Difficulty 7 should be the first complete Helldivers 2 experience
I think Helldivers 2 does not use its difficulty levels as well as it could.
I do not think high difficulties should be nerfed. The game needs brutal levels for players who want that kind of challenge. But the progression should be clearer about what each difficulty is supposed to represent.
Difficulties 1-2 is an introduction.
Difficulties 3-4 add a bit more pressure and variety and heavy unit.
Difficulties 5-6 are a good middle ground, especially because from 6 onward you can start getting Super Samples.
The problem, in my opinion, comes after that. Difficulty 7 should be the first “complete” version of Helldivers 2. I mean that at difficulty 7 you should see the full language of the game, all enemy types (Which already exists, if I’m not mistaken), all nest/base types, all secondary objectives and mega bases.
The difference between 7, 8, 9 and 10 should be pressure, enemy density, required coordination and rewards.
In short:
Difficulty 7 should teach you the whole game.
Difficulty 8-10 should test if you can survive the game at its most extreme.
This way, players who want to play more casually, with randoms, or without treating the game like a competitive job can still experience the full game. Players who want the maximum challenge still have the higher difficulties, with more chaos and better rewards for samples, XP, requisition, medals and mission completion bonuses.
The game should also communicate better when you can still play solo, when you need a squad, and when you need a competitive level team.
1-6: playable in solo, chill, meme and roleplay.
7-9: recommended for squads, even random squads.
10: recommended for coordinated squads.
Could this be a solution to make all players happy and allow for a better gameplay experience without taking anything away from anyone?