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2p = harder in terms of survivability since now 2 players need to be good instead of just 1, but dps is more lenient cause there's two so if one builds dps and can carry the other just needs to focus on dodging
3p/4p = easier dps wise and team synergy becomes a thing, like aoe invuln cheesing through all mechanics. But without cheese, it's way harder cause now you need even more people who needs to actually be good at the game
Anyways, cute and normal are braindead easy so it doesn't matter (proof you can pug 4 players on normal and clear while being afk from start to finish). Hard is there to challenge yourself. And lunar, well go crazy with the meta chars or cheese, or suffer.
EDIT: 4P = easiest dps check wise, 1P = easiest if your teammates are trash
but on hard or higher with the lack of dps u will hit the enrage and just lose if your party is dead 50% of the fight
As for the actual hard numbers of HP scaling, it looks like this (per mino_dev's Discord numbers thread):
Hope that gives you an idea.
I guess I never mentioned it specifically, but I meant on hard and lunar. That's why I said at the bottom "anyways in cute and normal" cause those two don't matter. I still think hard is easier solo than with a coop partner, especially if they aren't better than you in the game.
Also reviving is a benefit for sure outside lunar, but in most cases in hard, if people are dead where the safe zone is and have a "spread" or color marker. You just wipe unless you invuln everything.
That's good to know. Going off numbers alone, it seems that single player is the hardest and gets easier from there. Are mechanics significantly harder the more players there are they warrant the hp scaling less than linearly based off number of players? Also I would have assumed some sort of synergy that would make 4 players deal more damage than 4x a single player.
Ah I see you are lucky to have a good friend to duo with.
2P adds group mechanics which I find much easier to deal with than solo mechanics, without adding too much complexity or health, as well as some breathing room in case someone gets floored (even on hard). 4P is much more complex, but also has the most gracious damage ratio (as listed above by toltage). 3P, on the other hand, flips between 2P+1P (i.e. two players will get grouped for one mechanic and the third gets a separate mechanic) and 3P mechanics, which throws off coordination significantly (3P chains are a pain lol), making it much harder to deal with than just running through it solo.
I can usually clear 2P hard with some occasional issues, but struggle with solo hard, and 3-4P hard is not yet a real option with my friend group (though we're still trying)
4P is a bit too messy with the spread out mechanic that seems to be active during a good 30% of the entire game if feels like lol.
I'd say other than solo being somewhat unique it's all pretty comparable.
2P means adjusting for mechanics is really intuitive, which translates to having a good amount of damage constantly happening. With a 3rd and 4th player, the amount of adjustments required to succeed grow substantially. Alteratively, you could start planning things out... but not everyone wants to do that.
The difficulty is also relevant. Easy and Normal are pretty trivial once you get used to the game I believe. Hard can trip you up, but it is pretty map dependent based upon what you are good at as a player. Lunar is meant to be pain.
Each increased difficulty level usually throws in one more thing for each player to worry about.
Though I still MOSTLY agree with this, and also quoting because it has all the good info.
In 1P, you have "responsibility" for every mechanic, you can't revive, DPS per individual is higher, and your item availability is worse.
3P is harder (fewer safespots and more clutter), 4P is harder than that (ditto 3P), and 1P is about the same as 4P.