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In omd3 I was often surprised by coop mates effectively barricading a level in a totally different way than I used.
Here, I doubt it. If anything only in coop you can change it a little, as you can cover more areas.
because my friend and i thought the same to start with in the hedge map but the pathing is pretty interesting in that the orcs will take ANY path that leads to the objective, so you can massively damage and split up the traps to mow down orcs before they run to your central area for very few coins, of which you get a metric f ton.
Like i will always put brimstone and briar patches down the places enemies spawns from to take out as many small ones and hurt as many bigger as possible, which still requires a thought of pathing and where they are running.
Im talking there is often huge bridges of 2 or 3 wide, with banisters that will bounce sawblades, or roofs you can put items on, there is a reason that the base duration of poison is 20 seconds because you arent meant to use it at the end but rather at the start.
which is going to alleviate alot of the massive cooldowns that people seems to almost forget exists, like a lot of the traps has 10+ seconds of reset time meaning if you try to box everything in a single area the traps will fire then just all go offline and now you suddenly have a pretty big problem.
Likewise if you kill everything small leading up to the area you are defending things like crossbows and spike traps can focus on damaging the bigger enemies that cant be killed by briar.
I know this is a smaller team. But bigger is not always better. From the reviews some players getting bored quickly.
It's the same with enemy types. In the past there were introduced step by step. This was great for new players. It had a nice learning curve and feeling of progression.
Don't know why these aspects were changed. Honest playtests should have shown that feedback long before the release.