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Warlok Feb 18, 2024 @ 8:58am
Two-Player Co-Op Question
I'm not saying anything is necessarily wrong, but... is the game balanced for a party of 3, with very little scaling down for a party of 2? Some of the monster hits, their numbers, and the damage they deliver seem to be a magnitude beyond what we can handle, say around floor 7 and on.

As an example, two guys contending with 7 or so Skeleton Archers, each with 10+ hits and 10+ damage. Plus about 6 other entities. We've got some great artifacts and cards, but they aren't *that* great...
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Showing 1-15 of 15 comments
mind.games Feb 18, 2024 @ 10:04am 
I'm feeling this as well in two player co-op.
Bree Feb 18, 2024 @ 10:10am 
Feeling this is the case too
Zols Feb 18, 2024 @ 11:06am 
It's been stated in other threads that the game seems easier either with 1 character solo or 3 characters. One thing i will say though that can help, it's better to not spend cash on artifact's and to focus on your deck. Artifact's arent as key to scoring a victory in this game as they are in slay the spire. Just take the free artifact when you can and if you really want to spend gold on artifact then just do the 1 gold gamble if you find you got some gold to burn.

For me personally, i find myself generally not spending ANY cash on floor's if i dont get/see any upgrade's or cards im after (mainly being cc/mana production/card draw or what ever card's im looking to combo with my other characters). I will frequently take the free temp single battle grp buff. Currently on an 8 win game streak working through torments.

Your deck is more important 100%. Artifact's are just a nice bonus if your deck already has what your aiming for. If you arent the kind of person to always build the same thing/stick with what works, then at least always make sure you get either an aoe cc card or mana producttion/card draw card asap.

Or better yet, have 1 person focus on cc/defense with the other mainly focusing their deck on dps with at least 1 aoe cc/card draw (and if they get lucky and get a legendary aoe defense card it might be wise to pick that up as well). Mage being great for cc/card draw in general. Their starting grp defense card upgrade's to chilling blow in 2 upgrade's.
arcept Feb 18, 2024 @ 6:58pm 
I don’t know if it’s all the new artifacts or what, but ever since tinkerer dropped level 7 has been super deadly.

Like every monster on the field chooses attack until you die.

At least that’s how it seems…
Zagryzaec Feb 20, 2024 @ 10:06am 
Do you play on some kind of tormenter level?
McGary Feb 20, 2024 @ 11:13am 
Agreed. Solo or 3 player coop seems much easier than 2 player coop, which is unfortunate as 2p is what we play the most.
Polyurethane Feb 21, 2024 @ 9:28am 
I don't think this is as much a problem with 2 player co-op as it's more to do with the background randomness of monster intents. Sometimes you have 30 monsters on screen and they're doing the hokey-pokey for 3 turns and other times you have 8 large monsters with auto-block ready to murder you.

If you have 3 players, you just have more opportunities to solve the situation. With 2 you have more of a chance of getting a dry turn and getting one-shot.
Last edited by Polyurethane; Feb 21, 2024 @ 12:25pm
Zagryzaec Feb 23, 2024 @ 12:07am 
Originally posted by Polyurethane:
I don't think this is as much a problem with 2 player co-op as it's more to do with the background randomness of monster intents. Sometimes you have 30 monsters on screen and they're doing the hokey-pokey for 3 turns and other times you have 8 large monsters with auto-block ready to murder you.

If you have 3 players, you just have more opportunities to solve the situation. With 2 you have more of a chance of getting a dry turn and getting one-shot.
I think it's more based on utility when it's easier for 3 players to draw that one freeze or stun card compared to two.

Especially if none of two players even tried to go upgrade his cards early.
Warlok Feb 23, 2024 @ 6:17am 
Regardless of the nature of said difficulty, something should be addressed to help things.
Zagryzaec Feb 23, 2024 @ 1:09pm 
Originally posted by Warlok:
Regardless of the nature of said difficulty, something should be addressed to help things.
Like what?
Warlok Feb 23, 2024 @ 1:47pm 
Originally posted by Zagryzaec:
Originally posted by Warlok:
Regardless of the nature of said difficulty, something should be addressed to help things.
Like what?

Not my job to say, BUT... reign in the frequency of so many high hit/damage entities. Having 7 archers of 10+ hits and 12 damage each seems a little much, around all the other beasts and characters we had to kill. Something is off with difficulty scaling.
McGary Feb 23, 2024 @ 4:49pm 
Originally posted by Zagryzaec:
Originally posted by Polyurethane:
I don't think this is as much a problem with 2 player co-op as it's more to do with the background randomness of monster intents. Sometimes you have 30 monsters on screen and they're doing the hokey-pokey for 3 turns and other times you have 8 large monsters with auto-block ready to murder you.

If you have 3 players, you just have more opportunities to solve the situation. With 2 you have more of a chance of getting a dry turn and getting one-shot.
I think it's more based on utility when it's easier for 3 players to draw that one freeze or stun card compared to two.

Especially if none of two players even tried to go upgrade his cards early.

Exactly this. I think there are more chances of being unlucky in 2p and not drafting any cc cards combined with some runs that have no upgrade possibilities early on. That's all part of the game!

We tend to have much smaller decks in 2p vs 3p to maximize chances of drawing our cc cards every 2 turns or so.
Zagryzaec Feb 25, 2024 @ 1:11am 
Originally posted by Warlok:
Originally posted by Zagryzaec:
Like what?

Not my job to say, BUT... reign in the frequency of so many high hit/damage entities. Having 7 archers of 10+ hits and 12 damage each seems a little much, around all the other beasts and characters we had to kill. Something is off with difficulty scaling.
There are so many way to stop them from attacking like killing them, or freezing them or stunning them or just moving them in close range.
Warlok Feb 25, 2024 @ 1:33am 
Originally posted by Zagryzaec:
Originally posted by Warlok:

Not my job to say, BUT... reign in the frequency of so many high hit/damage entities. Having 7 archers of 10+ hits and 12 damage each seems a little much, around all the other beasts and characters we had to kill. Something is off with difficulty scaling.
There are so many way to stop them from attacking like killing them, or freezing them or stunning them or just moving them in close range.

We didn't have the means to kill 7 archers and at least 7 more enemies all with hits in the 10 range, and we had very good builds. We also had Freeze spells and region/area attacks. But lets just put this in perspective - our characters had around 30 hits each, plus if we played them, maybe 10+ defense. Just the Archers alone could deliver 84 damage, and they indeed all were attacking almost every round. I think we lasted 3 rounds.

In response to your advice to "kill them, freeze them, stun them" etc., yes, of course. Had we not been doing those things, there is no way we could have gotten to Wave/Room 7.
Zagryzaec Feb 25, 2024 @ 9:11am 
I've just finished coop of two players vs antipope with no problem. Pretty sure I could do this alone if you were allowed to do this in multipleer mode after me teammates suddenly left.

If you cant kill 7 archers you can always NOT to choose them as your opponents.
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