavy armor should have high shield health and slow regen, so you can step out into fire, take damage and end the fight. If not get into cover again and throw a bunch of airstrikes and orbitals to soften them up.
Meanwhile the Light armor zipping in and out of cover shouldn't have high shield health but regen near instantly when in cover. That means you can actually do hit and run, because you are already running when they open fire on you, and you don't need to hide behind a rock for a small eternity, keeping you out of the fight.
Why can't it be removed from the game? There is no law stating it needs to exist. You can just remove it, refund everyone the requisition to unlock, if you feel generous and call it a day.
You haven't convinced me of your idea in the first place. Especially the fact that this would need to rebalance the game in its entirety to account for regenerating shields alone makes me dubious why this was needed. Especially considering they just could let us stim when at full health and thus give us a temporary regenerating health pool protecting from chip damage.
I disagree. I see no utility in this and it would fundamentally change the feel of the game, which might break the game.
No, it will lead to power creep. There is no way to do this without power creep. Even if you'd go and say "the armor value provided by armors is a regenerating health pool", you'd undoubtedly make all the Helldivers more powerful and less reliant on Stims. Over all your stims would last much longer, making you in turn more powerful.
That is power creep, and your suggestion is even more potent than that.
I don't. I think Helldivers is in a good spot right now when it comes to balance. Certainly in comparison to the first 2 weeks when every loadout was "Orbital Laser, Orbital Railcannon, Shield Backpack and Railgun".
Right now the game is in a good spot, because you don't need to crutch on a Shieldbackpack, as you can bring a heavier armor. And if you really need to you can still bring the Shield Backpack.
But i've been running light armor without shield backpack, surviving on diving and positioning alone and i wouldn't want that to change. I do not think giving everyone a shield backpack is good for the game. People tunnel vision way to hard with it. And then you get even more "hunters are overpowered" forum threads... because they never learned to keep looking around and properly threat assess. Why? Because their health regenerates.
This. I didn't use shield backpack for a long time when I was playing for the first probably 150 hours. I've only recently started using it because I'm running sickle + quasar and I don't need ammo as much (I used to run supply backpack) and my team has gotten much better at ammo management in general. I still switch between it, supply and one of the drone backpacks fairly interchangeably.
You never know if you don't try. If it comes to nothing, then that's fair enough. However, there's an off chance someone might gel with the suggestion. And if not, well - I'll live :)
Fair enough. Though my argument was that "health buffer" is a fairly fundamental, game-changing mechanic. Generally speaking, I feel those work better as game-wide systems, rather than attached to individual items with an opportunity cost. Nothing else currently in the game quite does that, at least in terms of things we can pick.
I would liken the Shield mechanic to Resupplies, if I may make a comparison. It's something that you don't necessarily need (pubbies usually eat all the Resupplies anyway...), and yet it still works better as a game-wide system than an elective Strategem like it was in Helldivers 1. Granted, it's still A Strategem, but bringing it on a mission has no opportunity cost.
Then again, the same could apply to health regen if we ever get the healing backpack from Helldivers 1. So I guess that's fair enough.
I'm not well-versed enough in the game's numbers (that players don't even get to see) to really speculate. Granted, I do agree that SOME adjustment will probably be necessary, though I'm not sure what kind. Giving players a health buffer is roughly equivalent to giving us limited passive sustain, so that's not a neutral change under any circumstances.
At the same time, though, I'm of the opinion that Helldivers 2 can use a bit of power creep over all. I'm sure we'll start seeing difficulty creep before too long. Helldivers 1 ended up with 15 or so. I don't know how viable that is, however.
I don't THINK this would trivialise the game, but it would certainly remove some of the challenge.
This is true. A slight bit of extra shield would allow me to trade some amount of damage at no cost, however. That can paper over minor scrapes and bruises from not playing quite perfectly.
Bit off-topic, but I agree. In fact, the ability to use Stims while at full health seems to be one of the few things the forums universally agree on. I've yet to see anyone argue against it.
All in due time, I think. There seems to be appetite on Arrowhead's part to do more with Armour, and I personally think they should. Right now, armour classes are honestly quite dull - just stat tweaks on mobility vs. health. Tying shields to armour instead of backpack would open a couple of extra vectors for differentiation, which was part of why I felt compelled to post this in the first place.
But yes, you're probably right. At this stage, significant paradigm changes like this are quite unlikely. Honestly, I hope that Helldivers sticks around for years. I'd love to see the game grow and evolve with the playerbase. Not a lot of Live Services really deserve that, but this one does, I think.