Lords of the Fallen

Lords of the Fallen

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How's the Co Op Now?
Is it much more stable with less issues, or should I wait a little longer.
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Showing 1-9 of 9 comments
Suwako May 10 @ 8:03am 
It's always been fine. The main issue is shared progression and distance.
Shared progression has never functioned as intended to top it off, pop for this game is kinda low, so when the game matches you for casual co-op its not usually some one near you. Since lobbies are host-based the latency causes annoying things to happen.

Likewise, if you have a friend in the same state or something, the game should run pretty seamless. Your biggest issue is that the game is a snooze fest with co-op until you reach like NG+3
BodhiZafa May 10 @ 10:34am 
I'm playing the game with my wife, and Co Op seems fine, not perfect. Couple of joining sessions failing or 5 min load times, even today, after that quick patch yesterday.

There is one major thing I think I should point out if you are wanting to play through the whole game with a friend rather than joining random sessions.

The upgrade item for your estus flask is not shared with the guest. I got to a point in the game where my wife could not keep up with bosses because she has the base level healing item. So I hopped into her game to grab a couple upgrades for her. You'll need to bounce back and forth between games if you want your healing up to par.

Though if you play with a more experienced buddy, I'm sure they can supplement the weaker healing with the side items. The health stones, I forgot what they are called.
Last edited by BodhiZafa; May 10 @ 10:35am
Paris May 10 @ 11:07am 
Originally posted by Suwako:
It's always been fine. The main issue is shared progression and distance.
Shared progression has never functioned as intended to top it off, pop for this game is kinda low, so when the game matches you for casual co-op its not usually some one near you. Since lobbies are host-based the latency causes annoying things to happen.

Likewise, if you have a friend in the same state or something, the game should run pretty seamless. Your biggest issue is that the game is a snooze fest with co-op until you reach like NG+3
what do you mean it's always been fine.. dude i couldnt climb ladders and whenever i touched a ladder my whole game broke. and it just got fixed few days ago.
Magic May 10 @ 11:12am 
better wait till x-mas :isitcoffee::biff: too many bugs
Sgt Nachos May 10 @ 11:19am 
Works fine for me.
Happy May 10 @ 1:24pm 
Originally posted by Paris:
Originally posted by Suwako:
It's always been fine. The main issue is shared progression and distance.
Shared progression has never functioned as intended to top it off, pop for this game is kinda low, so when the game matches you for casual co-op its not usually some one near you. Since lobbies are host-based the latency causes annoying things to happen.

Likewise, if you have a friend in the same state or something, the game should run pretty seamless. Your biggest issue is that the game is a snooze fest with co-op until you reach like NG+3
what do you mean it's always been fine.. dude i couldnt climb ladders and whenever i touched a ladder my whole game broke. and it just got fixed few days ago.
lmao
prolly that dude is a fanboy or he never played any souls borne game

talking about ladders, half of my attacks in co op is not registering, my character cant walk, my character don't move forward when i attack, enemy doesn't get interrupted by a heavy charge from a great sword
yeaaa it always was fine
Last edited by Happy; May 10 @ 1:25pm
Suwako May 10 @ 5:40pm 
Originally posted by Happy:
Originally posted by Paris:
what do you mean it's always been fine.. dude i couldnt climb ladders and whenever i touched a ladder my whole game broke. and it just got fixed few days ago.
lmao
prolly that dude is a fanboy or he never played any souls borne game

talking about ladders, half of my attacks in co op is not registering, my character cant walk, my character don't move forward when i attack, enemy doesn't get interrupted by a heavy charge from a great sword
yeaaa it always was fine
Sounds like you're just connecting to a friend whos too far away and ping is screwing you. I havent had a single issue with co-op apart from ping problems in my 200+ hours.

Oh, also 800+ hours in DS1, 600 in DS2, almost 500 in DS3, no idea how many in the star wars Jedi games and salt and sanctuary lmao.
Razzle May 10 @ 6:11pm 
Originally posted by VERsingthegamez:
Is it much more stable with less issues, or should I wait a little longer.
very good.
At first it was sh*t cuz devs did stupid decisions where player 2 cant pickup loot/boss loot/world loot/chests/open doors/ open shortcuts/ interact with stuff

Now you can do all of those as player 2.
Network wise ? I have bad internet + Live in Asia my homie is in Europe and we finished the game with very little problems.
Massive -- MASSIVE -- nerf to client player's damage output in general (non-shared progression co-op) ⚠

I had to +10 my weapons before I could do comparable damage my NG +0 host, and that was with the Grayson Ring for dual wielding. With a +5 dagger, for example, I was needing 6~10 hits to kill a generic grunt, and applied only effective chip damage to elites unless using fully charged attacks. Even spells are massively nerfed -- e. g., in solo, Latimer's Javelin is all but a one-shot on all grunts; in co-op, it tasks 2~3 hits; Flesh Tide could one-hit a group of grunts, while needing multiple casts in co-op. From what I can tell, the nerf to the client is more of a handicap than running a fresh character in NG+.

So, irrespective of what people claim (and there are many and varying claims), the client players is MASSIVELY nerf in co-op, and to the point where you really need weapons x2/x3 of the host's; if not +10 and socket runes. It's simply not a fun experience otherwise, nor does it feel like the client is contributing to the battles. They really needed to tweak this.

Also, as a sidebar, there was a 1GB update recently, which I had to apply before playing co-op last night; whereas the host did not -- assuming he already had it applied in the background. However, later, the update prompt did appear for the host -- after we'd been playing co-op for a few hours! In other words, the game does not seem to either discriminate differing versions of the game when joining co-op sessions, nor do version mismatches seem to cause discernible issues during co-op play... weird 🥴
Last edited by Shoah Kahn; May 10 @ 6:24pm
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