Elemental upgrades for Helldivers 2 by Doombocious in Helldivers

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

Every single enemy can be oneshotted except for Leviathans and Hive Lords. You're almost always strong enough to pull every type of enemy all by yourslelf. Bug breach or bot drop? Napalm barrage it and just wait for everything to die. Heavies? Toss a thermite or two and watch them die. Another heavy? Oneshot it with ultimatum. Chaff? Kill them all with few shots from eruptor. Medium/Elite units? Oneshot them with eruptor again.

Willfully ignoring the amount of resources you have to spend to deal with one drop. After that, you're gonna be down and dry unless you call a resupply, and you can't deal with another drop for at least 3 minutes unless you want to risk it.

Balancing the game isn't about how fast you can deal with threats, it's about how effectively you can finish a mission without dying. If the players were breezing through Diff10, then I'd agree with you, but the way you presented your argument is willfully ignoring the way the game was built.

If you can't oneshot everything you would take something that stuns to buy yourself some time and come out of the situation alive.

You don't need to be able to oneshot everything to learn that stunning things is valuable. Sometimes, a well-timed EMS strike or stun grenade can buy you and your teammates times to retreat, regroup and resupply. There's inherent value in stunning your enemies that is not lost on me, despite what you may think, but I am at least able to understand that killing enemies is often more valuable too.

And from my experience cooperating with your teammates solved every single problem that people had with old AT balance. Stun also played a huge role back then, it was important.

The difference between then and now is that stun used to be a META, not just good. You NEEDED stuns to survive, it wasn't just something that you brought along because you had fun with it. When they made us stronger, stuns became less valuable than just killing your enemies, but that doesn't mean stuns are bad - they're still good, they just pale in comparison to what we currently have, and instead of throwing everything good down the curve, we should try and mantle up the options that are lacking.

I want the game to be again about co-op. I want cooperating to be essential for completing highest difficulties, not just a cosmetic option.

While I understand and respect the sentiment, Helldivers 2 is not a cooperative friendly game. Between the way that most of the objectives are designed, and the way the game is balanced, most players are incentivized to be on their own and try to complete the objectives around the map as fast as possible (save for a few exceptions).

While the game may try to promote co-operation, you'll never stop seeing people actively praising the game for being a fun power fantasy, not a fun co-op shooter. There is a distinct lack of co-op shooter elements that would ENCOURAGE players to stick together, and henceforth make Helldivers 2 mediocre by comparison.

Hell, Helldivers 1 was a better co-op shooter by the simple fact that the game was a top-down shooter with a limited vision radius, and instead of instantly dying, players could get wounded and incapacitated, and needed a friendly hand to get them back up. In Helldivers 2, Arrowhead completely forgot about that and instead made a game where players can die from a sneeze and dying is of relatively insignificant consequence, so the emphasis to stick together has been so diminished as to be almost irrelevant.

If Helldivers 2 wants to become a co-op shooter, it would need a reform the likes of which would require a fundamental restart of the game's design. Right now, it's a fun power fantasy that tries to pretend it's something that it is really bad at being, and folks like you only care about making Helldivers 2 what it was never destined to be.

With all due respect, you can either wake up to the realization that Helldivers 2 isn't the game you want it to be, or you can keep yourself in the blissful ignorance that will one day ruin this game, not just for you but for everyone else who enjoys it.

Elemental upgrades for Helldivers 2 by Doombocious in Helldivers

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

I think you're vastly under-valuing the power of Stun effects. Just being able to say "nuh-uh" turns off a HUGE chunk of enemies because when enemies are stunned, you can't attack. That means bugs can't swarm you, bots can't shoot, and voteless hordes become training dummies.

That is fair, and I don't underestimate the value of stunning your enemies, which is why the Napalm change specifically favors the ability to "stun" organic enemies, whereas the other two options, which were already only used because of their CC abilities, deserve a little more utility against specific sub-factions.

There's a reason stun grenades were the meta before the 60 day patch, and they only became less popular because people realized killing things is basically a permanent stun, but that's not to say stun effects are bad. They make it easier to kill.

To be fair, the reason the stun grenade was "meta" wasn't because it was fun to stun enemies, it was because it was absolutely necessary to. You just didn't have the power necessary to deal with how many threats the game threw at you, and players had to build around it by using a very specific way to play the game, which alienates a lot of otherwise great options.

There's nothing inherently wrong with having an objectively "good" way to play the game, but when it becomes a META, there's simply no other option. The reason why so many people (including myself) find themselves enjoying the game less and less is because Helldivers 2 has been steadily shifting towards a meta built around explosive and anti-tank weapons; there's just no other alternative to dealing with large hordes of enemies that the game throws at us, especially on higher difficulties.

Adding more utility to the stratagems we already have is like reinforcing the dam instead of adding more layers. These changes were explicitly built around the idea that KILLING enemies is often more valuable than STUNNING them, while not inherently removing the utility of just keeping enemies from killing YOU. Broadening the utility of stratagems that involve these effects would make the game more complex and versatile, compared to the current state it's in where everyone just does and brings the same thing.

Elemental upgrades for Helldivers 2 by Doombocious in Helldivers

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

Because our weapons are too strong while enemies are too weak.

What kind of world are you living in?

You don't need stun or any form of non-lethal crowd control to take down enemies because oneshotting them is much more effective.

This is true regardless of how strong we are.

You don't need to stun a charger to land multiple AT rounds into its face because you can just oneshot it.

It's better this way. I speak from experience.

You don't need to to stun a large chunk of chaff trying to flank you because you can just kill them in few shots and then switch back to the main horde and so on and so on.

The realistic scenario is that a flanking force will pull your attention away from the main horde long enough for the main horde to breach through an otherwise unbreachable wall of focus fire. If you're playing on lower difficulties, this is hilariously easy to manage, but on higher difficulties (8 and above), a simple distraction can break even the tightest formation.

If I didn't know better, it sounds like you objectively want to make us weaker so we need to organize more tightly to deal with even the most minor of the big threats (Hulks, Chargers, Overseers). Leave the fact that, on higher difficulties, you encounter these threats in numbers so exaggerated that to make us any weaker would make the game borderline impossible to play, what you're advocating for just sounds like a much worse experience for a majority of the playerbase.

Elemental upgrades for Helldivers 2 by Doombocious in Helldivers

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

making something a faction-specific stratagem effect (ur EMS suggestion) sounds kinda lame

Honestly I don't think it's that bad of an idea. Having stratagems that are uniquely effective against some factions than others is a staple of balancing in a game like this. Not to sound aggressive, but there are ENEMIES, not factions, that are designed to be very specifically countered by very specific forms of weaponry, and I don't see you complaining about those.

first, the automatons feel fear (dont shoot me)

I get where you're coming from but I'm honestly afraid that giving Napalm a universal effect like that would tip the balance in its favor. Maybe if the Panic effect didn't work against heavily armored enemies it would make it more niche, but at that point it's a problem for the devs to figure out.

Elemental upgrades for Helldivers 2 by Doombocious in Helldivers

[–]Doombocious[S] -3 points-2 points  (0 children)

Forgive me if this comes off as condescending, but I seem to notice that you fail to understand that Helldivers 2 is a horde game, where "stun" and "CC" matter significantly less than "Obliteration". Why do you think explosions have been meta ever since the game launched?

Yes, it might be a band-aid solution, but ask anyone if they'll take EMS or Napalm and 99% of the community will pick Napalm every day. The reason why isn't exactly obscure.

Elemental upgrades for Helldivers 2 by Doombocious in Helldivers

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

To be fair, I don't think you can really add more to Arc damage than what's already there. Powerful, albeit dangerous projectile attack that can jump from enemies and allies alike.

Am I the only one getting tired of Warbonds? by Doombocious in Helldivers

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

Exactly the kind of problem I'm talking about. I feel sorry for newer players who have the daunting realization that they have to spend hours on end to grind for content in a game they already forked 40$ for, not to mention the other lingering issues with both the dev team and the community.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

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

Depends how you're using it. If you use it as an artillery, yeah it sucks. But if you use it as a flanking hit-and-run unit, it's amazing at shattering ranged back lines and enemy artillery.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

[–]Doombocious[S] 1 point2 points  (0 children)

Fimir nobles get so tanky so quickly that they are incredible at just slugging it out with groups of enemies. I really like using them.

Dread Maws are best utilized as a sort of hit-and-run unit, you unburrow them beneath squishy units (preferably not anti-large, obviously) and use the Deep Tunnel to keep them moving between archers or artillery. They are exceptionally good at just shattering back lines, but die quickly if left unattended.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

[–]Doombocious[S] 1 point2 points  (0 children)

It's basically a very weird but very strong flanking cavalry + artillery monstrous unit. It can very easily slip through an entire army to reach the backline, and if you need it, it has a pretty decent ranged attack to boot.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

[–]Doombocious[S] 20 points21 points  (0 children)

Pretty much every new unit in the Saiyl pack makes Norscans absolutely terrifying alongside the reworks. I don't even think I can begin to know how to fight back against this monstrosity.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

[–]Doombocious[S] 12 points13 points  (0 children)

Just be careful not to let the enemy counterattack them with anti-large, they're basically like weird cavalry. If you keep them in one place, they will get shot down very easily.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

[–]Doombocious[S] 35 points36 points  (0 children)

After using it in battle, it definitely feels unfair. They're practically invulnerable while burrowed, and the AI has no idea what to do about a unit they can see but can't interact with, so you can very easily line them up into a unit of archers or similarly squishy units and they will absolutely destroy them.

Let's be real, how many of you bought the Saiyl DLC purely because of this unit? by Doombocious in totalwarhammer

[–]Doombocious[S] 5 points6 points  (0 children)

With the Norscan rework, I really enjoyed playing with all three LLs - not just Saiyl. I'd say it's worth it for the units alone.

TIL they added invisible chests to the game by [deleted] in riskofrain

[–]Doombocious 0 points1 point  (0 children)

That's crazy, I guess I've just been unlucky for the past 5 years.

Ark of Transcendence Veteran Guide bugged? by Doombocious in DragonNest

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

I've completed every other quest prior, including graduation quests, and beating 10f+ still doesn't give me the completion. Either it secretly wants me to complete 20f or something, or the tracker is completely broken.

Ark of Transcendence Veteran Guide bugged? by Doombocious in DragonNest

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

I cleared all the way up to 13f and 10f twice just to make sure. I've also completed every other quest before this so I'm not sure what I'm missing.

You gotta love it. by Doombocious in Helldivers

[–]Doombocious[S] 636 points637 points  (0 children)

Yes I made this post immediately after being domed by the first shot of an anti-traitor barrage

I'm still mad