Stress Testing Helldivers 2's New BALANCE Update

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hey guys last night as a new helldivers 2 patch dropped I just so happened to be running a few missions with some friends so of course we did as all inquisitive nerds would and exited the game allowed it to update and immediately started testing the new changes for those who don't know allow me to summarize the new changes broadly altered the termined spawn rates of difficulty 7 and above in short they're allegedly spawning less B Titans and charges but instead replacing them with additional chaff or add spawns of smaller to Mid units additionally they've specifically referred to the charger leg mess but instead of nerfing it by reinforcing the leg they fought back by weakening the head the idea is that you can now One-Shot charges to the head with the trusty recoiless rifle or anti-tank launcher I don't want to just rant at you guys in this video I want it to be a conversation so make sure to let me know your impressions of the new patch just keep it civil as when we load out against the filthy bug or socialist spot we're all one in the same team team democracy baby hurah we tested difficulty 7 because to me that is an extremely key difficulty level in Hell divers 2o it's where the super uranium sample starts spawning for the first time meaning that the game functionally forces even casuals eventually start attempting this level which means that it must at least be attainable in the original balance of the game difficulty 7 was where I played when I wanted the ideal balance of fun and challenge I could comfortably do it in a Duo while still enjoying myself difficulty eight was where I played when I wanted to challenge myself a little bit and nine was of course where we went for the endless waves of enemy reinforcements in my mind that was actually a great great balance so long as you didn't cheese the game mechanics if you stayed and fought and did all the objectives the original difficulty curve between 7 and 9 was actually quite fine for the vast majority of players the devs disagreed and said that these were too easy and too many people were clearing them and of course channels like myself and others have told you our thoughts about balancing an entire game based on a handful of people cheesing endgame mattera but we won't get into that here nonetheless difficulty 7 based on the game's own mechanics has to at least be somewhat manageable so we dropped in to see what was watch and expectedly I got a little silly and immediately tried to see how many Slugger shots it would take to take down a Spore spear at 168 M all right Slugger kills it half a MAG it turns out the first charge was Upon Us in around 40 seconds which is certainly manageable I made the mistake of bringing the flamethrower because that aside from the exo suit is the current meta for Downing charges in case you didn't know flaming the leg takes them down reasonably fast become with the caveat of setting everything including yourself and your team on fire I really don't enjoy this play style because as you can see here if you dodge due to uneven terrain the game can ragd dooll you have you land on inflamed ground set you on fire then not give you the ability to take a stim as you roll for the next mission I'd load out with the recoiless rifle to try the new head weak spot but for now the idea was for us to Stomp the game using Mech to close all the bug holes and get out of Dodge quickly to see how quote unquote easy difficulty 7 could be the mexan can essentially cheese terminate eradication missions the first thing I'd noticed is that the chaff and AD spawns had definitely been cranked there were scavengers And Hive guards all over the place making it challenging to actually land Rockets into the bug holes as they kept coming out as I was about to close them there is a lot of [ __ ] [ __ ] there get some get some Bing Freedom marches than to you you proce 3 minutes in and we got our first B Titan which my 500 kilo bomb inexplicably didn't take out throwing a 500 Kil on him I throw me on you [ __ ] oh yeah eat that [ __ ] baby you're [ __ ] me we closed the bug holes super fast but got caught up in reinforcement waves which was more on us rather than just be lining it to the other objectives or the extraction that said the reinforcement loops and patol spawns are still largely as they were patrols are constantly popping in all around you and many times I literally saw them spawn in right in front of me as we've talked about at length before check this out in another mission as I salt a lightly defended point of Interest two Chargers literally just spawn out of the ground out two Chargers just came out of the ground I don't know about you guys but whenever I see something like this I just want to exit the game and find something else to do like fill in spreadsheets it so fundamentally destroys a suspension of disbelief and the rules of the game World this of course caused the breach which then spawned another two charges immediately after the first two were dispatched this is after a patch specifically addressing the charger spawn rates went live the amount of units overall felt fine for the difficulty but the way they spawned in and reinforced was still more annoying than fun there was one point toward the end of the mission where we were dealing with a ball Titan which just wouldn't go down when the game spawned another on us from offc screen is part of the same engagement are you kidding me there's another one one behind us yeah and the meteor storm now don't stress boys I've got a k I really like that it's two bile tians and a [ __ ] charg at the same time that's my favorite thing yep and a meteor just killed me one shot for me it's not so much about the quantity of enemies but how the game RNG just decides to pop them in all around you and this new balance update clearly hasn't altered the calculus there to top this off we of course got a meteor storm while trying to kite these guys as our bomb cool down sticked over now it's all manageable whatever but it's fundamentally not fun waiting for your cooldowns to take over while kiting hordes of these guys around the play style itself is laborious the chaff unit levels went ballistic as we were extracting which I actually thought was kind of cool it really ramped up the whole Starship Troopers fantasy I just hope our frame rates can survive it [Music] I love Throwing It All the ground and it just as the game went on I found myself increasingly frustrated not because it was difficult but because it was annoying it was just kind of not fun to play the good news is that the recoiless rifle does take charges out with one shot to the Head the bad news is that you still often have multiples of them charging you down and The Recoil L takes around 10 years to reload reloading be back shortly all right I I can get behind this I can get behind the recallers oh [ __ ] off one right behind I need the head show me the head all right he's down in the holdout Mission we got two ball Titans within 40 seconds drop my [ __ ] suit on it no don't kill my Mech it killed my [ __ ] Mech and there's the second OneWest in the end we completed all missions successfully and the overall degree of challenge itself was n that bad again it was just the annoying nature of Spawn ends that made the game laborious to play this leads me to believe that there is far more at play with the mechanics fundamentally how the nature of patrols and popins are handled this patch is probably a step in the right direction and should hopefully mediate some of the worst issues keeping people away from the top difficulties but I think a far more fundamental rethink of Patrol spawns and breaches is going to be required in the mid to long term also is anyone else bothered by the fact that in the intro cinematic a single rocket launcher head shot took down a ball Titan while in the game you get this did I did I not just shoot it in the face with a [ __ ] recoil I actually quite enjoy the role of being a heavy anti-tank Gunner packing a slugger and recoiless rifle it's just that on top of being a thankless task the reload speed and ammo economy versus the amount of heavy units you encounter still doesn't fully make sense that said has anyone tried using the new rail gun against the charg just head after the update is it viable how many shots let us know down below I'll of course be keeping my eye on the state of the game as it develops this is by no means a comprehensive review but more of an initial impressions of the new update playing with some very casual friends the new difficulty 7 is very manageable the unit proportions make more sense but the nature of Spawn and popins still have me very much scratching my head it creates an odd Cadence to gameplay which makes combat profoundly unsatisfying but what are your thoughts let me know if you've tested it and of course don't forget to subscribe subribe so that you're notified when we do our stress test of the upcoming Cutting Edge War bone coming before the end of the week see you then
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Channel: Ermz Plays
Views: 128,079
Rating: undefined out of 5
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Id: osrou4C0YuQ
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Length: 8min 36sec (516 seconds)
Published: Wed Mar 13 2024
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