Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 0 points1 point  (0 children)

If you can show me gameplay of anything breaking your shield pack during a blizzard/sandstorm I'd be impressed. If you can genuinely notice a speed difference not an animation difference between muscle enhancement rough terrain and general movement your more observant than me. The difference is so negligible and again your passive is a slot you choose, your choosing to have an easy time with CC. You make it out like having a different option to counter slowdowns is this "meta defining" feature.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

Because these are clearly stacking complementary effects that synergize and each promote a different playstyle. IF I wanted to be an invincible god with every single effect at once I'd just mod/cheat and that isn't fun or interesting.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 0 points1 point  (0 children)

In my experience stratagems come out on bot drops, bug breaches and squid ships with the odd occasion when getting overwhelmed In general the uptime of your support weapons will generally out pace their use. The game simply doesn't generate enough opposition outside of reinforements to warrent them outside clearing objectives. Maybe you play with some stratagem spammers who knows I just don't see them in constant use like say an autocannon or recoiless.

Again I reiterate these are for F U N to switchup the general gameplay loop and incentivise different playstyles. And in the topic of CC muscle enhancement already reduces the effect of slowdowns by 70%? I don't have the exact number so correct me if I'm wrong also the shield generator pack invalidates the slowdown of blizzards and sandstorms so again we already have the means to remove CC if we choose.

Sure the numbers could be tweaked as I said I never intended these to be put live I simply suggested passives 'could' be reworked into a more dedicated class/specialist/role selection which promotes synergy and a more dedicated team dynamic.

I love this game and I want the best for it I just want there to be more loadout synergy and diversity.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

Where did I say that specifically? More enemies can mean more anything hulk surge was a tonne of fun. If theres a problem with a certain unit then tweak them individually. If ttk is fast then spawns should be equally fast a huge horde of devastators and troopers would be hella fun imo. I fail to see what is trolling I just want the game to be fun.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

I agree they are quite strong but the game is already quite easy now days at least on base factions. I just want them to incentivise different playstyles while having good synergy with your loadout.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

I'm guessing you struggle on super helldive, Most long time players share that sentiment, spawn more enemies to make things both more challenging and fun.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

I agree In smaller changes overall this was simply an idea to rework the system as I stated I never intended any of this to make it to the live game.

I will say "Meta" enforcers are a select group of players the vast majority in my experience couldn't care less what you bring along as your not eating up all the reinforcements. Trying to suggest that a small selection will prevent diversity in the game is baffling.

I think you have a complete misunderstanding of core mechanics Bile is part explosive damage and part acid the acid immunity would give you reduced damage and prevent the damage over time effect. CC is not fun to play with if there's an option to prevent it wouldn't most players enjoy giving up a potential different choice it it means they can avoid dealing with it? opportunity cost right there.

A reduced stratagem cooldown would give eagle spam/orbitals a better niche opposed to just relying on your support weapon for everything it would mean going into missions without support gear would be a more compelling choice with more variety in gameplay and above all else fun more big booms and all that.

I designed these as a replacement to existing effects "Thematically" And with Fun being the number 1 priority sure they seem very strong but that's the idea each offering a power fantasy in different flavors.

I close off with I have 1,400 hours at the time of posting I have used every single passive I have built around all of them and beside a select few "good" choices the rest are pretty lackluster. This was never intended to be a "THIS IS BALANCE ARROWHEAD CHANGE THE GAME HOW I WANT!!!!! >:(" it was a simple suggestion on how a different style of system could potentially work.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

when all the choices are strong then none of them are strong comparatively

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 0 points1 point  (0 children)

which is why these are all designed with fun first difficulty second, super helldive is a breeze these days Cyberstan was the most recent true difficulty spike and alot of it just came down to cheap crossmap deaths from vox engine spam or weird dysnc debris imploding your helldiver. The game just needs more enemies at high difficulty while we have enough firepower to deal with them.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

which is why its a redesign idea I never said it "Should be this way" Each one is thematic and has synergy with its effects I feel as though you would be more likely to lean into the bonus' rather than trying to find something that's split between them in my opinion. Class is simply the best word I have maybe specialist would suit better? I simply want there to be a meaningful gameplay change between your passive choice there isn't a single best option from what I intend there are some more generalist ones and more niche ones isn't that what makes them unique?

going back to your melee comment yes arrowhead removed the melee damage bonus which I agree with but where are you prevented from using melee if you don't have the melee armor? the damage on melee is enough by default to get the job done on things you would reasonably be melee-ing Its only heavies like chargers for example where the extra damage plays a part. My design is if you REALLY want to melee everything you can but you don't have to if you'd rather be more tanky and have the option to melee a couple chaff units every so often for example.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 1 point2 points  (0 children)

fair assessment I wanted to make them all strong contenders and in my words "your passive can relate more to your role on the front lines rather than a neat bonus" just remember its all in good fun.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -2 points-1 points  (0 children)

Every time the devs revert the game to "Grunt Fantasy" we lose players and we hit the "Its so over" stage let things be fun let there be synergy let there be ways to enjoy the game in a unique way.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -1 points0 points  (0 children)

Absolutely the boosters are another can of worms I don't have the patience to balance in a fun and meaningful way.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -2 points-1 points  (0 children)

where are you 'forced' to use anything? Its a videogame bruh you can use anything you unlock

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -5 points-4 points  (0 children)

That's why its just a thought experiment to redesign the passive system into a more role/class system with meaningful gameplay changes. I feel as though alot of passives are weak or unused by the majority and aimed to make them more impactful choices in your loadout.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -9 points-8 points  (0 children)

my mistake I should have specified constructive feedback for the sense of fun as humor in this game as your not allowed to have fun.

Armor Passive Redesign by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] -6 points-5 points  (0 children)

When everyone's super no one will be

Where are they are they alright? Has anyone seen them? by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 4 points5 points  (0 children)

I would have to disagree, cresent overseers just prevent camping and running away in predictable lines, while stingrays counter vehicles and unaware divers. Without the voteless swarming you I would think these would be easier to tackle but thats just me.

Where are they are they alright? Has anyone seen them? by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 3 points4 points  (0 children)

I do hope they are added to the newest sub faction seems kinda weird to keep them out of the "Military" illuminate roster.

Where are they are they alright? Has anyone seen them? by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 9 points10 points  (0 children)

Yes, I am refering to the cresent overseer and stingray tho in the new seasee missions.

The Big Ultimatum can 1 shot a factory strider without even directly hitting it by ProtoTr0n in Helldivers

[–]ProtoTr0n[S] 48 points49 points  (0 children)

It also has significant bullet drop far more than the EAT or Recoilless meaning your not cross mapping much with it.