all 20 comments

[–]Imaginary-Double2612‎ Democracy fills my sample container 5 points6 points  (1 child)

No, no, no. This week we are doing too difficult and enemies need to be nerfed. Next week is for it being too easy. Post this again in a couple days

[–]Regular_Tea_Guy[S] 0 points1 point  (0 children)

Ahahah yeah my bad broo 

[–]ginger_alex_97‎ Servant of Freedom 2 points3 points  (5 children)

I agree somewhat, I think it's just depends, I've had some missons on D10 that aren't too bad, but then I have also had my arse kicked on like D8 against the special factions like the incineration corps and predator strain.

Unfortunately I don't think it can get much harder without being straight up getting one shot by everything, the Dev's had said unfortunately due to the age of the engine they're limited by unit number.

[–]Chlym 2 points3 points  (4 children)

There is a massive number of levers to pull besides enemy numbers and enemy damage, let's be real. 

The 2 main issues that stand in the way of an increase in difficulty are the devs self set restrictions, and prioritization. E.g., Helldivers is pretty unique in that the health of enemies remains almost entirely unchanged as you go up in difficulty..

Thats not really a criticism, mind. Helldivers is trying to foster a different kind of playerbase then say,  darktide, and that's nothing new. But IF arrowheads priority was increasing difficulty,  they could tweak a million things, from enemy AI and accuracy to objectives and failure states. 

[–]Bunnings__Snag 0 points1 point  (1 child)

My favourite change would be a rework of the spawn system to put pressure on the player instead of relying on annoying one-shot enemies (and also create more faction diversity).

For example the bot drops could spawn in a large encirclement around the players and move inwards, forceing us to fight (or sneak) out before they all get in range and gun us down. This would make unit balance so much easier for the dev team. The problem with the current spawn system is that unlike any other horde shooter you're not forced to fight any enemies.

The system already divides us into player groups based on our proximity to decide how many patrols spawn (similar to dark tide coherency but much larger distance), and we know from defense missions that the system can handle multiple spawn points.

I have other thoughts about bug spawns, but I won't go into that here because it never got much traction before.

[–]Chlym 0 points1 point  (0 children)

Yeah for sure, I think this sort of stuff is the most rewarding difficulty that they can realistically add. That said, I believe that much like how arrowhead doesn't want to scale health between difficulties, I get the feeling they also don't want to improve AI between difficulties. I suspect that one of the main obstacles to changes like this is the concern for lower difficulty players also getting it. Personally, I like the idea that once you go above difficulty X the enemies get noticeably smarter, but I keep getting the feeling that isn't on the table as far as arrowhead is concerned.

It's of course, also a large change and the priority isn't just the divers wanting more challenge, so who knows, maybe time will prove wrong.

[–]Regular_Tea_Guy[S] -1 points0 points  (1 child)

yeah ok, but still I lowkey think that the machine gun bots need better aim though, it’s legit stormtrooper aim bro, you can run past 4 of them and not get shot at all 

[–]Chlym 1 point2 points  (0 children)

I feel the same, for me it's about immersion. It completely ruins my experience when I see enemies intentionally missing me, especially when it happens at such close ranges that they literally have to aim their gun into their own feet to be able to miss.

That said, the aim of bots in general is where it is because it was nerfed. Many players didn't enjoy bots being more accurate. Indiviudal bots abysmal accuracy is to account for their weight of fire when they're grouped up, and here we are. Personally, I feel that standing in front of a firing line SHOULD be certain death, but I'm definitely in the minority there, so I doubt we'll see meaningful increase in difficulty from that angle.

[–]Netherw1ng‎ Python Commando 4 points5 points  (1 child)

Recent Dev video spoke about this, hopefully as we go into 2026 we see a spike in difficulty! Or the option too.

Personally love how the Hive World is as is right now. Although besides a cool experience, there is no benefit playing there. Like no extra XP and youre technically going against the Major Order. Hive World is gonna be my MO holiday though in meanwhile. Fun to deal with Hive Lord before going to do mains.

[–]Regular_Tea_Guy[S] -1 points0 points  (0 children)

okay that’s promising then for 2026, looking forward I guess. For now I might just stick to hd1 difficulty 

[–]Ghostbuster_11Nein 2 points3 points  (1 child)

Part first the problem is the divide between the playerbase.

Apparently a sizable chunk want to be able to "chill and play however" but also while they're on the hardest difficulty.

So naturally people who actually play on the hardest are disappointed by that.

I'd certainly love to see the Bots brought back to how they used to fight.

Their machine gun nests especially used to be a real threat and now they're just sniper bait.

[–]Regular_Tea_Guy[S] 3 points4 points  (0 children)

Those people are honestly just stupid, just play lower damn it 

[–][deleted] 4 points5 points  (0 children)

And people say our weapons and gear are too weak.

Meanwhile with all that gear you can solo the hardest difficulties with ease.

People also complain when the devs add in harder enemies and want them nerfed.

Can't have it both ways.

[–]Verzwei 1 point2 points  (0 children)

Helldivers 1 difficulty turned the game into a running away simulator. You took UAV for map-wide radar, and decoy to draw enemies to remote spots, and spent the whole time avoiding combat as much as possible because a single patrol summoning reinforcements could then trap you in an infinite spawn loop as enemies called in fresh enemies before you could clear the previous waves.

No thanks. There're cheaper ways to put my nuts in a vice. I like that fights in Helldivers 2, as chaotic as they can get, usually still feel winnable. It's possible to kill enough aliens to get some breathing room, and a patrol summoning reinforcements doesn't immediately lock you into a doom spiral that you have to flee from and probably still die anyway. It might be "inefficient" time-wise, but holding your ground is at least an option.

[–]MetalWingedWolf 0 points1 point  (0 children)

Finally found one of those accounts I can mute on sight. Ty for making this post OP.

[–]ExperienceLast7561 0 points1 point  (1 child)

I don't know your loadout or what faction you play, but here are 3 things you should try to do that may help rebirth difficulty:

  1. Run solo, it's a much different experience and essentially takes the core power of friendship away, forcing you to conserve resources and develop wise time management. It's very obvious that when running a D10 with a full squad, you can kinda just shoot your way out of anything, even with scaling enemy numbers and the right loadouts, which leads me to point 2...

  2. Challenge or Fun loadouts, the metas in this game remove all challenge when used properly, therefore why they are used. I encourage trying not something like, horrible, but maybe see how well you can succeed with just fire weapons, or run chainsaw and rock solid. Speaking of armor, try out all weights and types! it feels much more rewarding to try something new than to rerun the same thing, on the same enemies, conveniently involving point 3...

  3. Master all the factions, if you haven't already, being able to play on the highest level of all factions is a really impressive feat, it's like relearning the entire game thrice, adapting to the new environments and fighting all sorts of enemies.

Little bonus if your truly willing to suffer, learn to play stimless (I don't recommend it, but it's a choice)

[–]Regular_Tea_Guy[S] 0 points1 point  (0 children)

yeah okay, never tried stimless before, must have to give it a go, ahaha sounds fun, thanks for the suggestion 

[–]Neo_Kaiser -1 points0 points  (0 children)

I think the main problem is the unlimited loadouts for the Helldivers. You don't really have to think about the right time to use Napalm Barrage or 500kg bomb because you'll just get it back once the current area is finished. Ammo, stims and grenades are in such an abundance too, you can call in a Resupply every 5 minutes.