You should be able to pick the 2nd perk but not the first I think. Its a good halfway point between keeping armor’s identity and letting people pick the drip
Agreed. Have one perk be inherent and the other felixible. Its a good compromise between what arrowhead seemingly want and what the majority of the community wants
Most armors got 1 main perk, 2 stims, 2 grenades, 50% chance not to die. these are the perks that cant be changed i assume. the rest is just add ons and will not change much. unless you want to take the main perks which means whats the point of armors anymore
greed, works especially well given how lame the recent 1-perk gear has been. another nice balance point would be letting the hat have it's own perk as well.
Fire armor should have the 75% fire damage reduction AND not be able to be set on fire. Doesn't make any sense that the fireproof armor gets set on fire like it was made of cardboard instead of fire resistant materials
Armour perks as they are now feel like a tax rather than a class. Want to use the JAR-5 pay the peak physic tax, want to use the purifier and not blow yourself up pay the explosion resist tax, want to use a flamethrower gotta pay the tax so you don't instantly burn yourself to a crisp.
@@n0sc0p3dpwnd9 Exactly, you dont need armor passives to improve your weapons, but you can do it if you want. we've been using flamethrowers for over 5 months without the armor and it was fine, but its cool to have an option if you want to
W take, armor perks feel like a band aid to problems, of course i can kinda see that being "the point" like it helps with certain playstyles with your examples, but they dont do much to begin with. Armor just feel like "fix this problem" and not "make this playstyle more fun" which i think it should be (especially since AH wants more team work and "classes" this would push that), honestly i just want more customization and "build crafting" cuz thats what i find fun
Name one time you have ever taken a look at your teammates armor set and adjusted to gameplay to accommodate what armor passive they have? I have 500 hours and have not done that a single time, assuming I can even remember what armor passive lines up to the armor set they are wearing now that there are so many passives in the game and the helmets don't give any indication either. And even if I wanted to actively check my teammates armor passives, they're probably covered in blood or bug fluids so I can't make out what they are wearing regardless. A good solution would be to make the armor passive appear next to your teammates names when you hold TAB, just like how you can see their equipped stratagems and cooldowns. I'm pretty sure that is the only concrete reasoning they have given for not allowing us to embrace drip divers. The only other reason might be the weirdness that might come from running a light armor set and moving around at a snail's pace. But let's be honest, does anybody really care about that small incongruency? At the very least we should be given transmog for armor sets within the same armor tier (light, medium and heavy).
All I am looking at is are my teammates armor heavy, medium or light so I know are they going to catch up with me but other than that, doesn’t have any substantial impact.
@@mcdull68 Same. Allied armor types are virtually a non-concern. I think the only other thing in my 600+ hrs is who might be trying to do a sneak, though only 10% of the time are those players actually playing stealth anyway. I can see the guy shooting flames is the flamethrower guy no matter what armor they wear.
It has been confirmed that we'll be able to 'mod' our armor in the future. We just don't know what exactly that means yet, but Im hoping for colour palets and perk picking.
that pilot perk is just the buff mechs need but i kinda like it if you bring the armor you can use the mechs as your main weapon and if you dont is a semi decent side weapon
custom perks on armor ofc would be great but I don’t see them ever doing that. since they want the armor to visually represent what it does, just have all armors have 2 perks, where one is the base perk and the 2nd is a custom perk that we can put on any armor. for example the fire armor can be fire res with the 2nd being 30% less recoil. grenade armor can be +2 grenades with 2nd being can throw stratagems further. so we have a group of perks we can put in the 2nd slot of any armor we want so the base armor does what the devs want it to do but still have some agency and ability to drip
If people wanna play a realistic milsim, play Arma 3 / Insurgency / Tarkov / Squad / Verdun / Hell Let Loose / Ground Branch. In HD2 the year is 2184, so it can definitely have more sci-fi & advanced technology when it comes to weapons and armor
@@samuraitadpole5459 Not to mention, the core premise of this game is already completely absurd. The way the helldivers operate (while simultaneously being treated as completely disposable) would not be anywhere close to logistically viable.
@@BackwardsPancake HD2 has a bad case of ludonarrative dissonance. They want the lore to be that we're expendable grunts propagandized into thinking we're elite soldiers. But gameplay wise we ARE elite soldiers. 1st of all, you don't drop expendable grunts behind enemy lines, that has *always* been the purview of elite soldiers.
@@Deadsnake989 True, but this is also part of a greater problem with their world-building and lore. In that there is basically no originality or substance to it. Once you get past the surface level aesthetic (which is basically just Starship Troopers with serial numbers filed off) and "le epic roleplaying" (mindlessly repeating slogans), the universe is paper thin and impossible to care about. The personal level is somehow even worse, because the game goes out of it's way to have no characters, and the few that do exist are purposefully completely one-dimensional, at best forgettable, at worst actively annoying. It feels like where some games have "excuse plots", Helldivers has an "excuse universe".
The problem is that Helldivers 2 got that tactical shooter crowd by having shit like team reloads, manually arming artillery, and authentic feeling guns. They put so much effort into making the world and gameplay extremely authentic and legit.
I love how the polar warbond armors give 0 benefits on polar planets, these milsim people will validate anything AH does no matter what. One of the armors even has spiked shoes, better mobility on snow? Nope. Don't ask for bacon apples, though!
@@gameplayer42069 That was pretty disappointing. I remember seeing the spikes on the shoes and clearly believing they would come with a benefit that reduce or remove the sliding on ice and decrease or eliminate the move speed penalty of moving in snow and/or during blizzards.
People want realism but forget we are in spaceships that launch us onto different planets in pods (I'm sure we would die from impact) fighting giant bugs and ai...
When people say realism, they aren't talking about realism, they're talking about believability. Basically, does it follow its own rules it's set for itself.
Imagine rocking sleeveless armor with 50% inc limb health lmao. Or armor with granade belt with +2 seconds of stim effect. They probably would have to make armors aesthetics customisable too, to keep any believability - and it looks like AH wants exactly that.
One thing I think people don’t consider is that the Engineering Kit and Fortified perks are essentially the game’s default offense or defense perks. I think these two perks should be part of a selection of perks that can be chosen on any armor set as an additional passive to the armor’s main passive. So for example, if you want to play as a machine gunner on bots, you can pick an Extra Padding armor set with Fortified for the recoil reduction and explosive resistance. However, I think Extra Padding should also be selectable passive. An alternative to this idea is that you can select any in-game passive that you have available as an additional passive on other sets of armor.
They wanted to have perks tied to specific armors for recognizability but it only somewhat works for the unique armor passives of the warbonds, since they usually have a unique look and design ques, which many of the base armors lack. If specific perks had specific things or colors present on the armor their idea would work, otherwise it's too late for that
Imagine if arc armor protected you from being knocked down by your own tesla tower, and then also didn't count as using up an arc. Meaning you could act as a range extender for your tesla tower and still zap the max number of enemies... now imagine chaining together 4 helldivers to zap enemies like 200 meters away from the tower, lmao. It's stupid, but I don't even think it'd be OP. Just a fun coordination trick. Use 4 teslas and give everyone an arc thrower and the guy at the end of the chain basically becomes Emperor Palpatine.
i dont get the strict mil some people, having nice sprinkle of it is very fun and challenging, it was why i started playing, but come on we have a perk that gives you god mode on a coin flip, having swappable perks is not that crazy, and for the love of god give helmets some love with perks
The arc armor is so miserable. There is 0 reason to take it because unlike with fire or gas armor you can't hit yourself with the Thrower or Blitzer, and if you get hit with your own Tesla Tower it's on you. And even so you still take 1/3 of your health that you're going to have to waste a stim on, AND IT RAGDOLLS YOU. What's the point, man? "oh but people might team kill you" not really, people split apart because this game encourages so, thanks to the time limit that wasn't in HD1 they felt the need to introduce on 2.
IT MAKES TOO MUCH SENSE! I WOULD LOVE TO CUSTOMIZE MY ARMOR PERKS! 95% flinch resistance is garbage on the newest paid cosmetics, it didn't even work when released.
@@DaaHelai think they should make it so that to unlock the perks for customizing your, you first have to buy the armor the perks originally were attached too. So to be able to use unflinching on whatever armor you like, you first have to buy an armor from the new warbond. Improves player progression and still gives you a reason to buy new armors.
@@Very_Unwise This seems like just a paywall to make people buy extra things they dont really need. i need the 75% fire resistance and then stick it on a naked armor. and also how would i know if someone has the arc resistance perk or inflammable perk and not worry about killing them accidentally. they have to make icons and stuff to make it and probably wouldnt work that great on the long run
@@DaaHela buy stuff you dont need? Either you would buy the new armor since you want its perk, or you buy it since you think it looks cool. How is this an issue? I think that armors should also have intrinsic perks and then a flexible perk slot. As an example flame resistance armor always gives you flame resistance, and then it as an open slot for another perk of your choice.
Cant also forget we still need helmet perks, heres a few ideas - ADS highlights enemies (useful for fog and nighttime; could be replaced with “replace flashlight with nightvision goggles”) - reduced or no flinch while ADS - shows throwing line for a throwable or stratagem you’re cooking (peggle style) - headshots deal REDUCED damage to you instead of additional (like heavy armor visor or smth) - when you mark an enemy it takes slightly more damage from all players (finally putting teamwork in the game guys) - greatly increased weak point damage - no more weapon sway - danger sensor indicating an enemy is targeting you (imagine like rocket lock on detector to avoid getting sniped)
- Localisation confusion makes you play the game less - The reinforcement +5 is fine. Could do a +10 if you wanna banzai charge with the constitution more with friends. - Muscle enhancement is kinda hard to see the benefits. Should add a passive sprint speed bonus - Flexible reinforcement budget should be reworked to be combined with the additional reinforcements. The replacement booster could be an auto reinforce if no teammate is within 100m of death location Fire hellpods are meh. Only works well with the landmines. Would be good if it’ll give us a roulette stratagem which drops equipment along with this booster. Just some ideas
I like this idea! The armor perks definitely need to be looked at because there are times that I want to wear certain armor but I only use engineering kit primarily or peak physique if I'm running HMG. I know that they said they're against it but there needs to be some type of transmogrification system. As someone who runs the machine gun support weapons it would be so amazing to have improved ergonomics and reduced recoil as my perks.
i really like this idea, i hope you can get it into the game. picking armour perks would be kino, first youtube guy who put this idea out there the others lowkey just react they don't innovate. stay on your grind. top g .
100% Arrowhead will ignore all this feedback. I just don’t understand why they refuse to treat the game like the community’s game & do things the community clearly wants. It’s like they are choosing to constantly fight an uphill battle…
Because if they do absolutely everything the community wants then the game will die. The balance changes were good and it was due to our feedback, but there’s so much shit people suggest that even gets popular and it’s just so stupid and nonsensical. Even a bunch of crap from dough is just plain silly every now and then. Armor can be improved but y’all have a desperate need to do the most zaney and wackiest stuff ever that you see from yo favorite games to try and “make it better”
@@n0sc0p3dpwnd9 What? What he said here is true, in HD2 Ik for a fact a majority of the players saw their teammates armor and didn't switch their playstyle. I can also go into the fact a game where it's set into the future where it's a parody of ST which is a parody of dictators and ultra nationalist my guy so wacky shit should be in the game.
@@reaper8264 Okay so here’s the thing, while it would be nice to see armor improved to involve more team play there’s 2 things. For one it doesn’t NEED to happen, armor was never conceived with the express purpose of being a team utility. For many reasons it doesn’t even make sense with the universe of Helldivers. How do you make fortified or extra padding help your team? Are you gonna make some goofy ring show up around divers that provide some arbitrary buff while in radius? And for two, I do agree that shit can be improved. And me personally I would like more team utility, but the shit that the community suggests is often just down right deplorable. It’s straight up just some overwatch or league of legends ass suggestions lmao. So with all this yappin what would I even think is good? So I’d have a lot of ideas but for armor passives they should definitely stick to armors they belong to. Like I said though I would like more team utility shit, just not goofy stuff like what some of the passives in this video have. It’d be dope if engineers could repair mechs and turrets. Would be nice if medics had something to aid in healing teammates. Etc. There’s a lot of ideas to come up with but overall shit like this takes time to implement and design, it’s never an easy task. If you do an upgrade system then you gotta worry about future warbonds and so on Edit: also for your comment saying wacky shit should be allowed, nah bruh. I mean yeah like what we already have that’s silly is awesome, emoting through the air, silly moments n shit. But overall, wacky stuff that involves goofy stats and weird rpg playstyles just does not make sense in Helldivers. Why would we need an overwatch tank dynamic in this game? Just make heavy armor actually good and maybe add some gear that caters to that fantasy. Doing all this “attracts all enemies” “melee gives full health” and etc shit is just so weird and out of place
@@n0sc0p3dpwnd9 I never said anything about league or overwatch, I just said to make the armors passive go with whatever armor you want for a certain build you wanna go, like if someone wants both stims and grenades they get medic and engineer, same with I want to be resistant to fire and electric damage boom. It's not that bad to add since how can you tell me a robotic leg can go into extreme heat, sandstorms, and blizzards but break if a small insect nibbles on it.....
@@reaper8264 you didn’t say that yeah but the passives in the video alter gameplay as such. Even though dough himself said some were over the top. That’s my whole point, the community has some goofy suggestions sometimes, they gotta bring it down more to earth. And while yeah you can make an argument that a robotic limb should give more options; I would actually agree with you. I think you could swap part of that passive for recoil control if you so wanted. But with a lot of other things it just doesn’t make sense. Why would a robotic limb give you a medic passive, you feel me? So could a couple of options be given to every armor? Yeah sure, but could it be largely unnecessary? Well when you think of niche armors I think it gets more complicated. Why would a gas looking armor trade gas resistance for whatever else may even seem close to fitting? It just added complications and inconsistencies in certain areas that matter. Helldivers needs consistency. That’s why I sometimes say well maybe the solution is an upgrade system then, sure you can’t swap passives around but then more interesting dynamics can be worked in. But of course that comes at a development cost and an increased amount of effort needed for future warbond armors and etc. So maybe instead of going crazy on armor passives they could keep them as is for the most part so it’s a small benefit to the individual player. And then who knows? Introduce a class system that overall changes play style more? A medic, support, engineer, etc type? Does helldivers need that? Maybe not, that’s battlefield, but the point is that there’s ideas to float around that can make sense. Unfortunately a lot out there just don’t
I used to run explosion resist all the time on bots but I feel like with the recent updates to rockets it's way less useful than it used to be. There's not as much middle ground to "resist" any more between no damage and instagib.
@@soybean9098 yeah but I feel like the explosion resistance perk doesn’t change that. The rocket update reduced rocket AoE size in exchange for increased damage, and I feel like there’s no real middle ground between “no damage” and “instant death” any more, perk or no perk. But maybe that’s because I only run light armor.
@@fresnel149explosion resistance is definitely still relevant, you can survive stepping on a landmine due to it or a couple of regular rockets even in light armor. The things that really kill me are usually quick bursts of bullets(Heavy devastators, factory striders) or just from impact after getting hit by rocket striders or barrager tanks. It's definitely way less forgiving than it used to be, but still doable. I ran light Fortified armor with ballistic shield loadouts, but Democracy Protects feels better for overall skirmishing
Pilestedt said he doesnt want transmog not just for you to know which people are using which. but it doesnt make sense and its like having apples that taste like oranages or something. like your armor is made to resist flames, not a magical perk that sticks on anything or whatever
@@DaaHela "unrealistic" when half the shit in the game is unrealistic, lmfao 50% to ignore lethal damage? where's the realism that? polar armor with spiked shoes, so you'd think it'd have better mobility in snow right? nope!
@@ruski77 Its not about realisms, but more so of making sense, 50% chance to not take lethal damage is because the will to survive, it can happen in real life too, you have to stim anyways so its not like you survive with 100 health. and the polar armor just doesnt have any passive. Besides, why would you buy new armor if it didnt have any perks on it? its just skins so they can wait untill i get enough supercredits or i just dont like them so they will not be purchased. everyone will purchase the perks and stick them to armor they like and thats it
If melee is added in the game properly in form of an actual weapon that isn't a shitty bayonet, it needs to have stagger. You can NOT trade with most of the enemies in the game. The game also has no s mechanic whatsoever. Iframes on a kill for 1 sec would be cool. Iframes on dive would be cool. If they wanna be the sci fi darksouls, then melee is gonna need s bro. Let us skill dodge shit.
I truly belive when about to throw a Stratagem it should not only show where it will land (after bouncing, if at all), it should also show the blast radius (if applicable) and potentially highlight teammates show what will happen. Then again maybe the chaos that happens now is sort of part of the fun, but it can't be fun all the time either.
I like the ideas, and I really like the idea of a class based system too. A lot of arguments against it were complaining that they "Didn't want to have to grind X, Y, and Z class" but imo that would give the players a use for RS and samples that aren't just stratagems, and can give players a feeling of team based play when they do what their class is for. My buddy loves the stim pistol, so much so that he had to change his in game name to "Field Medic" so that people wouldn't assume he's trying to use a real gun on them. But, Arrowhead do a lot of things right, listening to player feedback is one that's slowly getting there, and monetization is another. I currently have a reason to buy at least 1 set of armor for every perk, and, while I haven't personally spent money to buy them, it is one of the few ways they're monetizing the game. Being able to swap passives means you would only buy 1 armor that you like. And if we are a little cash grubby, we can also say that you have to own at least 1 armor set with the passive on it normally to get it. That's still a lot fewer armors that I would have to pick up to be limited to a now very underwhelming skin system, probably underwhelming enough that a few hours a week will give me the SC I need to buy another set with a new passive, never needing to spend money on the game again. I think armor passives need to be better, brought up to at least the power level of the medic armor, and should give you a team wide bonus as well (with medic armor you can stim your team mates without eating into your supply as much). I think that the mixing and matching of the armor passives SHOULD happen, but maybe by Arrowhead themselves, maybe even opening up a system like Warframe has to allow indie creators a chance to make some armors for them, and get a cut of sales for that armor (idk how that will work if a portion of SC is earned in game, probably impossible but whateves). And I think we need a class system to give us Ad Clear (Lots of guns, carves a path), Engineer (Holds an area for a while), Demo (Clears objectives, and larger enemies) , Support (Heals, shields, protecting an ally from death, etc), and maybe like a Team Leader (Buffing speed, improving respawn times, improving extraction times, more mission modifiers than player modifiers.) Payday 2 had 2 kinds of classes you could take, a Perk deck and an entire skill tree, and I never felt like any of us struggled to find a place in the team, and never felt like I was forced to fill a role. If we didn't have a medic, we just hit that much harder, so we didn't need one. 4 Engineers? You've covered the entire base in 16 turrets and now no one is safe. And it gives us something we can use our samples and RS. Edit: This is also not a list of classes that I think HAVE to be in the game, but more ideas based on OhDoughs comments and previous horde shooters I've played. Some of them might not be suitable for HD and there might be more that I'm not thinking of, but it would be cool to see.
About the capes mechanic, it's a good idea. The thing is if you are in late-game, levels doesnt really matter beyond level 25 unless you just want to brag about how high is your level at the game or unlocking ranks (which I don't find really interesting). Also, if someone is used to play often , they will easily reach the gap of how many samples they can have which didnt even exist when this game came up.
I'd love if medium/heavy armors had a chance for projectiles to be deflected and negate damage (15% for medium, 30% for heavy?), maybe even some base explosove resistance as well?Even wearing Medium/heavy armor doesnt make you feel like you're wearing anything when you accidently insta-gib yourself by a random bug jumping into your face while you loose an explosive crossbow bolt.
Perks like main tank, since its tank only, should be part of a line of perks that are specific towards the 3 broader armor types (light, medium, heavy). Light armor should have something for maneuverability and scouting especially in regards to using pings on enemies to prioritize targets with sentries, and medium perhaps focusing on improving character fundamentals with base kit (reload times, swap speeds, weapon handling, etc). Additionally for the weapon type perks pyro, arc trooper etc. To both make the options more powerful of perks but also something more appealing for arrowhead to implement without worrying about them being too strong, perks like that and really a good majority of the perks you listed should have a baseline attribute to the perk unlocked and then through equipping certain thresholds of gear you unlock additional parts to the perk or even make all the associated attributes of a perk get stronger by a tier per required gear. Meaning players that want to be a pyro would actively need to bring gear associated with the perk instead of just putting the perk on and bringing just the incin breaker or something and reaping the full benefits.
Battlefield 1 (2016) had a specialist kit called Flame Trooper that spawned in certain maps. The kit made you immune to flame damage and gas grenades but it made your auto-heal time so slow, it effectively required a third party heal (like a med pouch or med kit). As long as you played intelligently, you could rack up a lot of kills but eventually enemies would get sick of being turned into ash and they’d just rush you with bayonets for the insta-kill or overwhelm you with explosive damage to get rid of you. I wish the Freedom’s Flame armors did the same. Missed opportunity.
It’s not about realism it’s about immersion. I want something that makes me feel just a little bit like an engineer/stim addict/inquisitor based on what armor I put on. Also, if armors didn’t have a perk everyone would just wear their favorite looking one all the time and not want to buy new ones. That said, you should have an additional perk you can choose that provides the main bonuses, kind of like a booster but for yourself.
People already do that; 90% of the time I'm using the ultralight armour with scout passive specifically because of the passive. If i was able to put the passive on a different armour, i would use different armours more often.
hi dough, very rudimentary and boring system the armour has, and the descriptions / looks dont always align with the effect, so it makes you wonder why transmog isnt in the game. the way i would do it: Pick how the armour looks to your taste, then apply the effect you want on it. Armour is designed visually to not have attachments, satchels, bandolier and stuff like that. It all looks different but it's just the armour itself, blank like storm trooper armour. When you apply the effect, then an attachment appears on the armour. So you attach an increased melee damage bonus and it puts spikes on your gauntlets or bracers. You attach a throwing range increase one and it gives you a metal arm, or puts a range finder on your shoulder. Extra grenades passive = extra grenades on a belt. I'm pretty sure this would be good fun to work on for them, too. Making all these cool looking armour attachments and finding how to attach them to every piece of gear. Lots of the attachments on the gear in the game right now looks like it was added after the rest of the model was finished, so they may have the assets already there and ready to rework armour like this.
Keep the base Armour Perk, but allow a second Perk Slot that provides an additional bonus that isn’t the Base Perk. You can go into a mission with a ‘Surplus’ Build by running a Base Medic armor with the second Perk slot with Engineer to have more Grenades and Stims. Or having a Build where you are a full close combat build where you have Extra Padding Base Perk with Perk Physique as your Bonus Perk.
How I would do it, adjusting this idea of a system, since it’s the best ive seen so far: Armors have 2 passives, 1 main and a sub one you can adjust. You unlock the passives when you unlock the armor with the main passive for their respective armor class and can use it in that class. For example you unlock the medium armor sharpshooter you can use it as second option on medium armors. I think the main one should be fixed to match the cosmetic and someone posted something on Reddit with an idea to have more grenades on your armor visually when you pick a passive with that. Helmet passives are needed: some that complete the resistance perks like completing the fire resistance to 100% and others that give you night vision, more zoom, vision through smokes or highlights enemys. Not sure I like the cape passives but maybe someone has a great idea there.
I agree that armor passives could be more like roles and these are interesting ideas. Free reloads is too weird, but for some things creative "realism" even in flavor text such as making a performance-based auto-stimming for healing after melee kills might be a cool way to make these both fun and 'immersive'. All of the augments to weapon capability can probably be done by customizing weapon builds, to fit roles/playstyles. Capes ideas don't look very interesting in this graphic, but i like the idea of some type of modifier. maybe kevlar capes, padded capes, flame-retardant capes, electronic capes, etc might be interesting as weaves, you can woven into any or most designs. Maybe the glittering gold cape gives teammates +5% move speed when nearby, but also aggros enemies, idk. lot's of creative fun
Mass produced armor can't just change everything about how it's made and what makes it special in the first place. You're a Helldiver, Player. You are somewhat e x p e n d a b l e
However I agree that arc armor reduced electricity damage by 100%, and fire armor 100% too, but your teammates are only unaffected if they are wearing the same special armor.
I actually like Pilestedt's reasoning, but I want the perks to just be better, and no singular perk armors. Make Arc-Armor have special programming that turns your teammates into VIPs, leaving them safe to travel through Tesla towers and other arc weapons will bend around your team members (or won't fire if they're in the way). Make Fire armor 100% resistant and increases the DOT damage for any fire weapons you use by like 8-10%. Make Acid armor increase the AOE of any gas clouds you deploy as well. Make Unflinching armor also increase Aim Assist everytime you get hit, or Raises Armor Pen level by 1 for your Secondary weapon. Make Jungle Armor reduce sway, but replace ncreased melee with Throwing Knives that One-shots Heavies (but not Elites).
I got an idea. Light armor can take 3 perks. Medium can take 2. Heavy can only take one, but damage reduction should be buffed even more than currently, maybe 1.5x more.
Could meet in the middle. Split two part perks into separate perks, then have a single built in perk on a piece of gear like now, then allow us to select the 2nd.
imagine someone looking at my truth enforcers armor like they would engineer or medic "Oh he cant flinch, he's the unflincher" see how that doesnt work
I Typed up a whole Armor rework that was super similar to this, and the only difference was Each individual armor got mixed and matched with 2 half-abilities, i.e FS-61 Dreadnaut got Increase Throwing Range, +2Grenade Capacity or CE- 101 Gorilla Guerrilla got Increase Melee Damage + 50% Limb Health. I think your idea is more slick and feels better
Maybe do it like the bo6 augment system. Pick one major perk and one minor perk. Something like extra stims and extra grenades could be minor where as something like peak physic or democracy protects could be major. The idea of being able to build your character like that could add alot to this game which definitely needs more variety.
Watching this is making me realize what this game is missing, and that is: Choosing a playstyle that does something really well. You said that arc armor should charge arc weapons faster and other things, I 100% agree. Having a perk that makes you a mech king also sounds fun. Everything in this game is just small bonuses everywhere, for instance: The 5% cd reduction you can upgrade in the super destroyer is ridiculous, give us stuff that matters dammit!
We need to be able to pick any perk for any armor and we need to be able to customize our armor colors and add emblems etc. Games have had this for years and years, i love helldivers but im so tired of wearing my heavy marksman armor with the same few helmets that pair with it. More customization will keep More people invested and coming back simple as that
I think the fire resist needs to be 100% only for primary and support weapons or give you a couple second immunity to fire damage so that people can’t throw a orbital napalm on an objective and then walk through it to complete the whole thing without a fight
I feel the biggest issue with armor rn is balance and a lack of useful features. I think the idea of creating a build or playstyle around your armor is cool and i think that is the core idea arrowhead wants. Sure some passives like dp and padding (especially for med/light armor) just boosts you but if more armors gave you stronger yet narrow bonuses i feel people would view it like build diversity rather than peak physique and fire proof being taxes. You ideas are pretty good, giving capes passives and reducing armor too 1 passive but let me select from 3+ other bonuses (as part of a progress system) would be really neat. I know some people really want armors too be just cosmetics for looks but i personally like that armors reflect their passives to some degree.
I love the idea of more specialized/impactful perks but I agree with some of the other guys in the comments that armors should still keep a inherent perk setup but allow the player to add a second perk (either generalized ones or even lesser but stackable versions of main perks as well) That and pray Arrowhead realizes they need to make medium and heavy armor more impactful instead of leting you soak 1-2 more hits while being slowed enough to result in getting hit more. Make headshot damage reduction start at 100 armor, give armor rating a increasing hit flinch build up scale and reduced severity when it maxes out the higher it is from 50, make heavier armors reduce how easily it is to he flung around and how far, and finally make heavy class armor give some bonus recoil reduction while lighter armor gets better handling.
I'd like to set them into primary and secondary perks. Then let you pick the armor based on appearance and select which perks you want. 1 primary, one secondary or two secondary. Save it in a loadout. Things like +2 throwable or recoil when crouched should be secondary (or make it 30% at all times and make it primary) and damage reduction vs. X or stealth should be Primary. Then just put the armor perk icon next to the person's name in the HUD if people really have to know. Though to be honest I have never needed to know who was what, nor have I cared.
There would be so much more fun to be had if they let us pick our own perks and add in a lot more armor perks (worth a shit). They could possibly even have certain missions or possibly planets that have rotating modifiers where bugs and bots have special perks: Enemies move faster but have less HP. Heavies have more HP, but spawn less, etc. as long as it's -->Balanced
I think it could be modular as well. Like arms legs torso and head as separate parts and if you want extra armour of flame resistance etc you can choose which bits get what. If you want full flame resistance you put it in each armour part, or put some of a couple of bits of armour and put something else in slot on other parts to mix and match. That way, we can feel like we’re a bit more unique as divers. Just a thought. Also, we have more grenades and extra stims but not extra mags perk? That one seems like a no brainer
Id be happy with simply being able to apply any armor perk onto any armor set i want, that way I can run the new armor with let's say the medic passive, idk about having two different perks though that might be a bit much, but 100% immunity with resistance perks should be a no brainer and is the ONLY way I'd ever use one of those resistance perks
Hey Dough! Can you make a video on the "missing" strategems? Like ones we don't have that they could easily add using existing assets? Like orbital gas barrage, orbital smoke barrage, or fire guard dog as an example. There are quite a few that don't need new 3D models to be implemented.
0:39 For this vision of Arrowhead to work, armors have to be instantly recognizeable and the different "classes" have to be quite different aswell. Just because someone wears armor that gives them 2 extra stims doesn't make them a "medic". What a dumb idea. Just implement classes into the game, problem solved. If Arrowhead really wants to have classes, that is.
the armors maybe a good balance could be they each have their own passive like now so each could have a perceived "class" like arrowhead wants but you can also pick a "dot" from the other armors passives (the fire resist perk should be 95%, same as arc imo)
I think that armor should have one perk attached to it and one perk you can select so you can still look at people and see what perk they have and then they have one perk for themself
“That’s an engineer” “Thats a medic” “That’s a pyromaniac” But really a class system for a war game like this is only worth implementing if there is more than 1 squad of Helldivers per zone. Mate I wear the medic armor because I prefer to split off from my own team. (Doesn’t that sound dumb for a medic?) Sometimes I make a blunder while kiting enemies and the extra stims/buffs allow me to survive most of the time. I believe this perk will only getting better if they allow us to stim while being stunlocked. A system where you can select perks based on the given armor type would have done much better. Like 99% fire res for heavy armor and 50% fire res for light armor. While everyone can use the +2 stim perk, it should give different effects on top of healing. Light should just run faster or heavy gains unflinching.
this is off topic but is isnt it weird that the game doesn't let you team reload when You have the backpack ammo on you, instead you need Them to have it which is stupid imo
I exclusively play on Super Helldive difficulty, and my mentality is similar. For armor, I use the lightweight servo-assisted armor and usually bring weapons and stratagems capable of taking on anything. I don't solo the game, but I am more than comfortable going out on my own away from me team to complete objectives on my own. I prefer speed and lethality. Most armor perks on lightweight armors are useless to me. Servo-assisted allows me to throw termites in a straight arch, that's it, that's the only reason why I use it over others.
The no bleeding perk on DP is only there to make the first perk not useless. If that armor didnt put you at 1 hp all the time than it wouldnt have the bleed perk and nobody would care because thats near useless
The problem with some of your armor perk suggestions, is that just like the bandaid armor they add; some of those perks you suggest should just be buffs added to the base game. #1 example being reducing flinch, its already too much at base, it needs to be buffed across the board before its locked behind an armor set to make guns feel less like they way 90lbs. That also includes flinching cancelling and preventing stimming, that should be outright removed period. I should be able to stim no matter what unless im ragdolling across the map. #2 being fire slowing enemies down for the pyro armor. That should be part of the game, fire should already be doing that; its ridiculous how non-reactive enemies are to fire (and our weapons in general).
Ya most armors with 2 perks should be separate perks outside of the few you mentioned like Democracy Protects. The armor types should stay the same so if you want medium armor you need to use the medium armor set.
I main the Jar 5, and as such feel like I need peak physique constantly, but don't like the naked skin on alot of the armours, although i do like the jaguar's scarf. It would be really, really, really nice to have improved handling and reduced recoil
I agree on choosing 1 perk for your armor. 2 is too much imo and i wouldnt make them stronger as i feel like some buffs are very powerfull allready. Also i feel like teamwork definetly gets rewarded. The difference of a team working together and running solo on a 10 is very apparent to me it just takes some time to find a good team. I would focus on weapon and strat balance some more first because some tools still feel underwhelming.
I'd expand on that by removing booster system, adding booster effects as armor passives (or player passives, doesn't matter) and letting us pick 4-6 passives. Boosters just doesn't make sense to me as everybody needs different stuff depending on their playstyle and forcing the squad to share them just works towards making your choice less meaningful. Also there's 3 boosters that's always taken by default... And if there's less than 4 players in the squad everybody receive less buffs (I know, 4 player game, but leavers and network problems still exist)
I like the idea and definitely want a change myself, that being said only thing I would change about this is some armor themes make sense an I wouldn't mind only being able to one perk. Example Warbond armors they have their theme and that perk should stay but let us add a 2nd perk, an I don't mind the medic armor being the only armor to effect stims because the look fits its theme. All the other armors should have some sort of perk change system.
I think having the armor perks as is but having a slot for an extra perk would be a good in between. Also heavy armor should have 3 slots or something else to make it suck less.
ToO OveRPOwErED seriously, engineering kit but call it gunner's kit, and you're done, 2 mags and maybe 10% reload speed increase instead we get flinch resistance...
Bro the berserker melee passive idea is ridiculous, but the funny thing is is that everything else is so strong in the game rn, that you'd really have to buff melee by that much to make it worth it. i have 20k melee kills on this game so i think this would make me OP as hell, but melee in its current state is very slow, and the damage increase to players from the last patches really pre-nerfed the inclusion of melee in general. Heavy armour and losing 40% of my hp to a single warrior bug attack? On my screen it hit my arm. Why even have such delicate hitbox based systems when the game's always online with lag and the hitboxes are inaccurate AF anyway? This is probably why people have so much problem with the spike damage in this game, with things feeling unfair in this game. It's probably why ragdoll impact does so much fukin damage as well. Like we're getting twatted by the walls / ground /rocks / trees, on multiple limbs at once.
There’s a happy medium - armour should have 1 intrinsic perk, but you can then pick one extra one.
Done.
You should be able to pick the 2nd perk but not the first I think. Its a good halfway point between keeping armor’s identity and letting people pick the drip
Agreed. Have one perk be inherent and the other felixible. Its a good compromise between what arrowhead seemingly want and what the majority of the community wants
This needs to be on top comments
Most armors got 1 main perk, 2 stims, 2 grenades, 50% chance not to die. these are the perks that cant be changed i assume. the rest is just add ons and will not change much. unless you want to take the main perks which means whats the point of armors anymore
@@maximuscleaveland8690 great idea
greed, works especially well given how lame the recent 1-perk gear has been.
another nice balance point would be letting the hat have it's own perk as well.
Fire armor should have the 75% fire damage reduction AND not be able to be set on fire. Doesn't make any sense that the fireproof armor gets set on fire like it was made of cardboard instead of fire resistant materials
Armour perks as they are now feel like a tax rather than a class. Want to use the JAR-5 pay the peak physic tax, want to use the purifier and not blow yourself up pay the explosion resist tax, want to use a flamethrower gotta pay the tax so you don't instantly burn yourself to a crisp.
Never felt a need to use peak physique with the jar 5, don’t get why some of yall need the crutch
@@n0sc0p3dpwnd9 Exactly, you dont need armor passives to improve your weapons, but you can do it if you want. we've been using flamethrowers for over 5 months without the armor and it was fine, but its cool to have an option if you want to
@@gabeperras3711 L take
W take, armor perks feel like a band aid to problems, of course i can kinda see that being "the point" like it helps with certain playstyles with your examples, but they dont do much to begin with. Armor just feel like "fix this problem" and not "make this playstyle more fun" which i think it should be (especially since AH wants more team work and "classes" this would push that), honestly i just want more customization and "build crafting" cuz thats what i find fun
Looks like dauntless 😂
Name one time you have ever taken a look at your teammates armor set and adjusted to gameplay to accommodate what armor passive they have? I have 500 hours and have not done that a single time, assuming I can even remember what armor passive lines up to the armor set they are wearing now that there are so many passives in the game and the helmets don't give any indication either. And even if I wanted to actively check my teammates armor passives, they're probably covered in blood or bug fluids so I can't make out what they are wearing regardless. A good solution would be to make the armor passive appear next to your teammates names when you hold TAB, just like how you can see their equipped stratagems and cooldowns.
I'm pretty sure that is the only concrete reasoning they have given for not allowing us to embrace drip divers. The only other reason might be the weirdness that might come from running a light armor set and moving around at a snail's pace. But let's be honest, does anybody really care about that small incongruency? At the very least we should be given transmog for armor sets within the same armor tier (light, medium and heavy).
All I am looking at is are my teammates armor heavy, medium or light so I know are they going to catch up with me but other than that, doesn’t have any substantial impact.
@@mcdull68 Same. Allied armor types are virtually a non-concern. I think the only other thing in my 600+ hrs is who might be trying to do a sneak, though only 10% of the time are those players actually playing stealth anyway. I can see the guy shooting flames is the flamethrower guy no matter what armor they wear.
It has been confirmed that we'll be able to 'mod' our armor in the future. We just don't know what exactly that means yet, but Im hoping for colour palets and perk picking.
that pilot perk is just the buff mechs need but i kinda like it
if you bring the armor you can use the mechs as your main weapon and if you dont is a semi decent side weapon
that was kind of the point even talked about rewording it for if they added vehicles but stuck with mechs do to them already being in the game.
Couldn’t agree more on fire resistance. They gotta make it ACTUALLY flameproof
custom perks on armor ofc would be great but I don’t see them ever doing that. since they want the armor to visually represent what it does, just have all armors have 2 perks, where one is the base perk and the 2nd is a custom perk that we can put on any armor.
for example the fire armor can be fire res with the 2nd being 30% less recoil. grenade armor can be +2 grenades with 2nd being can throw stratagems further.
so we have a group of perks we can put in the 2nd slot of any armor we want so the base armor does what the devs want it to do but still have some agency and ability to drip
If people wanna play a realistic milsim, play Arma 3 / Insurgency / Tarkov / Squad / Verdun / Hell Let Loose / Ground Branch. In HD2 the year is 2184, so it can definitely have more sci-fi & advanced technology when it comes to weapons and armor
It's insane how people talk about realism when the military would definitely send more soldiers to catch stragglers after bombing a location
@@samuraitadpole5459 Not to mention, the core premise of this game is already completely absurd. The way the helldivers operate (while simultaneously being treated as completely disposable) would not be anywhere close to logistically viable.
@@BackwardsPancake HD2 has a bad case of ludonarrative dissonance. They want the lore to be that we're expendable grunts propagandized into thinking we're elite soldiers. But gameplay wise we ARE elite soldiers. 1st of all, you don't drop expendable grunts behind enemy lines, that has *always* been the purview of elite soldiers.
@@Deadsnake989 True, but this is also part of a greater problem with their world-building and lore. In that there is basically no originality or substance to it.
Once you get past the surface level aesthetic (which is basically just Starship Troopers with serial numbers filed off) and "le epic roleplaying" (mindlessly repeating slogans), the universe is paper thin and impossible to care about. The personal level is somehow even worse, because the game goes out of it's way to have no characters, and the few that do exist are purposefully completely one-dimensional, at best forgettable, at worst actively annoying.
It feels like where some games have "excuse plots", Helldivers has an "excuse universe".
The problem is that Helldivers 2 got that tactical shooter crowd by having shit like team reloads, manually arming artillery, and authentic feeling guns. They put so much effort into making the world and gameplay extremely authentic and legit.
I completely agree with separating armor perks from how the armor looks. 100%
I love how the polar warbond armors give 0 benefits on polar planets, these milsim people will validate anything AH does no matter what. One of the armors even has spiked shoes, better mobility on snow? Nope. Don't ask for bacon apples, though!
@@gameplayer42069 That was pretty disappointing. I remember seeing the spikes on the shoes and clearly believing they would come with a benefit that reduce or remove the sliding on ice and decrease or eliminate the move speed penalty of moving in snow and/or during blizzards.
People want realism but forget we are in spaceships that launch us onto different planets in pods (I'm sure we would die from impact) fighting giant bugs and ai...
Me when i dont understand the concept of Sci fi.
(Im not saying that more realism is good, but this argument is very bad)
When people say realism, they aren't talking about realism, they're talking about believability. Basically, does it follow its own rules it's set for itself.
Yeah, people that do that are Soo goofy, I mean, live a little, let us customize our out ARMORS
Thing is they were part of military. It id difficult to convince veterans to make the game more fictional.
Imagine rocking sleeveless armor with 50% inc limb health lmao. Or armor with granade belt with +2 seconds of stim effect. They probably would have to make armors aesthetics customisable too, to keep any believability - and it looks like AH wants exactly that.
One thing I think people don’t consider is that the Engineering Kit and Fortified perks are essentially the game’s default offense or defense perks. I think these two perks should be part of a selection of perks that can be chosen on any armor set as an additional passive to the armor’s main passive. So for example, if you want to play as a machine gunner on bots, you can pick an Extra Padding armor set with Fortified for the recoil reduction and explosive resistance. However, I think Extra Padding should also be selectable passive.
An alternative to this idea is that you can select any in-game passive that you have available as an additional passive on other sets of armor.
They wanted to have perks tied to specific armors for recognizability but it only somewhat works for the unique armor passives of the warbonds, since they usually have a unique look and design ques, which many of the base armors lack. If specific perks had specific things or colors present on the armor their idea would work, otherwise it's too late for that
Imagine if arc armor protected you from being knocked down by your own tesla tower, and then also didn't count as using up an arc. Meaning you could act as a range extender for your tesla tower and still zap the max number of enemies... now imagine chaining together 4 helldivers to zap enemies like 200 meters away from the tower, lmao. It's stupid, but I don't even think it'd be OP. Just a fun coordination trick. Use 4 teslas and give everyone an arc thrower and the guy at the end of the chain basically becomes Emperor Palpatine.
That'd be a funny build, I really wish they would do that
i dont get the strict mil some people, having nice sprinkle of it is very fun and challenging, it was why i started playing, but come on we have a perk that gives you god mode on a coin flip, having swappable perks is not that crazy, and for the love of god give helmets some love with perks
The arc armor is so miserable. There is 0 reason to take it because unlike with fire or gas armor you can't hit yourself with the Thrower or Blitzer, and if you get hit with your own Tesla Tower it's on you. And even so you still take 1/3 of your health that you're going to have to waste a stim on, AND IT RAGDOLLS YOU. What's the point, man?
"oh but people might team kill you" not really, people split apart because this game encourages so, thanks to the time limit that wasn't in HD1 they felt the need to introduce on 2.
IT MAKES TOO MUCH SENSE! I WOULD LOVE TO CUSTOMIZE MY ARMOR PERKS! 95% flinch resistance is garbage on the newest paid cosmetics, it didn't even work when released.
The only reason i buy new armor is for the perks, take that and i will buy just the perks and stick them to 1 armor probably forever
wdym it didn't work
@@DaaHelai think they should make it so that to unlock the perks for customizing your, you first have to buy the armor the perks originally were attached too. So to be able to use unflinching on whatever armor you like, you first have to buy an armor from the new warbond. Improves player progression and still gives you a reason to buy new armors.
@@Very_Unwise This seems like just a paywall to make people buy extra things they dont really need. i need the 75% fire resistance and then stick it on a naked armor. and also how would i know if someone has the arc resistance perk or inflammable perk and not worry about killing them accidentally. they have to make icons and stuff to make it and probably wouldnt work that great on the long run
@@DaaHela buy stuff you dont need? Either you would buy the new armor since you want its perk, or you buy it since you think it looks cool. How is this an issue? I think that armors should also have intrinsic perks and then a flexible perk slot. As an example flame resistance armor always gives you flame resistance, and then it as an open slot for another perk of your choice.
Cant also forget we still need helmet perks, heres a few ideas
- ADS highlights enemies (useful for fog and nighttime; could be replaced with “replace flashlight with nightvision goggles”)
- reduced or no flinch while ADS
- shows throwing line for a throwable or stratagem you’re cooking (peggle style)
- headshots deal REDUCED damage to you instead of additional (like heavy armor visor or smth)
- when you mark an enemy it takes slightly more damage from all players (finally putting teamwork in the game guys)
- greatly increased weak point damage
- no more weapon sway
- danger sensor indicating an enemy is targeting you (imagine like rocket lock on detector to avoid getting sniped)
I have literally never once given a fuck about what armour passive my teammates have
You should do boosters. No one talks about them and how 90% of them are useless abysmal dogshit.
- Localisation confusion makes you play the game less
- The reinforcement +5 is fine. Could do a +10 if you wanna banzai charge with the constitution more with friends.
- Muscle enhancement is kinda hard to see the benefits. Should add a passive sprint speed bonus
- Flexible reinforcement budget should be reworked to be combined with the additional reinforcements. The replacement booster could be an auto reinforce if no teammate is within 100m of death location
Fire hellpods are meh. Only works well with the landmines. Would be good if it’ll give us a roulette stratagem which drops equipment along with this booster.
Just some ideas
Wdym muscle enchantment is goated@@xXllSladellXx
@@xXllSladellXxbut i agree on others
I like this idea! The armor perks definitely need to be looked at because there are times that I want to wear certain armor but I only use engineering kit primarily or peak physique if I'm running HMG.
I know that they said they're against it but there needs to be some type of transmogrification system.
As someone who runs the machine gun support weapons it would be so amazing to have improved ergonomics and reduced recoil as my perks.
I want to take the Main Tank suit and have the character scream "HEY, YOU PUSSY" when shooting. Embedded voice lines with the armour is a genius idea
wish 'more ergonomic+less recoil' combo comes true someday
i really like this idea, i hope you can get it into the game. picking armour perks would be kino, first youtube guy who put this idea out there the others lowkey just react they don't innovate. stay on your grind. top g .
100% Arrowhead will ignore all this feedback. I just don’t understand why they refuse to treat the game like the community’s game & do things the community clearly wants. It’s like they are choosing to constantly fight an uphill battle…
Because if they do absolutely everything the community wants then the game will die. The balance changes were good and it was due to our feedback, but there’s so much shit people suggest that even gets popular and it’s just so stupid and nonsensical. Even a bunch of crap from dough is just plain silly every now and then.
Armor can be improved but y’all have a desperate need to do the most zaney and wackiest stuff ever that you see from yo favorite games to try and “make it better”
@@n0sc0p3dpwnd9 What? What he said here is true, in HD2 Ik for a fact a majority of the players saw their teammates armor and didn't switch their playstyle. I can also go into the fact a game where it's set into the future where it's a parody of ST which is a parody of dictators and ultra nationalist my guy so wacky shit should be in the game.
@@reaper8264 Okay so here’s the thing, while it would be nice to see armor improved to involve more team play there’s 2 things.
For one it doesn’t NEED to happen, armor was never conceived with the express purpose of being a team utility. For many reasons it doesn’t even make sense with the universe of Helldivers. How do you make fortified or extra padding help your team? Are you gonna make some goofy ring show up around divers that provide some arbitrary buff while in radius?
And for two, I do agree that shit can be improved. And me personally I would like more team utility, but the shit that the community suggests is often just down right deplorable. It’s straight up just some overwatch or league of legends ass suggestions lmao.
So with all this yappin what would I even think is good? So I’d have a lot of ideas but for armor passives they should definitely stick to armors they belong to. Like I said though I would like more team utility shit, just not goofy stuff like what some of the passives in this video have.
It’d be dope if engineers could repair mechs and turrets. Would be nice if medics had something to aid in healing teammates. Etc.
There’s a lot of ideas to come up with but overall shit like this takes time to implement and design, it’s never an easy task. If you do an upgrade system then you gotta worry about future warbonds and so on
Edit: also for your comment saying wacky shit should be allowed, nah bruh. I mean yeah like what we already have that’s silly is awesome, emoting through the air, silly moments n shit. But overall, wacky stuff that involves goofy stats and weird rpg playstyles just does not make sense in Helldivers. Why would we need an overwatch tank dynamic in this game? Just make heavy armor actually good and maybe add some gear that caters to that fantasy. Doing all this “attracts all enemies” “melee gives full health” and etc shit is just so weird and out of place
@@n0sc0p3dpwnd9 I never said anything about league or overwatch, I just said to make the armors passive go with whatever armor you want for a certain build you wanna go, like if someone wants both stims and grenades they get medic and engineer, same with I want to be resistant to fire and electric damage boom. It's not that bad to add since how can you tell me a robotic leg can go into extreme heat, sandstorms, and blizzards but break if a small insect nibbles on it.....
@@reaper8264 you didn’t say that yeah but the passives in the video alter gameplay as such. Even though dough himself said some were over the top. That’s my whole point, the community has some goofy suggestions sometimes, they gotta bring it down more to earth. And while yeah you can make an argument that a robotic limb should give more options; I would actually agree with you. I think you could swap part of that passive for recoil control if you so wanted. But with a lot of other things it just doesn’t make sense.
Why would a robotic limb give you a medic passive, you feel me? So could a couple of options be given to every armor? Yeah sure, but could it be largely unnecessary? Well when you think of niche armors I think it gets more complicated. Why would a gas looking armor trade gas resistance for whatever else may even seem close to fitting?
It just added complications and inconsistencies in certain areas that matter. Helldivers needs consistency. That’s why I sometimes say well maybe the solution is an upgrade system then, sure you can’t swap passives around but then more interesting dynamics can be worked in.
But of course that comes at a development cost and an increased amount of effort needed for future warbond armors and etc.
So maybe instead of going crazy on armor passives they could keep them as is for the most part so it’s a small benefit to the individual player. And then who knows? Introduce a class system that overall changes play style more? A medic, support, engineer, etc type?
Does helldivers need that? Maybe not, that’s battlefield, but the point is that there’s ideas to float around that can make sense. Unfortunately a lot out there just don’t
The only armor that actually makes you marginally stronger is explosion resistance and extra stims
I used to run explosion resist all the time on bots but I feel like with the recent updates to rockets it's way less useful than it used to be. There's not as much middle ground to "resist" any more between no damage and instagib.
@fresnel149 idk at lvl 10 you get one shot by the rocket tanks and striders alot
@@soybean9098 yeah but I feel like the explosion resistance perk doesn’t change that. The rocket update reduced rocket AoE size in exchange for increased damage, and I feel like there’s no real middle ground between “no damage” and “instant death” any more, perk or no perk. But maybe that’s because I only run light armor.
@fresnel149 try with medium or heavy thats what I run on bots.
@@fresnel149explosion resistance is definitely still relevant, you can survive stepping on a landmine due to it or a couple of regular rockets even in light armor.
The things that really kill me are usually quick bursts of bullets(Heavy devastators, factory striders) or just from impact after getting hit by rocket striders or barrager tanks.
It's definitely way less forgiving than it used to be, but still doable.
I ran light Fortified armor with ballistic shield loadouts, but Democracy Protects feels better for overall skirmishing
The unflinching armor sucks but it looks so cool
0:50 all they could do is just put an icon with the perks that a person has chosen (or y'know just use the inspect feature)
Pilestedt said he doesnt want transmog not just for you to know which people are using which. but it doesnt make sense and its like having apples that taste like oranages or something. like your armor is made to resist flames, not a magical perk that sticks on anything or whatever
@@DaaHela "unrealistic" when half the shit in the game is unrealistic, lmfao
50% to ignore lethal damage? where's the realism that? polar armor with spiked shoes, so you'd think it'd have better mobility in snow right? nope!
@@ruski77 Its not about realisms, but more so of making sense, 50% chance to not take lethal damage is because the will to survive, it can happen in real life too, you have to stim anyways so its not like you survive with 100 health. and the polar armor just doesnt have any passive.
Besides, why would you buy new armor if it didnt have any perks on it? its just skins so they can wait untill i get enough supercredits or i just dont like them so they will not be purchased. everyone will purchase the perks and stick them to armor they like and thats it
If melee is added in the game properly in form of an actual weapon that isn't a shitty bayonet, it needs to have stagger. You can NOT trade with most of the enemies in the game.
The game also has no s mechanic whatsoever. Iframes on a kill for 1 sec would be cool. Iframes on dive would be cool.
If they wanna be the sci fi darksouls, then melee is gonna need s bro. Let us skill dodge shit.
I frames, would be sick just like having a proper melee weapon.
I truly belive when about to throw a Stratagem it should not only show where it will land (after bouncing, if at all), it should also show the blast radius (if applicable) and potentially highlight teammates show what will happen. Then again maybe the chaos that happens now is sort of part of the fun, but it can't be fun all the time either.
I like the ideas, and I really like the idea of a class based system too. A lot of arguments against it were complaining that they "Didn't want to have to grind X, Y, and Z class" but imo that would give the players a use for RS and samples that aren't just stratagems, and can give players a feeling of team based play when they do what their class is for. My buddy loves the stim pistol, so much so that he had to change his in game name to "Field Medic" so that people wouldn't assume he's trying to use a real gun on them.
But, Arrowhead do a lot of things right, listening to player feedback is one that's slowly getting there, and monetization is another. I currently have a reason to buy at least 1 set of armor for every perk, and, while I haven't personally spent money to buy them, it is one of the few ways they're monetizing the game. Being able to swap passives means you would only buy 1 armor that you like. And if we are a little cash grubby, we can also say that you have to own at least 1 armor set with the passive on it normally to get it. That's still a lot fewer armors that I would have to pick up to be limited to a now very underwhelming skin system, probably underwhelming enough that a few hours a week will give me the SC I need to buy another set with a new passive, never needing to spend money on the game again.
I think armor passives need to be better, brought up to at least the power level of the medic armor, and should give you a team wide bonus as well (with medic armor you can stim your team mates without eating into your supply as much). I think that the mixing and matching of the armor passives SHOULD happen, but maybe by Arrowhead themselves, maybe even opening up a system like Warframe has to allow indie creators a chance to make some armors for them, and get a cut of sales for that armor (idk how that will work if a portion of SC is earned in game, probably impossible but whateves). And I think we need a class system to give us Ad Clear (Lots of guns, carves a path), Engineer (Holds an area for a while), Demo (Clears objectives, and larger enemies) , Support (Heals, shields, protecting an ally from death, etc), and maybe like a Team Leader (Buffing speed, improving respawn times, improving extraction times, more mission modifiers than player modifiers.)
Payday 2 had 2 kinds of classes you could take, a Perk deck and an entire skill tree, and I never felt like any of us struggled to find a place in the team, and never felt like I was forced to fill a role. If we didn't have a medic, we just hit that much harder, so we didn't need one. 4 Engineers? You've covered the entire base in 16 turrets and now no one is safe. And it gives us something we can use our samples and RS.
Edit: This is also not a list of classes that I think HAVE to be in the game, but more ideas based on OhDoughs comments and previous horde shooters I've played. Some of them might not be suitable for HD and there might be more that I'm not thinking of, but it would be cool to see.
About the capes mechanic, it's a good idea. The thing is if you are in late-game, levels doesnt really matter beyond level 25 unless you just want to brag about how high is your level at the game or unlocking ranks (which I don't find really interesting). Also, if someone is used to play often , they will easily reach the gap of how many samples they can have which didnt even exist when this game came up.
I'd love if medium/heavy armors had a chance for projectiles to be deflected and negate damage (15% for medium, 30% for heavy?), maybe even some base explosove resistance as well?Even wearing Medium/heavy armor doesnt make you feel like you're wearing anything when you accidently insta-gib yourself by a random bug jumping into your face while you loose an explosive crossbow bolt.
Perks like main tank, since its tank only, should be part of a line of perks that are specific towards the 3 broader armor types (light, medium, heavy). Light armor should have something for maneuverability and scouting especially in regards to using pings on enemies to prioritize targets with sentries, and medium perhaps focusing on improving character fundamentals with base kit (reload times, swap speeds, weapon handling, etc).
Additionally for the weapon type perks pyro, arc trooper etc. To both make the options more powerful of perks but also something more appealing for arrowhead to implement without worrying about them being too strong, perks like that and really a good majority of the perks you listed should have a baseline attribute to the perk unlocked and then through equipping certain thresholds of gear you unlock additional parts to the perk or even make all the associated attributes of a perk get stronger by a tier per required gear. Meaning players that want to be a pyro would actively need to bring gear associated with the perk instead of just putting the perk on and bringing just the incin breaker or something and reaping the full benefits.
Id say for a compromise the single passive armor should have a free slot you can switch your perks in
Battlefield 1 (2016) had a specialist kit called Flame Trooper that spawned in certain maps. The kit made you immune to flame damage and gas grenades but it made your auto-heal time so slow, it effectively required a third party heal (like a med pouch or med kit). As long as you played intelligently, you could rack up a lot of kills but eventually enemies would get sick of being turned into ash and they’d just rush you with bayonets for the insta-kill or overwhelm you with explosive damage to get rid of you. I wish the Freedom’s Flame armors did the same. Missed opportunity.
I do think the "Locked first perk, you can choose second" is the best way of going about it.
It’s not about realism it’s about immersion. I want something that makes me feel just a little bit like an engineer/stim addict/inquisitor based on what armor I put on. Also, if armors didn’t have a perk everyone would just wear their favorite looking one all the time and not want to buy new ones. That said, you should have an additional perk you can choose that provides the main bonuses, kind of like a booster but for yourself.
People already do that; 90% of the time I'm using the ultralight armour with scout passive specifically because of the passive. If i was able to put the passive on a different armour, i would use different armours more often.
hi dough, very rudimentary and boring system the armour has, and the descriptions / looks dont always align with the effect, so it makes you wonder why transmog isnt in the game.
the way i would do it: Pick how the armour looks to your taste, then apply the effect you want on it. Armour is designed visually to not have attachments, satchels, bandolier and stuff like that. It all looks different but it's just the armour itself, blank like storm trooper armour. When you apply the effect, then an attachment appears on the armour. So you attach an increased melee damage bonus and it puts spikes on your gauntlets or bracers. You attach a throwing range increase one and it gives you a metal arm, or puts a range finder on your shoulder. Extra grenades passive = extra grenades on a belt. I'm pretty sure this would be good fun to work on for them, too. Making all these cool looking armour attachments and finding how to attach them to every piece of gear.
Lots of the attachments on the gear in the game right now looks like it was added after the rest of the model was finished, so they may have the assets already there and ready to rework armour like this.
Keep the base Armour Perk, but allow a second Perk Slot that provides an additional bonus that isn’t the Base Perk.
You can go into a mission with a ‘Surplus’ Build by running a Base Medic armor with the second Perk slot with Engineer to have more Grenades and Stims.
Or having a Build where you are a full close combat build where you have Extra Padding Base Perk with Perk Physique as your Bonus Perk.
How I would do it, adjusting this idea of a system, since it’s the best ive seen so far:
Armors have 2 passives, 1 main and a sub one you can adjust.
You unlock the passives when you unlock the armor with the main passive for their respective armor class and can use it in that class. For example you unlock the medium armor sharpshooter you can use it as second option on medium armors.
I think the main one should be fixed to match the cosmetic and someone posted something on Reddit with an idea to have more grenades on your armor visually when you pick a passive with that.
Helmet passives are needed: some that complete the resistance perks like completing the fire resistance to 100% and others that give you night vision, more zoom, vision through smokes or highlights enemys.
Not sure I like the cape passives but maybe someone has a great idea there.
I agree that armor passives could be more like roles and these are interesting ideas. Free reloads is too weird, but for some things creative "realism" even in flavor text such as making a performance-based auto-stimming for healing after melee kills might be a cool way to make these both fun and 'immersive'. All of the augments to weapon capability can probably be done by customizing weapon builds, to fit roles/playstyles.
Capes ideas don't look very interesting in this graphic, but i like the idea of some type of modifier. maybe kevlar capes, padded capes, flame-retardant capes, electronic capes, etc might be interesting as weaves, you can woven into any or most designs. Maybe the glittering gold cape gives teammates +5% move speed when nearby, but also aggros enemies, idk. lot's of creative fun
Faster reload speed perk or booster that increases rate of fire and adds ammo to magazines would be dope
Mass produced armor can't just change everything about how it's made and what makes it special in the first place. You're a Helldiver, Player. You are somewhat e x p e n d a b l e
It's a video game lmao
However I agree that arc armor reduced electricity damage by 100%, and fire armor 100% too, but your teammates are only unaffected if they are wearing the same special armor.
@@OhDoughit is indeed, a very fun, lore driven game.
I actually like Pilestedt's reasoning, but I want the perks to just be better, and no singular perk armors.
Make Arc-Armor have special programming that turns your teammates into VIPs, leaving them safe to travel through Tesla towers and other arc weapons will bend around your team members (or won't fire if they're in the way).
Make Fire armor 100% resistant and increases the DOT damage for any fire weapons you use by like 8-10%.
Make Acid armor increase the AOE of any gas clouds you deploy as well.
Make Unflinching armor also increase Aim Assist everytime you get hit, or Raises Armor Pen level by 1 for your Secondary weapon.
Make Jungle Armor reduce sway, but replace ncreased melee with Throwing Knives that One-shots Heavies (but not Elites).
I got an idea. Light armor can take 3 perks. Medium can take 2. Heavy can only take one, but damage reduction should be buffed even more than currently, maybe 1.5x more.
armor that has the description or looks or snow or fire or whatever can ignore the moving debuff when there is a blizzard or sandstorm
Could meet in the middle. Split two part perks into separate perks, then have a single built in perk on a piece of gear like now, then allow us to select the 2nd.
2:42
The hemorrhage perk is literally just there to prevent dying from a single tick.
imagine someone looking at my truth enforcers armor like they would engineer or medic "Oh he cant flinch, he's the unflincher" see how that doesnt work
As usual - you are on point.
I Typed up a whole Armor rework that was super similar to this, and the only difference was Each individual armor got mixed and matched with 2 half-abilities, i.e FS-61 Dreadnaut got Increase Throwing Range, +2Grenade Capacity or CE- 101 Gorilla Guerrilla got Increase Melee Damage + 50% Limb Health.
I think your idea is more slick and feels better
Maybe do it like the bo6 augment system. Pick one major perk and one minor perk. Something like extra stims and extra grenades could be minor where as something like peak physic or democracy protects could be major. The idea of being able to build your character like that could add alot to this game which definitely needs more variety.
Watching this is making me realize what this game is missing, and that is: Choosing a playstyle that does something really well. You said that arc armor should charge arc weapons faster and other things, I 100% agree. Having a perk that makes you a mech king also sounds fun. Everything in this game is just small bonuses everywhere, for instance: The 5% cd reduction you can upgrade in the super destroyer is ridiculous, give us stuff that matters dammit!
We need to be able to pick any perk for any armor and we need to be able to customize our armor colors and add emblems etc. Games have had this for years and years, i love helldivers but im so tired of wearing my heavy marksman armor with the same few helmets that pair with it. More customization will keep More people invested and coming back simple as that
I think the fire resist needs to be 100% only for primary and support weapons or give you a couple second immunity to fire damage so that people can’t throw a orbital napalm on an objective and then walk through it to complete the whole thing without a fight
I feel the biggest issue with armor rn is balance and a lack of useful features.
I think the idea of creating a build or playstyle around your armor is cool and i think that is the core idea arrowhead wants.
Sure some passives like dp and padding (especially for med/light armor) just boosts you but if more armors gave you stronger yet narrow bonuses i feel people would view it like build diversity rather than peak physique and fire proof being taxes.
You ideas are pretty good, giving capes passives and reducing armor too 1 passive but let me select from 3+ other bonuses (as part of a progress system) would be really neat.
I know some people really want armors too be just cosmetics for looks but i personally like that armors reflect their passives to some degree.
I agree. Your system is just straight up better in every aspect.
I love the idea of more specialized/impactful perks but I agree with some of the other guys in the comments that armors should still keep a inherent perk setup but allow the player to add a second perk (either generalized ones or even lesser but stackable versions of main perks as well)
That and pray Arrowhead realizes they need to make medium and heavy armor more impactful instead of leting you soak 1-2 more hits while being slowed enough to result in getting hit more. Make headshot damage reduction start at 100 armor, give armor rating a increasing hit flinch build up scale and reduced severity when it maxes out the higher it is from 50, make heavier armors reduce how easily it is to he flung around and how far, and finally make heavy class armor give some bonus recoil reduction while lighter armor gets better handling.
I'd like to set them into primary and secondary perks. Then let you pick the armor based on appearance and select which perks you want. 1 primary, one secondary or two secondary. Save it in a loadout. Things like +2 throwable or recoil when crouched should be secondary (or make it 30% at all times and make it primary) and damage reduction vs. X or stealth should be Primary.
Then just put the armor perk icon next to the person's name in the HUD if people really have to know. Though to be honest I have never needed to know who was what, nor have I cared.
So you want more like WOW. More slots, armor, helmet, cloak, belt, chest, each piece does something. If you have the whole set you get a bonus.
No, capes are judt for modifiers
There would be so much more fun to be had if they let us pick our own perks and add in a lot more armor perks (worth a shit).
They could possibly even have certain missions or possibly planets that have rotating modifiers where bugs and bots have special perks: Enemies move faster but have less HP. Heavies have more HP, but spawn less, etc. as long as it's -->Balanced
I think it could be modular as well. Like arms legs torso and head as separate parts and if you want extra armour of flame resistance etc you can choose which bits get what. If you want full flame resistance you put it in each armour part, or put some of a couple of bits of armour and put something else in slot on other parts to mix and match. That way, we can feel like we’re a bit more unique as divers. Just a thought.
Also, we have more grenades and extra stims but not extra mags perk? That one seems like a no brainer
Heavy armor needs 50-100% more ammo, make the slow more worth it
Id be happy with simply being able to apply any armor perk onto any armor set i want, that way I can run the new armor with let's say the medic passive, idk about having two different perks though that might be a bit much, but 100% immunity with resistance perks should be a no brainer and is the ONLY way I'd ever use one of those resistance perks
Hey Dough! Can you make a video on the "missing" strategems?
Like ones we don't have that they could easily add using existing assets?
Like orbital gas barrage, orbital smoke barrage, or fire guard dog as an example. There are quite a few that don't need new 3D models to be implemented.
0:39 For this vision of Arrowhead to work, armors have to be instantly recognizeable and the different "classes" have to be quite different aswell. Just because someone wears armor that gives them 2 extra stims doesn't make them a "medic". What a dumb idea. Just implement classes into the game, problem solved. If Arrowhead really wants to have classes, that is.
the armors maybe a good balance could be they each have their own passive like now so each could have a perceived "class" like arrowhead wants but you can also pick a "dot" from the other armors passives (the fire resist perk should be 95%, same as arc imo)
That berserker effect is an amazing idea
I think that armor should have one perk attached to it and one perk you can select so you can still look at people and see what perk they have and then they have one perk for themself
What we really need is double HP and melee damage for us, and enhance enemy damage scaling accordingly
If they dont let us pick our own perks, they really need to make the perks on armor sets worth picking.
“That’s an engineer”
“Thats a medic”
“That’s a pyromaniac”
But really a class system for a war game like this is only worth implementing if there is more than 1 squad of Helldivers per zone. Mate I wear the medic armor because I prefer to split off from my own team. (Doesn’t that sound dumb for a medic?) Sometimes I make a blunder while kiting enemies and the extra stims/buffs allow me to survive most of the time. I believe this perk will only getting better if they allow us to stim while being stunlocked.
A system where you can select perks based on the given armor type would have done much better. Like 99% fire res for heavy armor and 50% fire res for light armor. While everyone can use the +2 stim perk, it should give different effects on top of healing. Light should just run faster or heavy gains unflinching.
this is off topic but is isnt it weird that the game doesn't let you team reload when You have the backpack ammo on you, instead you need Them to have it which is stupid imo
I exclusively play on Super Helldive difficulty, and my mentality is similar. For armor, I use the lightweight servo-assisted armor and usually bring weapons and stratagems capable of taking on anything. I don't solo the game, but I am more than comfortable going out on my own away from me team to complete objectives on my own. I prefer speed and lethality. Most armor perks on lightweight armors are useless to me. Servo-assisted allows me to throw termites in a straight arch, that's it, that's the only reason why I use it over others.
Extra stims AND grenades would go so hard
The no bleeding perk on DP is only there to make the first perk not useless. If that armor didnt put you at 1 hp all the time than it wouldnt have the bleed perk and nobody would care because thats near useless
Might as well design an encumbrance system, where weight of armor and weapon combined determines your speed and stamina.
The problem with some of your armor perk suggestions, is that just like the bandaid armor they add; some of those perks you suggest should just be buffs added to the base game.
#1 example being reducing flinch, its already too much at base, it needs to be buffed across the board before its locked behind an armor set to make guns feel less like they way 90lbs. That also includes flinching cancelling and preventing stimming, that should be outright removed period. I should be able to stim no matter what unless im ragdolling across the map.
#2 being fire slowing enemies down for the pyro armor. That should be part of the game, fire should already be doing that; its ridiculous how non-reactive enemies are to fire (and our weapons in general).
1:00 i feel like for most it is pretty clear if they are medic/tank etc
Ya most armors with 2 perks should be separate perks outside of the few you mentioned like Democracy Protects.
The armor types should stay the same so if you want medium armor you need to use the medium armor set.
I main the Jar 5, and as such feel like I need peak physique constantly, but don't like the naked skin on alot of the armours, although i do like the jaguar's scarf. It would be really, really, really nice to have improved handling and reduced recoil
He did the space wizards argument
For the love of god, can I just have a swimming perk!? Can I tread water for 20 seconds? I just sprinted a mile. I'm fit enough not to drown...
I agree on choosing 1 perk for your armor. 2 is too much imo and i wouldnt make them stronger as i feel like some buffs are very powerfull allready. Also i feel like teamwork definetly gets rewarded. The difference of a team working together and running solo on a 10 is very apparent to me it just takes some time to find a good team. I would focus on weapon and strat balance some more first because some tools still feel underwhelming.
They could instead make 1 armor passive inherent to the armour, you can't change, and the other optional.
Fire proof armor simple fix:
Receive 75% less fire damage
Can't be set on fire
I'd expand on that by removing booster system, adding booster effects as armor passives (or player passives, doesn't matter) and letting us pick 4-6 passives.
Boosters just doesn't make sense to me as everybody needs different stuff depending on their playstyle and forcing the squad to share them just works towards making your choice less meaningful. Also there's 3 boosters that's always taken by default... And if there's less than 4 players in the squad everybody receive less buffs (I know, 4 player game, but leavers and network problems still exist)
I like the idea and definitely want a change myself, that being said only thing I would change about this is some armor themes make sense an I wouldn't mind only being able to one perk. Example Warbond armors they have their theme and that perk should stay but let us add a 2nd perk, an I don't mind the medic armor being the only armor to effect stims because the look fits its theme. All the other armors should have some sort of perk change system.
Helmets shouldn’t have filters for gas, smoke (fire), low temp, night vision, snow visors, sand visors.
Cape (fire proof capes, Kevlar capes, etc)
good feedback ohdough :)
Fire damage perk should give 5 sec immunity, before you start taking damage
I use armor just for looks, we need this change.
I think having the armor perks as is but having a slot for an extra perk would be a good in between. Also heavy armor should have 3 slots or something else to make it suck less.
I love your idea
Why there isn't a +2 mags yet I have no idea.
ToO OveRPOwErED
seriously, engineering kit but call it gunner's kit, and you're done, 2 mags and maybe 10% reload speed increase
instead we get flinch resistance...
Helmets should give the 2nd perk. One with the armour and the other with de helmet, maybe even with de cape also
Bro the berserker melee passive idea is ridiculous, but the funny thing is is that everything else is so strong in the game rn, that you'd really have to buff melee by that much to make it worth it.
i have 20k melee kills on this game so i think this would make me OP as hell, but melee in its current state is very slow, and the damage increase to players from the last patches really pre-nerfed the inclusion of melee in general. Heavy armour and losing 40% of my hp to a single warrior bug attack? On my screen it hit my arm. Why even have such delicate hitbox based systems when the game's always online with lag and the hitboxes are inaccurate AF anyway? This is probably why people have so much problem with the spike damage in this game, with things feeling unfair in this game. It's probably why ragdoll impact does so much fukin damage as well. Like we're getting twatted by the walls / ground /rocks / trees, on multiple limbs at once.
They should add some perk or attribute to helmets. Or the ability to add perks to your helmets.