Helldivers 2 Community Petition
Voting Cycle — Season 1
This petition represents the collective voice of the Helldivers 2 community. Each issue was submitted, reviewed, and approved by community moderators before being put to a vote. Results reflect genuine player sentiment.
Top Issues
1. Durable damage is invisible, misleading, and creates false weapon expectations
Category: balance
Problem Statement: Durable damage is one of the most impactful stats in the game but is completely hidden from players. Every weapon has a separate durable damage value that silently replaces its listed damage on any enemy part flagged as "durable." The problem is threefold:
1. Weapon cards only show base damage, which is meaningless without knowing the durable damage ratio. A weapon with 140 damage and 10% durable damage deals only ~14 effective damage against high-durability parts — a 90% reduction never communicated to the player.
2. Enemy durability changes are never noted in patch notes. When Arrowhead raises a part's durability % (e.g. Charger legs, Rocket Devastator chest), every weapon in the game is silently nerfed against that enemy with no disclosure. Players lose effective playstyles with no explanation.
3. The player-vs-enemy asymmetry is undocumented. Enemy weapons use durable damage as an amplifier against player equipment (Exosuit, shields), while player weapons use it as a reduction — these are functionally opposite mechanics sharing the same name.
Expected behaviour: players should be able to read a weapon's stats and understand how it will perform. Actual behaviour: weapons routinely underperform their listed stats against common enemies, and the reason is invisible to all but dataminers.
Proposed Change: 1. Add durable damage to all in-game weapon stat cards, displayed alongside base damage (e.g. "Damage: 140 / Durable: 18").
2. Include enemy durability value changes in all patch notes, explicitly stating before/after values and which weapons are most affected.
3. Audit primary weapon durable damage ratios — most primaries sit between 5–20% of base damage, making them non-viable against common durable targets even at sufficient armor pen. A minimum floor of ~35% durable ratio for primaries would restore meaningful primary weapon identity without disrupting support weapon hierarchy.
2. Extraction Shuttle Phasing / Not Landing
Category: bug
Problem Statement: Extraction shuttles are clipping into the ground or failing to land properly, leaving players stranded at end-of-mission. One of the most consistently reported bugs across Reddit and Steam forums.
Proposed Change:
3. Helldivers 2 FPS drops and stuttering after Into the Unjust update — unresolved performance regression
Category: bug
Problem Statement: The major Into the Unjust update shipped with severe stuttering, increased crash frequency, and poor optimization. Arrowhead's CEO publicly acknowledged it wasn't good enough but issues remain partially unresolved.
Proposed Change:
4. AR-2 Coyote stealth-nerfed via enemy resistance changes not listed in patch notes
Category: balance
Problem Statement: Patch 4.1.0 increased enemy fire resistance by approximately 20% across most Terminid and Automaton units. This was not documented in the patch notes. The AR-2 Coyote — the most-used AR — now requires three shots to trigger fire status on a Warrior instead of two. During the developer livestream for that patch, developers joked on camera that the Coyote 'wasn't nerfed' and wasn't in the notes, while having already shipped the indirect nerf via enemy stat changes.
Proposed Change: Publish all enemy stat changes — including durability, resistance, and damage multipliers — in the patch notes with explicit before/after values. Revert the fire-buildup penalty on the Coyote or reduce enemy fire resistance to pre-4.1.0 levels.
5. Oshaune D10 is a statistical outlier in mission difficulty — never balanced after Illuminate return
Category: balance
Problem Statement: The planet Oshaune hosts the only tri-faction operation available on Difficulty 10. Its mission pool combines Illuminate Overseer command towers with Automaton Strider patrols in a map layout with no natural chokepoints, producing enemy density and aggression that community testing puts approximately 2.3× the median Difficulty 10 completion rate. The Illuminate faction returned in Patch 6.1.0 (March 2026) and Oshaune was not rebalanced as part of that release. No subsequent patch has addressed the spawn table. It is an outlier that has never been formally acknowledged in any patch notes.
Proposed Change: Audit Oshaune D10 enemy spawn tables and reduce patrol spawn rate by 30% to bring it in line with other Difficulty 10 operations. Cap simultaneous patrol counts to match non-mixed-faction missions. If tri-faction operations are intended to be harder, document that design intent explicitly so players can make informed loadout decisions.
6. Add armor transmog — decouple armor appearance from stat perks
Category: qol
Problem Statement: Players are currently forced to wear specific armour sets purely to get the perks they need, even when those sets look unappealing, because appearance and stats are locked together. The creative director has stated the team will not add transmog, which kills visual self-expression and reduces the appeal of buying cosmetic Warbonds.
Proposed Change: Implement armour transmog: let players apply any owned armour's visual skin over a different armour's stat perks. This preserves loadout optimisation while restoring visual identity, and it makes premium Warbonds more attractive because players can buy looks without sacrificing the stats they rely on.
7. Super Credits grind unscalable at 23+ Warbonds — F2P players permanently priced out
Category: content
Problem Statement: Helldivers 2 launched with 1 Premium Warbond. As of April 2026 there are 23, with more announced. Each costs 1,000 Super Credits. Independent testing shows F2P farming yields between 20 and 46 hours of play per Warbond depending on skill and RNG. The cumulative backlog for a new player who wants all content is now mathematically insurmountable without real-money spending — roughly $170 at list price. Arrowhead closed the 'force-quit seed exploit' in a March 2026 patch, making the grind more punitive. The March 2026 review-bombing campaign — which pushed Steam from 'Very Positive' to 'Mixed' — cited Super Credit scarcity as its primary grievance. Community proposals for Major Order Super Credit rewards have received no official response.
Proposed Change: Introduce a tiered credit earning system: award 25–50 Super Credits per Major Order completion (replacing zero), cap Warbond prices for releases older than 12 months at 600 SC, and add a 'Veteran's Cache' every 50 Helldivers Level milestones granting 100 SC. No single change needs to break the premium model — the cumulative backlog is the problem. Alternatively publish a binding promise on Warbond retirement or discounting with an explicit timeline.
8. Reload failures, unresponsive input, and getting stuck in water break core moment-to-moment play
Category: bug
Problem Statement: Players report frequent reload actions that silently fail, input that stops responding mid-fight, and characters becoming stuck in water terrain. These are not edge cases — they interrupt the core gunplay loop and cost runs at high difficulty where a single dropped input is fatal.
Proposed Change: Prioritise core reliability fixes ahead of new content: guarantee weapon reloads register every time, eliminate dropped or unresponsive input during combat, and fix collision so players cannot get stuck in water or other terrain. Treat these as ship-blocking defects.
9. Give samples and requisition slips a purpose after ship modules and level cap are maxed
Category: qol
Problem Statement: Once a player maxes ship modules and hits the level cap, samples and requisition slips become worthless — they keep accumulating with nothing to spend them on. End-game players lose any meaningful reason to keep collecting, draining motivation from the highest-engagement segment of the player base.
Proposed Change: Add an end-game resource sink. Tie new upgrades — for example mech and Exosuit customisation — directly to surplus samples and requisition slips, so capped players have a continuous, meaningful loop to spend stored resources on.
10. Add Exosuit and mech customization — modular weapon arms and swappable armor abilities
Category: content
Problem Statement: Exosuits and mechs ship in fixed configurations with no customisation. There is no way to mix weapon arms or tailor a mech to a playstyle, which leaves a high-potential system shallow and gives capped players nothing to invest in.
Proposed Change: Introduce mech customisation:
1. Allow modular weapon arms — for example pairing a flamethrower arm with a laser arm on the same Exosuit.
2. Allow swapping armour pieces that carry distinct sub-abilities.
3. Fund these upgrades through surplus samples and requisition slips so the end-game economy and the new system reinforce each other.
Generated by HD2 Council — community-driven, not affiliated with Arrowhead Game Studios.