A massive Hellraiser 2 patch was released yesterday (June 13), and it contains more tweaks and changes than you can possibly get through in half an hour. While it was generally well-received by players, it seems Arrowhead’s changes to enemy and patrol spawns may be an exception, with people complaining about a dramatic increase in difficulty.
If you were too busy washing your hair yesterday, not only has Arrowhead’s long-awaited mega patch been released, but Viper Commandos’ war bonds have also been deployed on time. Sadly, donning a beret doesn’t seem to have helped the players who have been complaining about an increase in deaths and rage quits since the patch’s release.
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As part of the patch, Arrowhead has reduced the number of heavily armored enemies that spawn in high-difficulty missions, filling the gaps with more smaller enemies, and restored patrol spawns to the state they were in before patch 01.000.300.
In theory, this should make things a bit easier – with fewer large villains to summon at once, potentially overwhelming even the toughest Super Earth veterans. However, some players are reporting that they’ve found things to be more difficult since the patch was released, leading them to assert that Arrowhead’s tweaks may not have had the desired effect.
In addition to people posting gameplay videos like the one above to the game’s subreddit, others have reported unexpected difficulty spikes they’ve seen to Arrowhead’s Discord community moderators. “All planets have now turned into Malevelon Creek,” one player wrote.[the] The game is meant to be exciting, but now it’s way too exciting because no matter how good your setup is, if you peek around a corner you’re instantly dead.”
“From what I understand, bringing back spawns and patrols should make things easier,” community manager Twinbeard responded, “Will have to monitor this to clarify, but it seems a bit odd to me.”
Since that exchange, many other players have taken to Reddit to tell their own stories of being taken down by heavy enemy attacks while fighting Terminds and Automatons on difficulty levels higher than 5, though some reports seem to indicate that actions on difficulties lower than 5 are also affected.
“Take cover in front of the robot [at difficulty level] 7+ is meaningless,” someone wrote, “Run away, but [of running] You just dive in and hope for the best. Also, sticking with ragdoll loops is now standard practice. So if they ragdoll you, they’re likely going to keep you ragdolling until you die.”
So for now, it seems like you’ll need to try to be extra prepared whenever you go into action, but if Arrowhead detects something during an investigation, it’ll likely be able to provide a solution quickly.