I don’t envy the folks at Arrowhead charged with balancing Helldivers 2 guns fans have grown attached to. The studio has rolled out some balance patches in the last few months, which I believe made the game better by buffing weak guns less often, and nerfing a weapon that’s too dominant.
But there’s an argument to be made that balancing shouldn’t be taken so seriously in a PvE shooter like Helldivers 2, and that it’s OK if one gun is dealing more damage than the rest. Replying to a player who said recent patches have made the game “unplayable” Arrowhead CEO Johan Pilestedt conceded that he’s not satisfied with his studio’s current balancing approach. “I think we’ve gone too far in some areas. Will talk to the team about the approach to balance,” he wrote. “It feels like every time someone finds something fun, the fun is removed.”
This story is from the September 2024 edition of PC Gamer US Edition.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the September 2024 edition of PC Gamer US Edition.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios