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Health/Stim Rework 2

A Mod for Helldivers 2
Health/Stim Rework akl_mod_preview_image
By the Helldivers 2 Rebalanced Modpack Team (HDRM)

INSTALLATION:

Requirements
- A mod manager
- Bingus loader
- Health Rework
How-To-Activate
- Ensure you have all requirements downloaded
- Through your mod manager, check the priority order of which makes take higher priority than others
- Make the Bingus loader the highest priority
- The health rework second highest priority

How-to-Check
- You will have two stims instead of four, unless using a medic armor. Your chip damage will regenerate, and each stim will have a far longer duration for health regen, and an even longer duration for stamina regen

Common Malfunctions
- The mod will break with every new update, and must be updated by the team. This is a technical constraint of the current way HD2 modding works
- None others known by the team

THE PROBLEM:
Helldivers 2 is a game who's combat loop centers around surviving, managing, and pushing back against the chaos and unpredictability of a ruthless, grander-than-individuals battlefield unconcerned with any single soldier surviving, in a war that's a dramatic verisimilitude of reality.

Helldivers 2 is, in essence, a dramatic interactive war movie.
For this concept to work, it requires it to adhere to the rules of dramatics. Friction, tension, build-up, climax, twists, unpredictability.

Those rules have largely been violated in various. The largest violation of which is the centrality of a stim based health and survival system, where if you have no stims, you simply die.

THE THEORY:
To preserve the dramatic tension, a sense of the constant and consistent possibility of victory needs to be present. At no point should the player feel "I am dead, put down the control." Rather, there is, always, a counter-play, an action to be taken, and a chance of either winning the gunfight, or surviving it to reset and re-engage.

THE SOLUTION:
We have worked on as faithful a solution as possible. The addition of a regenerating health system, and an increase to the HP pool designed to counter "****," one shots and stim tax.

To implement the theory, we've developed the following.

You have 2 stims that have been boosted to give high stamina regeneration, or high hp regeneration for a longer time than vanilla. They are your fight/flight power up.

You have a 3 HP per second regeneration, to allow you a consistent, but rapid ability to stay in the fight and survive even if on one HP and back into the fight.

At no point in a fight is the fight a losing one, and even when it is, it is critical that you do not feel it is a losing fight, to maintain the dramatic tension and sense of unpredictability the game requires for its roleplay.

The health regeneration adds sustain allowing counter-play against chip damage. While the boosted stims give burst healing for risky plays or surviving otherwise impossible situation as a "get out of jail," free card.

To add to the difficulty and further reinforce teamwork, we've decreased reinforcements on higher difficulties. Tightening the consequences for deaths at higher difficulties and wasting reinforcements.

Stay together, fight together, or die alone.

DISCLAIMER:
We are proud of the work we've done, and of the contributors who worked on it.

Special credit to the Custom Galactic War team. Extra special credit to Ironsights who's work towards the HD Script Extender was a key inspiration for pushing this out.

This is an early release, balanced for the vanilla game.

We will attempt to update it when possible, as much as possible.

CONCLUDING REMARKS
With love and affection towards the Helldivers community, from the HDRM team.




main health 125 - 160hp
regen per sec 0 - 3
max stims 4 - 2
refill stims 2 - 1
stim heal duration 4 - 8
stim stam duration 4 - 20
headshot damage 1.5 - 1
arm left health 35 - 91
arm right health 35 - 91
body health 60 - 155
leg left health 45 - 117
leg right health 45 - 117
impossible reinforcements 5 - 4
helldive reinforcements 5 - 3
super helldive reinforcements 5 - 2
10.3 KB
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ponyomaz
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Comments
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Views
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First release
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Platform
PC 
Version
2
Rating
5.00 star(s) 4 ratings

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Latest updates

  1. New "Normal" version

    150 health, 2.8 regen

KoboldLover245

Members
Members
Sep 19, 2026
9
8
This seems interesting. Would probably wait until the mod becomes modular so I can disable certain features or tweak features such as the HP regen (down to 0.5-2 per second).
 

DemolitionistMan

Members
Members
Sep 30, 2026
5
0
yeah i think a version with no health regen and back to 4 stims would be ideal, this isnt cod
Cod's health regen is way different bub, and health regen was always part of the game since HD1, this mod just makes the system be far more faithful to what Helldivers originally were
 

DemolitionistMan

Members
Members
Sep 30, 2026
5
0
This seems interesting. Would probably wait until the mod becomes modular so I can disable certain features or tweak features such as the HP regen (down to 0.5-2 per second).
It doesn't need reduction, but it's your end; as long as you don't do it in public, it's fine. Just saying, these changes are centered around the health regen; trying to change it will put the whole thing on its head

In short, it's not meant to be changed; 3 per second is the most optimal way found out by rigorous testing
Try the mod first before commenting on it
 

DemolitionistMan

Members
Members
Sep 30, 2026
5
0
Cool mod. Any chance we can have a version without the hp regen or an option to turn it off? My friend likes to use the stim pistol and with this mod he was questioning his existence
The best advice is to not use the mod. The changes are centered around the health regen and are the whole point of the mod and why it was even given a thought for making it in the first place

I am not a developer of the mod, but I was there when it was being developed
 

Thanos5

Members
Members
Sep 16, 2026
68
11
Cod's health regen is way different bub, and health regen was always part of the game since HD1, this mod just makes the system be far more faithful to what Helldivers originally were
first off youre not wolverine calm there "bub" and 2nd this mod is just too op this wouldve been a really good one if all it did was no health regen and gave us 4 stims third of all if your not the dev why are you talking like you did anything on this
 

KoboldLover245

Members
Members
Sep 19, 2026
9
8
It doesn't need reduction, but it's your end; as long as you don't do it in public, it's fine. Just saying, these changes are centered around the health regen; trying to change it will put the whole thing on its head

In short, it's not meant to be changed; 3 per second is the most optimal way found out by rigorous testing
Try the mod first before commenting on it
I guess you are not entirely wrong. I did test this today and it seems just fine.
 

ImAfanofFire

Members
Members
Sep 29, 2026
1
0
I reduced the Health regen to 0.5 and its just fine when playing actually adds a lot of tension when you're low on HP and waiting for that slow ass health regen to do its job, I recommend it. Limit stims to 1 or even go all the way with 0.