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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
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.
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
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.
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.
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 🥴