Windblown

Windblown

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19voices Dec 4, 2024 @ 11:26pm
Revenge mode
The rework is WAY better than sudden death, but increased player damage? Made it way too easy now. Maybe scale move speed based of how many players are dead would be a better solution?
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Showing 1-6 of 6 comments
Kappa Dec 5, 2024 @ 12:03am 
To me it doesn't feel better, but rather easier ( but we'll see ).

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.
Last edited by Kappa; Dec 5, 2024 @ 12:05am
Night  [developer] Dec 5, 2024 @ 1:19am 
Hey there - We really appreciate the feedback!

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.
Shiro Dec 5, 2024 @ 1:28am 
Originally posted by Kappa:
.
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.
Solvable by turning off ALL healing (and shield gain)... or even better, it should be put into some sort of "revival flask" which, when filled, would revive the dead (this could also get filled by regular kills). This way you still get benefit from it, but not in a way that only benefits your longevity.
Kappa Dec 5, 2024 @ 1:59am 
Originally posted by Shiro:
Originally posted by Kappa:
.
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.
Solvable by turning off ALL healing (and shield gain)... or even better, it should be put into some sort of "revival flask" which, when filled, would revive the dead (this could also get filled by regular kills). This way you still get benefit from it, but not in a way that only benefits your longevity.

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.
puff1n Dec 5, 2024 @ 9:30am 
I like the idea of "earning" a resurrection for your party.

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.
bakka Dec 5, 2024 @ 11:32am 
I really like the new implementation. It probably can be pushed a bit more, but this way it's much more interesting imo since you can interact with it in more ways. With the previous version, anything you did with your defensive build wasn't significant at all.

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.
Last edited by bakka; Dec 5, 2024 @ 11:33am
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Date Posted: Dec 4, 2024 @ 11:26pm
Posts: 6