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📍 Major Updates

Planetary Hazards active

  • Many planets now have additional environmental challenges that will appear at random while you are deployed, from fire tornadoes to meteor showers and many more.

⚖️ Balancing

Eradicate Missions

  • Eradicate missions now require more kills and enemies spawn more often. The time to complete the mission was previously shorter than intended and should now usually take twice as long to complete.

Primary, Secondary, & Support Weapons

Balancing adjustments made to the following (see stickied comment for the numbers):

  • SG-225 Breaker

  • SG-8 Punisher

  • SG-225SP Breaker Spray & Pray

  • RS-422 Railgun

  • FLAM-40 Flamethrower

  • LAS-98 Laser Cannon

Stratagems

Balancing adjustments have been made to:

  • Shield Generator Pack

  • Orbital 120MM HE Barrage

  • Orbital 380MM HE Barrage

🔧 Fixes

  • Fixed armor rating values not reducing damage as intended.

  • Fixed certain Bug Holes (including Stalker Nests) that were unnecessarily hard to destroy.

  • Fixed anti-aliasing toggle not working on PS5.

  • Balanced lighting across all planets to solve cases where the game was too dark.

  • Improved flashlight efficacy.

  • Increased visibility during “sand rain” weather on Erata Prime.

  • Updated tutorial materials and lighting.

  • Improved cases where some materials could look blurry if "Lighting" graphic setting was set to "Low".

  • Fixed timing issues that could occur in the “Extract E-710” primary objective.

  • Changed button interaction behavior for buttons in bunker POIs. Helldivers will now let go of the button after holding it for a few seconds.

  • Fixed some cases of large assets floating if the ground beneath them was blown up.

  • Helldivers standing next to ICBMs during launch will get properly toasty with a chance of not-so-spontaneous combustion.

  • Fixed unthrowable snowballs after ragdolling.

  • Fixed being able to use grenades after drowning.

  • Camera no longer locked on the player's own corpse and blocking spectator mode.

  • Helldivers now take damage from fire, gas etc. generated by other players.

  • Armor no longer stretches when dismembered.

🧠 Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

  • Picking up items from caches may cause characters to freeze in place for an extended period of time.

  • Picking up items from bunkers and caches in quick succession may render one of the items unpickable.

  • Players cannot unfriend other players befriended via friend code.

  • Players may be unable to select loadout or return to ship when joining a multiplayer game session via PS5 Activity Card.

  • Occasionally mission reward multiplier may not be applied.

  • Mission objective HUD displays different numbers for client and host during some missions.

  • Default armor is always shown while viewing the warbond, regardless of the armor that player has equipped.

  • Text chat box display is obstructed by the cinematic letterboxing during extraction.

  • Some text in the HUD/UI is missing or not displaying correctly.

  • Players may experience issues when many players attempt to login and/or play at the same time:

  • Login rate limiting

  • Players may become disconnected during play.

  • Various UI issues may appear when the game interacts with servers.

  • Some games may not be joinable by others for a short period of time.

External link →

A quick comment on why we decided to nerf rather than buff:
We're balancing a PvE game, that means we're balancing your power level vs. the difficulty of the game, not versus other players.

That means that if we bring all weapons up, we would also need to bring the enemies up proportionally to reach our target difficulty. We like what we see with the other weapons, so it made the most sense to bring the stronger stuff down a bit and the weaker stuff up.

On a personal note; I was horrified to see that people where crushing the harder difficulty only a couple of weeks after release. This is supposed to be a hard game, I want you to earn your success.

Good luck!

EDIT: Typo

Originally posted by Blessed_Tits

Difficulty was fine before though. We just wanna kill bugs and blow shit up, dude.

Difficulty is indeed fine. You can absolutely kill bugs and blow sh*t up with the stuff we have on offer. Try the changes out and see what you think.
If it's just stomping you want I suggest dropping down a difficulty or two if it the higher difficulties are too hard.
Our vision is that you can only clear the highest difficulty with a perfectly coordinated team that all have a specialization that synergizes with the others in the group. We might not be quite there yet, but that's what we're aiming for.

Originally posted by Alphorac

I hope to god this is not you telling us that primary weapons are in a good state, because as someone who desperately wants to use something other than the breaker on helldive, 90% of them suck and this is not inspiring confidence.

Yes I am, you are free to disagree. You shouldn't even clear helldives at all if you're leaning on the primaries rather than your team and your stratagems.

Originally posted by HCUKRI

It's just so profoundly unfun to go back to a game and find that you're less powerful. If you wanted to reach some target difficulty you have in your head, it's on you for being so far away with it on launch.

You're acting like you know best but you didn't know your armour stats didn't work whatsoever. How much play testing did you do? Keep your weird paternalism to yourself and actually listen to the people playing your game.

Sorry to hear that, but if you came to helldiver for a power-trip you came to the wrong place. It's a meat grinder. It doesn't matter if you're level 1 or 50, you should struggle on the higher difficulties.

Originally posted by throwaway2048675309

So you are doubling down, I see.

Well have fun with active player numbers dropping, I guess.

Nobody wants to play “run from the charger you can’t kill” on higher difficulties, no matter how much that fits your “vision”.

"A game for everyone, is a game for no one."

Originally posted by Alphorac

You physically cannot crutch on a primary in this game. None of them are, or were, even remotely close to that level of overpowered.

The breaker is like one of two decent options in a sea of shitty sidegrades, the only other decent option being the defender.

The defender is pretty good, you're right. But we don't think it's too good, so we let that one be.

Originally posted by Immediate_Exit_524

When does the patch update comes to ps5?? I CAN’T PLAY WITH MY FRIENDS NOW :((((

We'll be rolling it out on PS5 once we verify that this patch isn't breaking anything. We can't roll back updates on PS5 easily, so we're trying to be safe and checking how everything holds up on PC first.

Originally posted by Blessed_Tits

Yeah I haven't tried them yet so I'm not jumping to conclusions, I just feel like once you start trying to balance things you're never going to win. There will always be a "meta" or tier 0 pick, whether you bring everything up or everything down.

I will say that teamwork makes the dream work, but we will see because every other objective based game playing with randoms means you lose.

We're not expecting to strike the perfect balance, this is going to be an ongoing process. We do want you to have fun, we just don't want one thing to be vastly overrepresented. I look forward to seeing what the new meta turns into, I'm happy as long as the players are being challenged.
My biggest problem was with the shield backpack and the railgun safe-mode, because they are so good compared to the brain power it takes to use them.

Originally posted by Immediate_Exit_524

So that means that it can take days? Or can i expect to play still this afternoon? What is usually the time scale on verifying..?

Shouldn't be more than a couple of hours. Hang in there!

Originally posted by throwaway2048675309

The game wasn’t too easy. 90% of the weapons just suck.

Booooooooo. Bad take.

If we've done our jobs right, all weapons should be equally good now, or atleast be closer on the power scale than before.

Originally posted by Immediate_Exit_524

Okay! Thank you for the reply!! Are you guys gonna add in more things surrounding stealth. I loveeee gow stealth works now in games it would be great if there would be more support weapons for it or armors! The way you can sneak up know is very well done!!

Thank you, we do like that it works as well as it does. We want to work more into that too, yes, I think it should be a viable playstyle. But at the end of the day, it will have to end in a massive firefight, how else will the enemies of Super Earth learn the taste of Democracy?

Originally posted by TahmIH

So the game is being balanced around the hardest difficulty?

Not exactly, it's more balanced around the mid range. With the higher difficulties being cranked up to where we think it should be slightly ridiculous.

Originally posted by Blessed_Tits

Oh yeah I agree, I'm just saying it really will be ongoing and wish you the best. I'm hoping it's not to the insane levels of balancing and rebalancing that overwatch had (as an example) where you'd barely go two weeks before things were readjusted over and over. As a player that never felt good as you didn't want to bother with the changes since it would just change again.

The shield was probably over used since the armor rating was bugged, so not sure what the numbers would say now that the rating is fixed. Maybe the extra strat is worth more than doubling up on protection, but I dunno. Could still be top tier. Interesting hearing thoughts directly from the source though I must admit.

We all just want the best for the game and for Super Earth.

(also please tell your composer that the soundtrack is banging)

That is definately a valid concern. We don't want to make changes to everything all at once, since it becomes hard to tell what effect an individual change has. There will be more changes, but it really comes down to what behavior we see from players. We're not balancing a high-stakes e-sport, so we're not really worried about an unfair advantage, we just want to encourage more varied playstyles.

The armors where bugged, yeah, but only in that it was defaulting to 100. So you might not see as big of a change as you'd think :P

The composer was Wilbert Roget, II. He doesn't work at Arrowhead, but he did an amazing job, I agree!
http://www.rogetmusic.com/

Originally posted by lipov27

Oof. If the intended vision was much more difficult, then going back to it after the playerbase got used to easy version over almost 4 weeks won't go smoothly. Good luck.

Easier than if they'd been used to it for 6 months. But yeah, we're not surprised that there are strong emotions, but people will adapt quickly. I will say that these changes should have less of an impact on the difficulty than I'd like. The primaries aren't really that much of a variable on the top difficulties, but the changes to the railgun and shield backpack will hopefully bring some more thinking back into the game.

Originally posted by Immediate_Exit_524

And pls if possible, make it easier to pick stuff up. Or make it that you automatically pic up samples (since you would never skip them). I now alot of the times click on it but i cant pick it up, its very anoying in fights or stressfull situations.

Yeah, that sounds like something we should look into.

Originally posted by porkybrah

How are coordinated groups suppose to do anything if the guns feel like a wet noodle on like Helldive difficulty?

A lot of the stratagems are straight up ass on higher difficulty and have absurdly long cooldowns.Whats the point of even having any weapons at that stage like.

People are still clearing Helldive, so I'm not sure what to say here. But "skill issue" comes to mind.

Originally posted by Blessed_Tits

I'm gonna take a guess that the good stuff is gonna be in future premium warbonds...

No, we're gonna try to keep them in the same ballpark of power level. Just because you can pay real money for it doesn't mean it will be any better than what you already have.

Originally posted by driellma

... If the primaries aren't really that much of a variable, whats wrong with buffing them a little bit to make them feel better, instead of nerfing the breaker ?

You're making a good argument, but we like where all the other weapons are.

So it becomes a "why fix something that isn't broken?" kind of deal. We had a couple of outliers, the Breaker being overrepresented, and the Spray and Pray being useless springs to mind. So instead of making huge changes in our first balance patch, we target the things that stick out, and see what happens.

Originally posted by Ionie88

YES! THANK YOU! THIS IS THE f**kING THING, RIGHT HERE!

A LOT of people are crying and whining here, especially one comment I read about how "the railgun was how the other weapons SHOULD have been"... Motherf**ker, maybe it's the other way around? Maybe the railgun was a lot more powerful BY MISTAKE, and it's SUPPOSED to be an insane meat grinder at higher difficulty?

Sorry, you guys are doing amazing, and I love the game! Keep it up!

Thank you, I think it's mostly about giving people time to get used to it.

I do like stoking the flames of nerd rage a little here and there, but I don't think their opinions are invalid, it's just not aligning with what we want for the game right now.
Once the dust settles and the game gets into a groove, we'll be able to make larger changes based on what the majority of the players want. For now we're just tweaking the outliers.

Originally posted by Aggravating-Media818

It's not about leaning on primaries. It's about having choices that I WANT to pick. I should be considering the pros of each weapon and struggling to choose between them because of the strengths. Or because of their impact.

But right now it's having to choose between the least shitty option. Which is just an icky feeling. Especially in a game like this. Saddens me to see snipers/dmrs left out of the buffs as well as the anti material rifle. Because the pros for those guns are far outshined by pretty much every other weapon. Low damage output, low armor pen, low ammo, weapon sway. There's no reason to use them other than for the scopes. Which are so cluttered with useless UI info. The slugger, auto cannon, and railgun all do their jobs but far more efficiently. Like I WANT a reason to use some of the other gear.

We hear you, and everything will get attention with time.
What we wanted to avoid was making huge changes to everything when the game is only a couple of weeks old.
Partly because we like where things are at for now, and partly because if we change too many things at once, it becomes harder to judge what changes had the biggest effect on players. So it made sense to look at the under and over -represented stuff first.

We want to let the game mature a little more and see where we end up.

Originally posted by Aggravating-Media818

I hope this is sarcasm and not you guys seriously considering nerfs for the defender....

Probably not, we'll see what the data says. The breaker is skewing the data a bit, but the Defender isn't in a bad spot as far as I'm conserned.

Originally posted by Immediate_Exit_524

Are you guys gonna add more difficulties? I would love to see that haha

I'm not gonna talk about our plans for the future, I'm pretty sure that would land me in hot water. But there is definately a chance that the game could get harder, and not just due to nerfs.

Originally posted by driellma

So they're all gonna feel like garbage. Thanks i guess.

I guess that depends on your definition of garbage.

Originally posted by Zeresec

I'm just gonna put this appeal out there:

If you guys really want to have a certain difficulty for the game, please consider tying that vision to some kind of unique and separate difficulty/mode/modifier where it's clearly advertised. Maybe look at other games like Darktide and its Special Operations, for ideas on how that could work.

"A game for everyone is a game for no-one" is a wonderful mentality, but making things feel so meek to use risks the game becoming basically for no-one anyway, you've got a really good audience here who are all loving the game, making things feel more fun in general won't kill your vision of the game, there are always creative workarounds in situations like this to keep most people happy. Many of us aren't asking for a power trip, we're just asking for weapons and stratagems to feel useful, after all that is how the game was advertised, "you're a squishy guy with a very powerful and advanced arsenal".

The game is very young still, so we wanted to adress the things that are overrepresented before we start making sweeping changes to the entire arsenal. In general most things are working as intended, so just touching the things that struggled/overperformed felt like a good start.
Then we wanted to adress the things that are giving a lot without any downside, the railgun should only be that good in unsafe mode, and the shield backpack simply lets you ignore a large part of the game, so it made a lot of sense to take those down a bit.
We want to make the game roughly balanced first.
If it turns out things are just too weak across the board once the players have stopped just scratching the surface, then that's when we rethink things. The game needs more time to mature.
Talking about special super hard things, well, we might have more stuff cooking for that.

Originally posted by soundwafflez

Hi Fredrik, after seeing the patch notes I was pretty puzzled about the changes, but after testing in-game, being able to still 3-4 shot headshot a charger seems fine to me. The leg shot was mostly to save ammo with the railgun. For bile titans, the railgun was always the backup option, so it doesn't change too much.

The elephant in the room right now is the PS5 hosting bug, where one could one shot a titan with an unsafe headshot as a client if the host was on PS5. This seems to have given a lot of people the wrong impression about the railgun, which took roughly 10 unsafe shots to kill with a PC host. This bug wasn't mentioned at all on the patch notes known/fixed issues, and there seems to be a LOT of misconceptions about bile titan TTK stemming from this bug, driving sentiment against the railgun, and making it seem better than it is to a very large portion of the playerbase(anyone playing with crossplay enabled on pc, and all ps5 players). It seems to me that it would be better to make sure this bug was resolved before making major balance changes to affected weapons

I've not seen that bug mentioned anywhere internally, so I can't shine any light on that. I'll bring it up with QA, because I agree that seems like a huge issue. Thank you for bringing it up.

Originally posted by 8888888888888889

"We like what we see with the other weapons"

You like seeing all of your primaries unable to kill a single medium enemy in one clip?

You might just not be shooting them where they're weak, and you also have stratagems, explosives and teammates.

Originally posted by soundwafflez

As you might know, there was a lot of misinformation about titans having some secret weakspot or other weakness that allowed 1-2 shot kills. This is obviously not true.

There's also been various posts not gaining much traction over the past few weeks regarding this bug, that is, until a few days ago with this post.

I've also tested this myself, finally enabling crossplay, and found that I could easily and extremely consistently one shot bile titans across the map on extermination missions if the host was on PS5.

Edit: The same streamer in the post linked just tested the PS5 bug again, and was able to kill a titan in 3 headshots after the patch. It takes roughly 15-18 now with a PC host.

Yeah, we're looking into that. It's definately a bug :(

Originally posted by Cursix-

And if in the process of making the game perfectly match your vision over however many months, you completely suck the fun out of it by making everything feel unsatisfying and basically slapping people with "no you're not actually meant to be doing this difficulty", then what's the point?

I'll be happy to push for buffs if it turns out to be needed, the game is only a couple of weeks old and you can't expect the game to be figured out already. We touched the biggest offenders, once players are past the Dunning-Kruger phase we can start looking at bigger changes.

Originally posted by driellma

Can you tell me why a Senior Animator is trying to give Ls to people on a balance patch?

Because I'm on the weapon balancing team. We wear lots of hats here.

Originally posted by lipov27

Well, there's only so much one can do shifting numbers around, when it comes to difficulty. Especially since, in my experience, higher difficulties are decided by stealth and evasion much more than combat power. Still, I'll be glad to see the railgun meta go.

You can't really avoid getting into fights, but there are definately lots of things the player can leverage besides their gear., and that's a good thing for sure.

Originally posted by 8888888888888889

I like my games as hard as possible, but you guys are definitely going at it the wrong way if this patch is any indication of what the future holds.

Nobody worth listening to is saying the game should be easier. This isn't what people are, or should be, upset about. Your design is just flawed.

I'm feeding the rage a little for my own entertainment here, just so you know.

We haven't nerfed anything into the ground, I just think it's a little too early to pretend like the game is figured out. We made two of the most brainless playstyles less viable, and brought the guns that are under/overperforming more into line with the rest. The game is only a couple of weeks old, so before we start making sweeping changes we want everything roughly where we intended from the start. That doesn't mean we won't bring things up when we know more about how people play the game.

Originally posted by throwaway2048675309

yeah, they definitely need to take your reddit credentials away. jfc.

Before they do that, I'll make sure to have my fun.

Originally posted by itsmehonest

Or you could have brought the weaker stuff up to the strong stuff end of. Helldive isn't super easy when you're relying on random lmao.

The only really weak weapon was the Spray and Pray and maybe the flamethrower, we're trying to bring it to where we'd like it to be. It doesn't make sense to rebalance the entire arsenal when the game is only four weeks old, it made far more sense to bring back the things that are vastly overrepresented. We'll be able to make more informed balance changes when the game has settled a little.

Originally posted by driellma

Makes sense. Hope you'll answer my other answer about the state of weapons.

Yeah, give me a sec. It was kind of a lot to read.

Originally posted by driellma

I've seen in the leaks what kind of new weapons we can hope for. Right now, all the weapons in the steeled veterans straight up feel like ass to use, one way or another. Dominator COULD probably be good but it handles like dogshit.

The shotguns got a nice buff with the ammo, thats good. Pray'n'spray is still not good, not totally useless, but not good. The base liberator feels just ok i guess. Weird that the defender has better stats, but it handles worse and is tricky to use at distance, but i guess it's balanced, not complaining about this one.

Liberator penetrator straight up feels like ass to use, you got pen but the damage and ammo pool really isn't there to make up for it. The default handgun is useless because there's a straight upgrade right after. The senator COULD be good but the sight/handling is turbo crap and the reload takes 6 years. Johan said it himself, it's not very good.

Diligence is alright i guess ? The counter sniper model is somehow a straight downgrade because it handles like shit again, a bit more damage that doesn't actually bring else to the table, while losing on ammo and handling.

Scorcher is kinda niche, not bad but very ammo limited, also prone to kill yourself with it. It does kill stuff to and doesn't handle like shit, thats good.

The guns don't need huge buffs, they really need to feel like they can still have some impact on the battle and not just feel like you're trying to make a piece of shit work.

You have to understand that, it's really annoying to start playing a game, you unlock new guns, but none of them really feel better than the one you already had, OR, it just straight up shits on the one you had before and makes it useless.

But we'll see i guess.

Edit : Oh and the scythe may as well not exist

Related to your points, it's really hard to balance something based on subjective opinion. We're mostly looking at what is overrepresented at the moment, seeing how weapons perform next to one another, because people like things for som many different reasons. We started with adjusting the things that are under/overrepresented first. And once the players settle into some sort of groove we'll look at bigger changes. It's far to early to make large sweeping changes, so it makes more sense to just bring the outliers into line.

We expected that people wouldn't be too keen on progression not actually changing the power curve, but we wanted you to have something to work towards, without invalidating the starting equipment. It's a different way to do things is all I can say.

Originally posted by throwaway2048675309

this isn't a throwaway. Just because it has throwaway in the name doesn't mean it's a throwaway. I post on it all the time, check my history, ya goof.

Most people I've interacted with here is very understanding and polite once I've made my case, but you really touched off and that just made it a little too tempting to mess around.

We want to get things in line, and for players to have a little more than four weeks on the game before we start making huge changes. We'll buff things it turns out our line of reasoning doesn't work.

Originally posted by driellma

Well, this is the general sentiment a lot of people seem to have at the moment. Sure i'm not speaking for the whole playerbase, but i feel like i'm not alone.

Also, i understand what you mean, like Helldivers 1, there's no real vertical progression, and this is fine. But in Helldivers 1, most guns felt satisfying to use, in one way or another. Sure, it was a mechanically simpler game, but still.

Helldivers, despite the unique gameplay, is still a shooter at its core. Shooting your weapon should feel cool and satisfying, once again. A good half of the weapons honestly don't feel like that right now, and i don't think you need player numbers to understand why, with most of them.

Also, understand that me and many others, we seem angry, but not because we hate the game, but because we love it and we are concerned about his future. And i sure don't see myself playing a game where every warbond will bring more weapons that feel alright to use in the best case.

Don't worry, there are a lot of very vocal people with strong opinions, that's a good thing because that means people actually care.

We are looking into what we can do to make the weapons feel better besides just changing stats. Animation, sound and vfx etc. are levers we can use that doesn't affect balance, but that is harder to swing with a schedule full of other things.

Tweaking the numbers to get the guns into line was the priority here, but we'll keep an eye on the community, we just want the game to mature a bit before we start turning the big knobs.

Originally posted by itsmehonest

Wasn't the breaker was supposedly not overrepresented?

Settled in what sense sorry? There have been a ton of posts wanting weapons being brought up to the breaker/railgun status for the past month

I get you want the higher difficulties to be challenging, but they weren't trivial to begin with given you always end up with bile Titans and chargers being able to catch up to you constantly, and now the railgun is nerfed.. like damn that goes from fun to annoying fast when you get ganked by heavies non stop with the only mobile counter being nerfed lol

The Breaker wasn't overrepresented when looking at successful extractions at higher difficulty, but the average killcount per mission was a fair bit higher with the breaker compared to all the other weapons, which was mostly on the level. The primaries don't exactly have a huge footprint on the higher difficulties, it was mostly the railgun and energy shield that trivialized things.

Originally posted by throwaway2048675309

but you really touched off

because I said "Boo. Bad take"? Or because I dared to ask you what is viable against chargers?

I didn't start getting snippy with you until your asinine comment about "skill issue"

I didn't see your comment about what is viable against the chargers, but it wasn't only your comment that got me trolling I realize. However you started commenting on a lot of things, so you stuck out.

I do still stand by what I said, if you can't make it work where other people can, then that would be the definition of a skill issue.

To answer what is viable against chargers; the legs and butt are weak points, it won't be as fast, but you have options other than the railgun. It isn't supposed to be easy to deal with them, but the railgun might've given off that impression. Try things and see what works.

Originally posted by zxosz

honestly why wasnt usage data used, nerfing had no business happening when more than half the guns are not used because they hit like a wet overcooked noodle outside of a 1 shotgun.

We can still get an average of kills per mission no matter how many uses them, people do still use the other weapons after all.

Originally posted by itsmehonest

So does that not tell you that the other primaries simply aren't good enough given that's what most people have said?

Energy shield gets his through by the small hunters constantly and the railgun is the only thing that let's you continue moving while being chased by multiple bile Titans and chargers that never run out of stamina.. recoiless etc. Simply are not viable because you can't reload, you will just get knocked over constantly unfortunately

We will see what happens, our first priority was bringing things in line. Then we can see if things needs to come up in general. People are still successful on helldive even with other weapons, it is just a lot easier with the mentioned items. I currently worry a little about the flamer and orbitals being overbuffed, but we will see.
Overall we're not so worried about stratagems being strong, it's just that the railgun and energy shield really didn't have a downside, so the other stratagems just pale in comparison. The railgun can still do mostly the same as before, but only on unsafe mode. And the shield will save you from one big hit and some small hits, but it won't start recovering immediately. So they should still be good, we just hope they stop being autopicks.

Originally posted by itsmehonest

You worry about overbuffed items? Please for the love of Democracy Don't neef more until all primaries are buffed. This clearly isn't a super popular bance/patch

Unsafe mode is great, but when you have a BT and 3 chargers and hunters in your butt that you're trying to dodge, an explosion becomes way too likely

The way to stop things being auto picks was to make everything else way more appealing... plus the shield was nessecary due to the armour issue

There shouldn't be any more need for more nerfs with the primaries as far as I'm concerned.