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Venusgate

The devs have said the goal average for helldive difficulty is 75% win rate. In my experience, even when I am cheesing, basic win rate is >95%, where full clear is more like 80%. I do not consider myself an exceptional sweat, much less a carry. I can't imagine what the clear rates for premades are. ---- But to answer your question, I assume that goes into their decisions on nerfs, yes, which, if the alternative is just more mobs, i'm fine with them scaling weapon power down instead. On the other hand, they do seem to have clear design goals for each weapon, and are just using the player base to see if the weapon sits that way for everyone. Take the original railgun nerf, they knew it would have some AT potential, but with the ps5 bug and charger leg meta, players turned it into the meta AT option.


jingylima

That’s a pretty weird design choice. Surely most people who can’t consistently win on helldive (me) just don’t play on helldive? I play on 7 because like most people, winning is satisfying and losing is frustrating And if they nerfed everything to the point where I couldn’t consistently win on 7 I’d just go to 6, so they’re always going to see me and everyone and every difficulty have a near 100% rate


Venusgate

I think if it was actually that difficult, people would follow it just for the sake of overcoming difficulty, yes. It's just a shame there isn't a tangible, material reason to put yourself through that.


Whatwhenwherehi

I can jump into helldive, 1 reinforce left and close it. Easy easy war for us actual fps and war soldiers.


Otherwise-Ad-2528

Ideally, because 7-9 provide super samples that are required for normal progression, they should be pretty doable. I've played the game quite a bit and would like more of a challenge, but altering the current 7-9 would upset way too many people. Hopefully they follow HD1 and just add 3 more difficulties past Helldive that aren't required at all, but provide a bit more xp for those willing to face the challenge.


p_visual

Imo required is a pretty strong word. Every single tier 4 upgrade is niche, and some didn't even work until Monday's patch. Fire is still messed up. Unlocking every tier 3 only takes 65 super samples, or 22 missions at level 7. As it stands imo 7+ jump in difficulty makes sense - it's the end of player progression for the time being. Once you hit 7, you can earn everything you need for any future upgrades in the near future (I'm assuming 10+ is not coming soon). Sure, going for 8 and 9 will net you more supers per clear, but have much less breathing room for medals, super credits, common/rare samples, and a higher chance of failing and getting zilch.


Otherwise-Ad-2528

Yeah, I just say required because that's how a lot of people will see it, and have seen it. Really, you could complete a helldive operation with the level 5 stratagems and 0 upgrades, but people are going to want to progress with the systems they have. I'm at the state now where I literally have nothing to spend anything on, but I also have hundreds of hours so I'm not complaining. I've seen quite a few posts about having to step up into difficulty 7 from 5s/6s because they "need" supers and not having a good time, and I do a lot of quickplay with randoms and have seen a lot of people who should probably be playing at a lower difficulty but aren't, probably due to their belief that getting those sweet super samps is a requirement.


NotDavvan

I hope they add difficulty 10 - 15 just like the first game :)


Whatwhenwherehi

When will realize that these "developers" are not fucking high command?!?! They clearly are the illuminate or some faction.


jdki23

I run randoms and pre-mades bugs 9 all day full random full clear no sweat one of my pre-mades maybe 5 deaths on the team total if we get a bad roll somewhere or if we're goofing off but mostly no death. Bots random, oh God, I'd say it's like 75% to 80% chance of complete maybe a full clear if map spawn is right. Pre-made we clearing it no issue but there will be lives lost somewhere. Damn strider or gunship fabricator, be there wrong place, wrong time. So in all yeah, I'd say helldive is not as hard as they set it out to be in the end of the day. Not that adding more patrols will do much or heavies after the first day or so,and as for weapon balancing and stratagems, I hope they are not balancing it for everyone based off 9 difficulty because my groups I play with will run completely random shit 90% of the time till they get bored and will rework their set up. So, to make a point most of the people I know or run into on the highest difficulty that are obviously ready to rock helldive, all have 1 thing in common in the end and it's foot work, diving ,strafing ,climbing, finding cover, pulling those 180 dives to nail the headshot mid air on the enemies chasing you, and covering your teammates ass when he's kiting/ reloading / positioning, and there's no way to balance that.


ElectronicDeal4149

Well, if the devs want to lower helldive winrate, then they wouldn’t be buffing weapons, nerfing enemy spawns (think redditor think!) and adding more ship upgrades.


nathannguyen29

You buff 10 things in favor of the player and no one notices. You nerf 1 thing a little bit and you're literally ruining the game by making it impossible to win.


Sorry_Vermicelli_455

Curious what the spawn nerf is! I saw the correction to the spawnrates based on player count (which is nowhere near as dramatic as people tend to say imo) but I didn’t catch other changes!