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Imo, they can go with whatever they want at lower difficulties, but I hope they still reconsider keeping sudden death at the highest.
This way co-op won't be forbidden from new players and those who want to chill or can't deal with penalties ( or just demand that one player carries the whole run ), while leaving some real and punitive challenge for the last difficulty.
ps: to say one, with the current changes they made hp builds with heal on kill strong and able to carry around. This is imo pretty bad in terms of challenge.
So the Revenge Mode boost you get scales based on how many players die. So if one person goes down, it's 100%, if both of your allies go down, it's 200%.
Also, we know some players liked the one shot mechanic from sudden death - in higher difficulties enemies can and will still one shot you if you're not careful.
I meant that even with 100% extra damage, one with 1000hp would last more hits, making the revenge mode nearly useless. It doesn't matter whether they heal or not during revenge mode, but how much hits they can survive.
Fun fact is that sudden death was already ok to begin with.
They might have just tweaked it by making the character go down with X hits depends the difficulty they are playing ( up to being oneshotted at the last one ).
Like
Easy -5
Normal- 3
Hard -2
Nightmare- 1
ps: don't know the difficulty names, but it was just to give an idea.
Rather than expecting you to kill the enemy you have to survive for 30 seconds. Hits add time and dodges subtract them. Back to back dodges subtracts more time.
Running away still works, but skill is rewarded with time.
Even what you do offensively now holds more weight on your chances to survive revenge and the opportunity cost of healing (which is still there) has a place and makes sense. Time will tell if this is too much but they are definitely on the right path design-wise.
I do agree that it should be dangerous and exciting and challenging but what you get during the run has to have an effect on your chances to survive.