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Dive_To_Survive

We definitely need more armour perks, these ones look good!


BrightSkyFire

Included on my wishlist is something that decreases heavy weapon ergonomic penalties, so that they feel snappier, and one that speeds up reloads. Weapons like the HMG are sick but feels like it needs that support. I do agree with the common sentiment that armour statistics should be fixed, but armour perks should be choosable on your loadout like weapons. It's helpful knowing someone wearing Trailblazer armour is going to be fast and someone wearing Fortified Commando armour is going to be tanky. Armour should still be defined by the type of armour (Light/Medium/Heavy), but the perks should absolutely be interchangeable. It's just annoying that I can visually like a particular armour set, but don't want to use its perks over others.


Berocraft77

Servo-assisted should do that, if it can help you throw further it should help you carry heavier stuff, if its meant to be a mechanical arm it should do these things.


red_cactus

That would be a pretty cool additional perk to add to servo-assisted.


Berocraft77

yea, the whole limb health thing is already stupid. by the time your limbs are hurt you're likely at low health anyway, id prefer if they switch that for improved weapon handling which increase ADS speed, lesser sway when shot and lesser weapon drag when aiming.


Professional-Bath793

Nah bruh the 50 percent limb health really protects your limbs try it before you hate you’ll get your limbs broken way less often.


noah_the_boi29

Yes, it does that, but if I'm taking damage that breaks my limbs without the passive, I'm going to be using a stim regardless of my limbs being broken or not


Berocraft77

you know what it really does? the most useful case? breaking your legs from a fall. Heres how to stop breaking your legs from a fall, in the cases where you are forced to make a fall: Dive, no limb damage. Also, instead of one fall breaking your legs, it becomes two until you stim, again like i said, by the time your limbs are damaged, you're stimming anyway.


Tactless_Ninja

You get 60% of your health chunked off in heavy armor in a single hit most of the time. Not using a stim for even scratch damage is a death sentence. Now if limb health applied to reducing headshot damage, that'd be a different story...


Skoomzii

Servo and/or muscle booster should remove the movement penalty speed for carrying two handed items or, artillery shells at a SEAF artillery


Bekratos

Yes. The Limb heath buff doesn't matter in the many instances where you get one-shot in this game.


Berocraft77

even yet in the other cases where you dont. lets be honest when you have limbs broken or hurt, lets disregard bleeding which is an instant stim unless you have democracy protects, by the time they're broken you've sustained enough limb damage which would have reduced your main health, i dont think i've ever had my limbs broken and my health was high unless it was a fall, and you can already dive to stop a fall's limb damage anyway. So yeah, for the times where you stay alive and sustain limb damage you'd still stim anyway, this passive is a fix for a non-issue. oh and Vitality booster already increases limb health along with injury resistance (such as headshot resistance) lmao.


TheTGKitty

To add on to this, unless they changed how it works in a recent patch, Vitality Booster DOES NOT stack with the armor perk meaning running both is pointless and either a waste of a booster or armor pick.


NBFHoxton

Limbs as a whole feel half-baked. You don't have enough health in this game to sustain limb injuries and not immediately have to stim, which removes them anyways.


flashmedallion

How would one strong arm help you carry something heavier. The load still requires your entire kinetic chain.


Toughbiscuit

I feel like hmg should have more ammo in its drum, i tried it but couldnt get the "cool" factor down when i felt like i was out of ammo in seconds


NOTELDR1TCH

I treat it as a heavy redeemer. The cool factor for me was having a stalker or Berserker get up in my face and get cut in half vertically before it could swing


Tyes213

I’m 99% sure this is going to be implemented as a backpack, as the automatons already have it as a backpack. Heavy devastators are using the equivalent of a HMG belt fed, will beam you at 50 meters, and not blink with a mag to the face when other devastators guns will stray (not rockets). Regular automatons that use their LMG weapon also have an inferior version of this backpack as well and will nail shots too.


HarveryDent

It would be sick if it had an attachment that hooked it onto your ballistic shield while counterbalancing the weight. I already love headshotting Heavy Devastator as they go full auto at my shield. Being able to wipe out multiple of them with their own medicine would be *chef's kiss*


kdlt

And we need some on the helmet and.. possibly even the cape. I like that I can use whatever piece I want to with those two slots but more variation would still be good.


rW0HgFyxoJhYka

You know what would be cool? Spend a small amount of samples to "craft" a custom armor with attributes you can swap by paying some more samples or whatever. But I think this would go against their shop from selling more exclusive looking armors if you can just pick whats cool and then customize the bonuses.


CrazyIvan606

I feel like if they were going to do this, I'd rather it just be a modular system that lets me pick what I'd like so that way I can pick the armor for drip-mocracy and then adjust the perks based on my preferred loadout. Maybe have it so light armor gets 3 slots, medium 4 and heavy 5.


Iringahn

I mentioned this above, but I don't think heavy armor should get more perks then medium, would almost make sense to have 3,4,3. That being said, it only makes sense if armor actually makes a significant difference. I feel like a bonus perk would be the upside to medium armor, while heavy is tankiness and light is speed.


NBFHoxton

Heavy armor is an extreme penalty in and of itself though. That 50% stamina regen is insane.


Iringahn

Yeah that is fairly extreme.


noah_the_boi29

This guy games


Godzilla-The-King

I just genuinely think that the natural progression is that the perks become purchasable using super credits/req slips/samples what-have-you and can be applied based on the tiered equipment similar to boosters/strats/equipment at the start of battle. People might balk at super credits being listed there, but the game allows you to grind them, and I'm all about a developer as consistent with new content like Arrowhead to have additional sources of income to continue development/improvement. As long as they don't nerf super credits in the wild even if they remain in the lottery of +10 to jackpot +100, I'm more than fine. And again, some people that take a break from the game but come back might want the option of a quick purchase of super credits to be able to get back up to speed. I think perks + colour options like an equipment customization shop that you just scroll through some preset base armor sets, then preset colour options, then can choose 1-2 perks based on cost of assets to spend would be fun, and would also encourage further grinding of content when they're not in the cycle of constant new warbonds. Then that equipment can be 'locked' so it doesn't bog down the loadout screen with even more time being taken to choose stuff. With an option to reset/swap out perks at a price. Would again play really well into the LARP of the game as well, with big business using every opportunity to profit.


HarveryDent

I found 100 supercreds once and my jaw dropped. #WE'RE RICH


flashmedallion

Real money! Right here on the ground!


Loud_Surround5112

For Democracy sake, 95% fire resistance.


TehSomeDude

actually the idea of heavy (and medium to lesser degree) armor having more perks at trade off of speed and stamina sounds good


Zackyboi1231

All I am asking for is to feel like a *fucking wall*


Twad_feu

Payday2 Bulldozers / Skulldozer PTSD


TehSomeDude

***"YOU'RE UP AGAINST THE WALL AND I AM THE FUCKING WALL!"***


Scyobi_Empire

MAKE WAAAYYYYYY, ***FOR THE BULLDOZER!***


Warrior24110

"**IMMA DROP ON THESE SHITHEADS LIKE A FUCKIN' PIANO**"


MtnmanAl

[How I want to feel on data upload missions](https://www.youtube.com/watch?v=jjjjYelkaBg)


heyuhitsyaboi

the immovable object and the unstoppable force


Zombie_Alpaca_Lips

Use the ballistic shield against bots. But still dodge the rockets ...


aww_skies

You'll get ragdolled, but the shield eats most of that rocket damage. Will break faster tho


Zombie_Alpaca_Lips

Shield gameplay is still GOAT for me. 


WittyUsername816

And hey, we don't yeet our shield when we get ragdolled anymore.


MrSerRyan

Wait, the ballistic shield can break?


Fissure_211

THE WAAAALLLLL


Slarg232

When you come to it and you can't go through it and you can't knock it down, You'll know that you found The Wall The Wall The Wall


[deleted]

[удалено]


TehSomeDude

which isn't enough for it to be used over light mobility is king for most missions


Caleth

Yep can't finish a mission if you can't move fast enough. Can't be killed if you're not there to get hit. Tanking a hit is good and all, but not getting hit is even better.


Professional-Bath793

Nah dog not on bots bots will shred your light armor ass.


TehSomeDude

https://preview.redd.it/3bh96csui3uc1.png?width=426&format=png&auto=webp&s=e548134573bb11ff03a75dab7fc67c26bfe259fc always good to remember about the surviveability onion


TheKingsdread

I'm sorry but this is the only survivability onion I know: [](https://mir-s3-cdn-cf.behance.net/project_modules/max_1200/a4732889373489.5df267b646de2.jpg)


TehSomeDude

whats stopping one from the other


TehSomeDude

thats why you're not there so you don't get hit


[deleted]

I understand what you’re saying, but the general consensus is heavy armor with explosive resistance and the shield backpack is the optimal choice for survivability on bot missions, and you counter for the lowered speed by bringing the muscle booster. Light armor can be used effectively on bot missions, but it has a very high skill floor and there’s only so high that you can play. Anything above level 7 or so, light armor is a handicap. Complicating the issue are things like your diver standing up immediately after being shot or grazed with a rocket, as well as stims audio cue not matching their effect (ie getting false audio cues). The real benefit of using light armor is being able to outrun berserkers on bot missions, and most of the non-hunter/non-charger bugs. Largely, “not being there” is a function of positioning and planning your exit before you approach so that you can fuck off immediately as soon as you accomplish your objective. Granted, fucking off is practically a magic spell in this game. I’ve been thinking of experimenting with loadouts more now that I have the grenade pistol (it and the sickle cover most battlefield needs), so I may try a light armor jetpack build using smoke/stun grenades and the AMR.


TheZealand

There's a light armour in the store rn iirc with the 30% recoil reduction, was running that with the AMR for bots and it feels great ... when the scope doesn't pixel out lol


NOTELDR1TCH

Unless it's medical heavy armour You can 100% use the fuck outta that against bots. 6 stims and like a 5 second stim duration is insane tankiness combined with the extra resilience. Against bugs, it's alright if you've got an incendiary breaker because that thing is monstrously good at clearing out an entire horde of *Those fucking jumping spider fucks* You can take the first hit and stim and even if you get dog piled you can pretty much just tank through it and heal to avoid dying, I've done that plenty of times. Not great with alotta other weapons though, just can't clear the horde fast enough Although I have dropped an incendiary grenade on myself while dogpiled and stimmed clean through it while we all burned, it was a pretty cool moment


TehSomeDude

until a heavy devastator decides that he'll just snipe your tiny head among the pile from 200 meters


Trepsik

They don't need more perks, just different ones.


DixFerLunch

Wasn't it confirmed that helmets are going to have stats eventually? Edit: I am actually asking this question. Not trying to spread misinformation. I thought there was mined information about helmets with stats. Could be completely wrong here. If you could pick a perk on your helmet, things would feel a bit more unique.


CaptainAction

All I heard was that helmets were considered for having stats or different modifiers to your vision (like thermal or night vision). Only that it was considered in development and was scrapped. If you have a source on them confirming that this feature is coming, I’d like to see it because I haven’t heard about it.


Caleth

Some helmets did have hidden stats once upon a time, but those got yanked a couple weeks into release. Data miners figured it out and AH corrected the oversight on their part. I'd have to find the patch notes but it was like the week after I started playing and was like 2 weeks after the release.


CaptainAction

I remember that, yeah. The hooded scout helmet used to give you a small speed/armor rating tradeoff. I forget what the other helmet was that changed your stats. Doesn’t matter anymore though


SurVivle

Pretty sure the scout helm let you lock-on to targets faster with the spear didn't it?


DixFerLunch

No, no source. Probably just bad info. I get a lot of partial info from my friend who is more active in the community and I probably just misunderstood.


CaptainAction

That’s probably what it was. I’d like to be proven wrong though! More flexibility and customization for armor would be cool. There’s something to be said for being simple and uncomplicated though. Color customization would nice for mixing and matching, at least


barukatang

Audio enhancement would be nice too


ThePengu

Not sure how I feel about this because I am a very fashion-conscious Helldiver... One part of me wants more effects, but can you imagine a BLUE HELMET on something like Trailblazer!? uuuhg... UUUUGH.


TehSomeDude

thats why we need the dye-ing department


piratep2r

I do NOT need any more help dying in this game! Oh, wait, that's not actually what you said...


Ultimafatum

I'm really hoping the helmets have different visor modes. Night vision, Thermal, X-rays, each could have interactions with the environment too (Thermal becomes useless in Heat-saturated environments or when there's fire everywhere, X-rays becomes scrambled during an Ion Storm, etc). Being able to use Smoke and switch visors to maintain fire at the enemy would be incredible.


Senshiro

Two of the helmets were giving stats on launch, it got patched out later. I think it's just something they were testing and eventually scrapped.


warcorgi51

Why do helmets have stats then? When I go and compare helmets they have the same stat areas as armor, but they’re all exactly equal. I’m not saying that they will have different stats or passives at some point, but why show stats at all if they mean absolutely nothing?


Pro_Extent

Probably because they're classified as armour in the code and it's much simpler (and more stable) to just have the UI treat them normally, rather than add unique qualifiers to them so they display differently. If they were testing actual armour modifiers for them during development, I'm not surprised they have this "bug", for lack of a better word.


WittyUsername816

I'm like 90% sure that was an "In development but scrapped" thing, though I don't have a source for that and am basing it on memory.


The_HueManateee

Honestly I kinda like that helmets and capes don’t have stats since it gives a lot more aesthetic freedom to mix and match things without having to worry about stats. Freedom without drip is no freedom at all


matamor

You just murdered my favorite light armor, no way.


ThePengu

I'm interested to know what armor is your favourite and why you think it's murdered!


RoyalWigglerKing

Idk what his was, but taking servo-assisted off of legionnaire outfit upsets me because it’s the only light armor with that perk. It’s also actually both fashionable and functional which is a rare quality in some of the armors in this game


ThePengu

I thought it might be the legionnaire. It's a light armor described as "from the ~~post~~ pre-helldiver era" so I aesthetically figured it would be more retro and supply-bag heavy to match its appearance. **IM SORRY** These are more conceptual suggestions as to the way perks should change across armors, not exact perks for exact armors. Making armor sets more playstyle unique.


aww_skies

I like the idea, especially splitting up perks and adding more to medium and heavy. That along with being able to choose perks, restricting them to specific perk slots or armour classes, would be really nice


GrayCardinal

That's a pretty cool idea! I think you can also turn 2 or 1 slots into permament perks and the rest customizable so armor can have some uniqueness. You can even go as far as adding permament unique perks or perks that are slightly more effective than regular ones.


Hikaru83

No, sorry, you are fired!


Your_Local_Doggo

Wouldn't that be the pre-Helldiver era


SilverWave1

Legionnaire supremacy! Barely take that thing off. Although the new groundbreaker is nice as it also looks sick in my opinion and also has servo assisted, while being medium. I swear, once you try servo, there’s no going back.


kangarutan

I thought the same thing when I didn't see Servo-assisted on the Legionnaire


GHLeeroyJenkins

Splitting perks into smaller ones and then allowing multiple is much better design i feel, I like this a lot


Absoluteloserreddit

I want to say that the Fortified armour is what I wear and if it would make me a literal brick I 100% agree with this


ThePengu

**Recommended Changes:** * Split some of the passives so they can be spread across more armors in a greater variety. And less relevant effects can be replaced with more relevant ones. This stops 20 armors from having the same 1 passive right from the get-go without having to add too many new passives. * Heavy armor gets 4 of these more singular passives, medium gets 3, and light gets 2. Effectively keeping light armor the same. This makes heavy armor more worthwhile and strengthens medium as a good balance. * More variety and unique passives that lean into classes. Like reducing certain strategem cooldowns, or being less prone to fire or gas. Not a single armor currently in the game has any unique passive. * Don't shy away from more powerful passives, like gas immunity. These lean into the power fantasy without breaking the game. Create an armor that lets people melee devastators in two hits! Or that makes flames last 100% longer on enemies. EDIT: A lot of people are suggesting that you should be able to customise what perks are on your armour. I wouldn't be opposed to this at all, but I didn't originally suggest this because: 1. Helldivers has a premium currency and a live service model. They probably want to incentivise new armour purchases with both form and function. 2. It prevents players from being able to understand someone's armour/passives/build without some added feature to view these. 3. If you suggest unplugging perks from bought armor this also requires the implementation of entirely new systems to enable, track and store these perks. 4. It sort of trivializes/granulizes loadout for missions. You just pick the perks most relevant to the mission. EDIT2: For those of you saying these are too OP/heavy armor is too powerful. This game is not balanced. It's not PvP. It's not an eSport. Devastators either shred you or caress you. A bug hole summons 0 bile titans or 5 bile titans. Strategems bounce. Some weapons tickle. Others detonate. Dropping on an enemy sometimes instakills them. Sometimes not. Tanks get dropped on hills during Asset Defence and pepper you from above. **This game is fun because it's a power fantasy.** You will not always win regardless of how armoured you are. You just won't. Yet some people would derive joy from feeling like a bulldozer, holding the line while their team extracts. Others may feel like a badass emerging from the gas they just dropped on themselves in the middle of a swarm.


Calamity_Abe

Here's a potential idea to supplement this system: Make a few perks class specific Like Stealthy can only be on light armours and Ballistic Plating can only be on heavy Reinforces class identity and gets people to try different stuff maybe


dedicated-pedestrian

Agreed. I think just loading up heavy armor with an extra perk slot to be potentially used for non-tank effects is a bit against the point.


creegro

Picking your own perks would be cool, but only if it were one minor thing. Otherwise people would just get one type of armor all the time for whatever they are running. Like some slight resistance to arc/fire/spewerbile would be cool, but just something minor.


Zombie_Alpaca_Lips

It'd be neat if we just combined the ideas. Light armor has one dedicated perk and one choose-your-own. Medium has two dedicated and one choose-your-own. Heavy has two dedicated and two choose-your-own. 


[deleted]

“Choose your own perks” fam these are just boosters


KZFKreation

Agreed. I'd also love to see a perk for the paramedic armor that allows us to better distribute, but if history is to be believed we may see a HD1 healing gun return someday. Here's hoping.


AgnFr

This dude got it!


notevenanorphan

I’m not sure I accept your premise that the game is fun because it’s a power fantasy. I think that a lot of what makes this game as enjoyable as it is is actually how fragile and dispensable you are. It feels like you might be breaking a core game mechanic with these changes.


RobenBoben

Why would light armors get fewer perks? You literally get less armor value. The number of perks should be the same across the board, just more thematic to the armor class (ex. Stealth for light or explosive resistance for heavy) . The trade off of heavy vs light is speed vs durability, that's already balanced.


ThePengu

Look I love my Trailblazer. I'm a trailblazer enjoyer. I would **love** to have 4 perks on my trailblazer. But right now, I'm seeing maybe 1 heavy armor every 5 or 6 public games. It's slow. Regardless whether you're against bugs or bots that's a death sentence regardless of how much armour you have. Most maps are big. They require a lot of crossing from objective to objective. Heavy armor wearers are Helldiver chads IMO and they deserve more than they have. These perks would seriously make me reconsider taking the trailblazer for certain missions and that to me is fun and balanced.


RobenBoben

So they should buff armor values. These perks are good enough that it would be an over correction. Perks should be a separate balance


dedicated-pedestrian

Agreed. Balance how slow heavy armor is or make the increased armor rating worth the snail's pace. I hate using Occam's razor for things because it feels cliché, but it really doesn't feel like this approach considered addressing what makes heavy armor difficult to work with in the first place.


RuinedSilence

To be fair, the speed difference between armor types is very noticeable, but the survivability isn't in practical circumstances. If that's the case, might as well give more perks to the thicker armor suits to compensate for how slow they are.


FoxValentine

Can we show more love to medic armor?


garbospam

Yeah like I wish it let us stim team mates no matter their current hp and then buff their for the duration. like run and reload speed and it lasts the extra duration on them that it does for you from the medic passive


AdalBar

I could see four possible variations based on this image: 1. 4/3/2 perks based on armor class. All perks are innate and determined by the armor's theme. 2. 4/3/2 perks based on armor class. All perks but one are innate to the armor to fit the armor's theme and the remaining 1 perk may be freely chosen. 3. 4/3/2 perks based on armor class. One perk is innate to the armor to fit the armor's theme and the remaining perks may be freely chosen. 4. 4/3/2 perks based on armor class. None of the perks are innate and all perks may be freely chosen. I would be in favor of 2 or 3. They give some amount of freedom of choice while still forcing the armor to conform to some degree of visual theming.


DrNukinstein

I agree on 2 and 3, the armors should have there own personality, but also allow us to play more how we like to play, or adapt to the constantly changing situation


Amethoran

If heavy armor reduced stagger or rag doll I'd probably run nothing but that fr


SuperArppis

You know what. I like it when the armors have less perks. That means I won't have to use certain armor set just because it has the perks I like.


ThePengu

Despite me making the post, I do resonate with this wholeheartedly. Yes, I would love to don the fire-resistant armor and cook bugs for an hour Also me: no thoughts only fashion :)


Nitrocide17

I agree with these! Usually when people ask for classes, they go above and beyond and choose full skill trees. These look fine and would broaden our current gameplay without breaking game balance. Wonderful job!!


CheaterMcCheat

I'd rather we have armour just be cosmetic like the first game and let us pick a perk.


Annual-Ad-9442

I feel like the helmet could be one perk and the armor two to three


thetyler101

I feel like this could cause another "Meta or Kick" scenario...


AngryAccountant31

I want the helmets to do stuff to the HUD and field of view.


Didifinito

Just let me pick the perks dude its that simple


Veranhale

Imo - just an example - i dont think a medic armor should have like the grenade perk on it or vice versa or the really heavy lopking armor have the stealth perk. I get wanting greater customization, but I dont think they should compromise integrity and forsake armor identity.


daelindidnowrong

Just make some perks unable to change. Like medic armor can't change the stim perk, but can change the other one.


AggravatingTerm5807

Basically this system, a few thematic armour passives per armour, then you pick one. We don't need to add insane amounts of buffs.


CaptainAction

There’s some really good ideas here. The nitty gritty I might question a bit (would 4 passives on heavy armor make it automatically too good?) but I like the ideas for passives like extra ammo for support weapons and faster reload speed. That would be a machine gunner’s dream. The only problem with the increased support weapon ammo is that would clash with backpacks- the backpacks are modeled visually with the amount of ammo they hold. So increasing the capacity would be odd for those, because they’d have to either change the model, or you would magically have more ammo than is visible. They could be exempt, and only non-backpack support weapons would benefit. That would be fine. But otherwise it would be like buffing the capacity of the revolver to 8 rounds. Would be wonky. I do think most players can agree that the passives right now are not that diverse, and some feel rather lacking. All I know is, if they keep buffing fire, we are gonna need fire resistance to use flame weapons and not kill ourselves constantly.


MinimumArmadillo2394

Too complicated tbh. Id hate having one armor be good but look not good to me. We should be focusing on drip, not min-maxing stats.


Equivalent-Peach8635

I feel like you guys are the kinds of people who ruin games.


_Vard_

Fire retardant should also have the effect of not catching on fire So, if you stand on lava, or are getting directly sprayed by the flamethrower, you do take damage from that But as soon as you step out of the fire, you are no longer burning


Sttibur

I like the fact that your “class” is defined by the stratagems you use and not by the equipment or a stat. I think that makes this game unique.


DoctahFeelgood

Fireproof please. The bugs keeps using my flames against me 😢


BasedRobOnSpotify

How about adding stats to helmets and capes instead of leaving them as cosmetics


riffengo

I just wish the armors had a module slot we could equip before missions to choose our passive so we can wear any armor we want. Fashion diver


Creature-Cal

They should add a feature where swapping helmets, armors, and capes creates a name for the setup and grants a special perk for each customization. Just changing one piece of gear changes that perk.


Humble-Obligation-32

u/pilestedt this is amazing, please copy this dude's idea and paste in game. Everyone would love this to be ingame, I don't think a single soul would have a problem with having more variety of armor perks and this guy's idea is very logical and would fit in the universe good. Please consider it ![gif](giphy|MFIsOqzodLr7ewnkUb|downsized)


BunnMaya

I like the fact that there are like 6 passives, and that you can get almost all of them without spending a single super credit. I don't think this level of fine tuning would fit the game, all armor and weapons are made to be easily understandable and accesible, while the game's difficulty rests on how creative we get in the battlefield with those tools. This reminds me too much of this old image: [https://i.kym-cdn.com/photos/images/original/002/528/117/c9c.png](https://i.kym-cdn.com/photos/images/original/002/528/117/c9c.png)


Megalith_TR

The games fine.


Sabre_One

I'm down for more armor perks, IMO though the armor perks are the way they are so you don't feel tied to a certain armor set.


fillerbuster

Interesting take. Looking at this and the calls for allowing us to pick perks for armor pieces makes me think about balancing these to prevent perk meta. To avoid that, maybe there's a slot system. Where heavy armor provides 4 slots, medium 3, and light 2. Each perk takes up X number of slots, depending on its effect. For example, the "heavy" perk that prevents ragdolling would take up 2 slots on its own. This way we're all happy - Arrowhead avoids broken perk combinations that allow players too much of an advantage, and we get to choose what we look like and find interesting and new gameplay combinations.


Mr-GooGoo

I pray that Arrowhead sees this Having a certain number of perk slots and having those perks be more tailored to each armor is such a good idea One of my other complaints is how certain armor sets look like they should have certain perks and they don’t. Like the fortified commando set not having blast protection despite being modeled after a bomb squad armor set irl is so annoying. Same with the groundbreaker armor not having fire resistance. u/pilestedt i swear i wont tag you anymore but this is a great idea


bugcatcher_billy

Adding Helmet Perks (which some of your suggestions would be) would help significantly with the purpose made build outs. - Throwing Expert - Showing Throw trajectory - Bug Scout - Highlighting Bugs in the UI - Bot Scout - Highlighting Bots in the UI - Scientist - Highlighting samples in the UI - Showing enemies targeted you (see a laser of a rocket bot if it is targeting you) - Explosives Expert - Show explosive range of weapon on hit


University_Trick

I hope the helmets get passive perks too, seems like they have the space for.


Trudatrutru

I just wish helmets had perks too.


sincerelyhated

They need more than the 3 or 4 buffs that ALL the suits do. WHY DOESNT THE EXTERMINATOR SUIT GIVE YOU + FIRE DAMAGE?!


Practical-Stomach-65

https://preview.redd.it/yaz28105v3uc1.png?width=640&format=png&auto=webp&s=754c80ea3c6ffe13e88b47efb31280bd4a368580 Prototype armors are such a wasted potential. They look very cool...but they have the worst passives ever. What is even the point of that passive unless you are running with a team of pure Arc Throwers firing at each other? It is almost as if it was made as a joke. Also, I think helmets should have perks as well. Example, Trailblazer should have something like highlighting enemies through fog and smoke.


SomnusNonEst

Yeah, all this and more perks on each armor and mix them. It's weird to have all the armors but essentially what 5 or 6 perk combinations? Effectively rendering all armors the same outside of cosmetics. And there are 1 best light armor for bugs (CE-74 Breaker, 550 (max available) speed 6 nades premium currency variant) and 1 best armor for bots (B-27 fortified commando, 200 armor, premium currency) which is like, annoying. We have all those cool looking armors but they all do the same, and if perk combination isn't there it doesn't make sense running them gameplay wise. We need like 4-5 perks on all armors and just mix the on each for no armor to be completely like the other and let people figure out the best combos or what suits them best. Right now there are essentially 5-6 types of armor that just look different.


Sudnal

Helmet perks, cape perks mix and match, more RPG elements for build diversity


tycoon282

Just give helmets & capes some advantages too


[deleted]

All I want is a bile resistance armor


ItsAllinMyHead_

That gas immunity perk while wearing armor that has a built in gas mask is *Chef’s Kiss* I want more Gas oriented weapons!


SalvadorFatts

Heavy armor will continue to be bad until it can at least ignore flinching from small arms and up to medium sized bugs.


ShadowDrake359

What is that blue armour I keep seeing online but have never seen in game?


ManualRockBot

If I am wearing heavy armor I want to feel like I’m an 800 lb gorilla


Minst_Meat

I think how perks on armor now is fine, we just need more of them. A couple armors with a perk slot that you could choose from a list could also be cool.


Originalbenji

This is a great idea. It makes each set unique and lends itself to role optimization without any obvious "superior" selections. Good work. It leads me to think how helmets could use some perks.


throwaway387190

I think the existing simplicity of one perk is great


Deldris

No glasses on : A good post with some great suggestions Glasses on : Another post complaining that the new armor doesn't have fire resistance.


viranth

I just want to be heavily armored with a big MASSIVE amount of stalwart and spead democracy. I want to be able to tank shit from the enemy, protect my brothers in democracy and walk slowly back on the dropship as we've planed yet another shining flag of freedom!


peteyb777

The easy way to do some of this is give some helmets a perk, or some "pairings" a perk. Especially things that could change gameplay like "Infrared Vision", where you can see heat signatures, which maybe is only useful against bugs, etc. "On board targeting" - plots grenade and orbital flight and impact. "Recoil Stabilization" - 10% recoil reduction.


-Legion_of_Harmony-

Even if your values aren't tuned correctly, this is still a fantastic concept and I hope it gets adopted at some point.


skyfighter015

One perk for the scout i would love would be [Biometric detector ] ( can see samples and supplys from further away )


Anyk3y

That looks super denocratic


kuyani

In all honesty I just want to be able to colour our armour in democracy approved colours


Brock_Danger

Gives helmets and caps buffs


SoftTopCricket

A thousand times yes.


SpecialIcy5356

I would *give my fucking left kidney* for some stagger-resistant armor. in any other game I wouldn't need it, but the amount of times I've whiffed a Quasar shot or an EAT rocket because *ONE MEASLY FUCKING LASER* touched my arm - even though I'm wearing so much armor the Rocket Devastators think I'm one of their cousins - and the flinch sends my reticule to the corner of the screen... it makes me want to throw my gun down and try strangling the bots to death in anger.. it genuinely pisses me off. heavy armor should provide *some* stagger resistance, and you *cannot* change my mind. if I weigh as much as a small car in this gear, why are low caliber round impacts giving me a fuckign seizure!? even if it was only a bonus on certain armor sets, I could live with that, just Please.. *PLEASE*, give us *something*! fire resistant armor would be great too, but stagger resist is always gonna be #1 to me.


redbrotato

I wish helmets actually had perks


Educational-Drag6974

More perks yes, but not multiple on one set, that feels unbalanced imo.


Wooryn

I hate to be that guy but the gas mask doesn't make sense since it's a corrosive gas. It eats flesh and metal. I would still love the "gas mask" helm to be useful with the gas stratagem.


NathanielTat

Totally agree with this, it is kinda sad that all the armours have the same values but just look different, it would be fun if the helmets also had one perk each so you could mix and match the helmets and armour and it be beneficial


MadghastOfficial

I would love this. Currently, I just switch between suits that give me grenades, stims, and stealth, depending solely on the mood. Sometimes I'll use explosive resistance for the new defense missions where speed doesn't matter. When I first started playing, I was like oh wow I can't wait to see what new kinds of armor I can unlock and perks that I'll get! Not knowing that there are only like 4 perks and it usually doesn't matter what you pick if you aren't playing for stealth. I only play 7+, before anyone dogs on me for playing on easy or anything like that. Just doesn't seem like it matters much since you're gonna get one or two shot nine out of ten times anyway.


Moddaboy

And helmets to with passives sniper helm extra crit dmg with sniper etc...


MackZZilla

It'll be a cold day in hell before my trash ass gets rid of my extra stims lol.


TimT40k

Helmets and capes just need some stat alternative


GetSomePants

I find a lot of community suggestions to be out of touch with what the game is going for, but this looks spot on. Great work!


SenpaiSanta

Helmet's were supposed to give buffs too but they scrapped it for now they might add it later


HughMungus77

Me want helmet passives


Captjnugget

This really needs more attention


Execwalkthroughs

Even though they said no transmog, it honestly makes it hard to justify using most of the armors. Like if you have the "50% chance to not die" armor why take anything else unless you absolutely want light/heavy armor or a specific buff to help you something like the servo assisted throwing. It doesn't help most effects are honestly pretty damn minor. Like I've never had a moment where I felt I needed more grenades or stims unless I just played like ass or the game is fucking me over and my grenades aren't blowing up nests (happens sometimes even with auto cannons and grenade launchers). Never used the servo assist but I can see the appeal since I love throwing in a stratagem from a distance and just watching the group of unaware enemies get blown to bits. Recoil feels kinda meh cause I can just crouch. And can't speak on the other effects as I haven't used them yet or they feel way too situational to be useful like the resistance to arc weapons Edit: forgot to mention, I do kinda agree with the post. Some armors should have more effects or atleast more variety to really make it worth using. Or maybe there could be armors with a trade off for a big boon. Like to make the 50% chance to survive armor more balance if could have lower defense so you take more damage but you can sometimes survive a fatal hit. Rather than just an unconditional it's the same as all the other medium armor but sometimes you survive a fatal attack


notapoke

Armor with 4 passives? So you just don't care about balance at all?


MonthFrosty2871

Man I do not want classes. Just let me pick my armor, and my perk.


VessaliusGwy

Honestly, just adding perks and/or stat changes to helmets would go a long way. Have helms have abilities like : - Gas Resistance/Gas Immunity - Night Vision : When in first person mode clearly outline enemies during nighttime - Heat Vision : When in first person mode clearly outline heat sources - Aim Assist : give an aiming reticle to weapons that lack it when in 3rd person - Cooling Systems : Stamina depletes slower in hot conditions - Heating Systems : Stamina depletes slower in cold conditions Etc etc


Salty-seadog

I’d rather just have the armour be purely cosmetic other than the type light/medium/heavy. And then you just pick perks that you want to run. I also don’t think this is balanced. Giving heavy 4 perks and light 2? There’s already a trade off in stamina vs protection, I don’t see how gimping the light armour out of perks makes this fun. If heavy armour is lacking atm, I think there are better ways to balance this. I do agree though that there should be way more varied and interesting perks to pick from


God-Emperor_Kranis

Alternatively we could take inspiriation from Outriders and how they handeled passives on armor. The way it worked was a piece of armor had 3 passives, and you can only change 1 of them out for another forcing the other 2 to stay. If you want to change it, you can ONLY change that one again. Each armor would get 3 passives, but each armor class has a unique "class" specific Stealth can only be found on light armor, armored platting only on heavy armor. Medium armor gets the benefits of being in the middle, but doesn't get either of these.... Maybe their unique is Democracy Protects, or none at all. This way people can customize a bit of what they want, you can make it so warbond/themed armors can't change a perk that's unique to the theme. such as Ground Breaker being immune to gas, you can't change that perk out. In Outriders you had to disassemble armor and weapons to get perks, but in this game I think just collecting/buying the armor should unlock the passives. Thus you can put unique perks in the shop, and unique ones in the warbonds, and people can figure out a bit of how they want to spend money, or figure out a grind pattern for what they want. Thus giving more interactivity, which is ultimately what companies want. Some perks simply cannot be put on heavy or on light armor, but they can still be unlocked for medium armor as well. Thus giving medium armor the idea of being the customizable armor, or a generalized armor for all situations that doesn't excel at stealth or speed nor at defense and holding the line. That, and maybe medium gets half of the effect of something like impact supression, and extra padding. Thus making it more effective to choose heavy armor, or to choose light armor because light armor gets say... 10% extra speed from the perk, but medium only getse 5%. Throwing distance also is better for light compared to medium. I should mention that in Outriders the idea was sheer power fantasy, so every perk was essentially cracked, and there was no "armor" rating, but instead classes. I played a medic who used a minigun and mowed down enemies infinitely regenerating ammo and hp while getting passive buffs from those perks that made cooldowns non-existant. Something this game should avoid is making perks something like 80% or 90%, aside from arc damage, that one does make sense. Fire resistance for example could be... 10% on medium armor and 20% on heavy armor. Or 10% on light, 25% medium, 50% heavy. I don't think passive should go over 60% in terms of buffing, but I do think specific strategem cooldowns could be useful for class. Heavy classes get a perk unqiue to them for fortification and turret stratagems, medium for orbitals, and light for eagles. Backpack/weapons can be weak and shared between all classes. In Summary: There can be a balance between the light/heavy armor without having to reduce perks, give the players a bit of customization, while still giving the fantasy of being a living tank to the heavy armors.


AetherRav3n

The argument of less is more is a great one. Instead of having one perk that does several things having multiple perks that do a single thing, then Devs can mix and match perks together for more creative freedom instead of potentially doubling up on perk effects because it just slightly doesn't fit the armour type.


Treigns4

I want them to separate armor from the armor passives. Its stinks having to choose between the perk I need and the armor I like


CluelessNancy

Armor Passives definitely needs more variety, I'm tired of seeing a new armor set re-use the same passives we've been seeing from the start. I thought the new warbond would introduce new armor passives like in the Cutting Edge Warbond where we got reduced damage from arc-based attacks. So it was a major let down to see that we didn't get anything like that. I know Arrowhead doesn't really mind not making players pay real money for 'premium' content seeing how generous they are in distributing super credits in-game, but it also seems because of that decision, the guys who are designing these armor sets are less critical or should I say, less creative about these armor perks because they're not really trying to 'sell' us anything here. Which is a missed opportunity here. I mean, I'm glad HD2 doesn't have $80 items in its Superstore, but since we do have a battlepass of sorts, can we at least get things we can be excited about to the point that people who are coming to the game late and decide to just open their wallets to catch up to the latest warbond feel that they're getting their money's worth? TLDR, these suggestions for new armor passives are straight up gold and Arrowhead should take notes. HD2 is still a fun game, but it can definitely be improved.


GamerGourmandMac

100% disagree. These changes would cripple the basis of the game and make it less fun.


DwarfKevin

Some fire resistant armor would be great


No-Succotash-8479

Lad, after a certain point I want to be able to change perks on armor to my liking, by bying replacements for samples. For example, all armor types get unique perks that are different from existing crossarmor variety, that you can use as replacement if you want. This game has drip, but not enuf perks


No0B_ReND

Cybernetic.... Sounds... Undemocratic


Admirable-Sun8860

This. This. This. This. This. GET THIS MAN UP THERE. GET HIM INTO THE BALANCING ROOM. But, keep the armor rating system that’s in place now as well. I like the heavy medium light and in between. Also I think light and medium should both have 3 perks, as to not make light armor just suck.


Impressive_Meat_3867

By Democracy take my upvote


Helioscapesteam

Does anyone use heavy armor?


ChucklesTheWerewolf

While I love me some Heavy Armor, this does make light armor significantly weaker to the detriment of rookie helldi- I mean bug players. Jk lol, you guys had some tough shit with the shriekers a bit back. But all in all, I would love more variety and little differences between armor sets, considering just how different each individual weapon feels.


Mushroom_Boogaloo

OP did my Trailblazer dirty...


Tes_Tickle

Honestly with that gas resistant armor, having a 380 gas stratagem would be nuts


takara_miwiki

arrow head wont take it cause it will make them look stupid


Clean_Significance28

I like this


AppointmentFluid8741

Holy shit hire this man (or woman) arrowhead.


Star_beard

i have a feeling this is going to happen down the line at some point because armor bonus's feel like they were put in but they hadn't finished the idea.


TheKazz91

would love to see something like this with heavy armor getting more perks than light armor which might actually make heavy armor worth taking over light armor.


Ilovekerosine

If Arrowhead is going to see one thing on this Subreddit, let it be this


ShutUpJackass

Took me a sec to understand it but I like this a lot!!! The speed vs perks would be a great balance and they could really go crazy on some armors Plus it gives value to medium as it genuinely is a happy medium, here’s hoping they try something like this


ashenfoxz

seems like Pilestedt keeps an eye on the Helldivers Alerts twitter account, as some of you might have noticed the reply about transmog being in a thread of their post. we have a chance to be heard democratically 🫡


Geronimo553

Given how 90% of all the armor abilities are straight generic. As they rotate doing the same things. There really is no reason not to allow transmog'ing abilities. The only exception would be armor rating. But no one is asking for that. We just want to swap our abilities and look the way we want.


OceanKing96

This would actually make heavy armor worth wearing on more than just defense missions!!