HELLDIVERS™ 2

HELLDIVERS™ 2

View Stats:
SilentHero Jul 24, 2024 @ 1:11am
Do not raise the sample counts in Difficulty 10
One issue that hasn't received much attention is low-level players joining high-level missions to obtain samples. This is sometimes not an issue when you have three good players taking on the objective and one of them is a sand bag.
The moment it becomes a significant liability is when it is the complete contrary, with three sandbags and one competent player attempting to initiate play.
Resulting in a mission that proceeds southward, where reinforcements are exhausted as a result of the players' inadequate preparation for the task. As a result, the operation fails, and no one is able to return with samples.

Make difficulty 9 the primary level to optimize efficiency when it come to sample farming, and allow the new difficulties to serve as a more rigorous testing ground for individuals who desire a challenge.
This serves as a deterrent to players who may be unproductive or burdensome to teams in more advanced missions, therefore enabling more similar minded players to meet one another.

While I do feel that high level players should be skilled enough to carry teams, i also believe that each individual should contribute to the mission.

When the new changes come out, I hope you don't make this mistake.
< >
Showing 1-7 of 7 comments
[OTS]EchoZenLogos Jul 24, 2024 @ 1:15am 
Difficulty 9 already isn't the optimal level for getting samples, except maybe supers. Considering rares are the real limiting factor though and helldive missions can really grind, it's better to play level 7 missions even just for those.

I want more rewards on Difficulty 10, just as we get more rewards on every difficulty level. It shouldn't necessarily be more efficient time-wise but I want to be rewarded for my efforts.

Of course I agree that people tend to join missions they can't handle hoping to be carried, but people will do that regardless of the reward numbers out of their own ego. A substantial percentage of players of this game join Helldive missions that can't handle them without being carried, even when using overpowered weapons like the incendiary breaker, but they still keep joining them anyway. They do so because they feel entitled to beat the game on its hardest difficulty, and the new difficulty mode will be no different.

I'm sure when the new difficulty comes out those people will complain it is too difficult, and then continue to play it despite there being no reason for them to except for their ego.

Making the experience worse for the rest of us in the vain hope that those people won't join and ruin lobbies for the rest of us is not really something I support.

I think this problem will resolve itself over time as well.
Last edited by [OTS]EchoZenLogos; Jul 24, 2024 @ 1:16am
μ Jul 24, 2024 @ 1:48am 
Diff 9 isn't even the best for collecting samples, If you can't venture alone without aggro-ing or clearing entire area without them bringing more, the diff isn't great for you to collect samples. (Not accounting dangerous play, 0 death while clearing whole map easily only)

Issue with Diff 9 is too many enemies, too little ammo. (The amount of mobs is simply way too many for a casual player to clear while taking into account that they miss their shots 50% of the time)

Just have fun, play and collect casually, the modules upgrade doesn't really provide significant advantage anyways.
Last edited by μ; Jul 24, 2024 @ 1:51am
Fairy Jul 24, 2024 @ 1:55am 
This problem can be fixed by revert back all the nerf because new player only access to the basic warbond and guess what, Slugger was nerfed it's one of the first weapon for new player, Breaker was nerfed that leave new player with only liberator or DCS as option one is mediocre in high difficulty and the other only work for bot. all they need to do is stop the nerf
SilentHero Jul 24, 2024 @ 2:35am 
While most experienced players understand that farming at level 7 is faster, novice players looking for samples will gravitate to level 9, believing it will double their efforts.

I'm not speaking for most players, But difficulty 9 is just as rapid as 7, and it's the most efficient. When you become proficient at performing high-level missions, some would argue that 8 falls into this category for them also.

Low level players tend to fall into the following habits: they are hungry for super samples at first, but then switch to rare samples as they level up.

I apologize; my wording should have been a little clearer to make my point.
LeftIsBest-James Jul 24, 2024 @ 3:42am 
Most games have gamblers looking to gamble-big, win-big.
Some 'squeak' through, some just sit there chewing half the reinforcements budget.

Diff10 will be no different:
- "More XP/Samples"
- "I'm never likely to meet these randos again anyway"
- "They'll carry me"
- "yolo"

If you make the game ruthless: mercilessly making the team pay with reinforcements:
- the teams will self-regulating and gatekeepy (the problem fixes itself)
- but will reward elitist players for hubris, and eventually becoming unlikeable uneffable people.
Last edited by LeftIsBest-James; Jul 24, 2024 @ 3:54am
SilentHero Jul 24, 2024 @ 4:28pm 
There should be no room for players to gamble in order to obtain a carry. Who knows what ridiculous things Arrowhead will use to make it difficult, The way they did things made things more frustrating rather than challenging. really.

Ragg dolled mechanics, anyone?

All they have to do is make 10 give the same as 9.
Hero Unit Jul 24, 2024 @ 4:30pm 
The sample counts must and will be increased on D10. You'll have to accept this.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Jul 24, 2024 @ 1:11am
Posts: 7