Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Public online is a &#$% show. Needs balance.
Why can you get so much farther in single player alone than you can with a group? The enemy modifiers that buff them are too high.

Traps corridors become a near 1 hko or a 1hko.

My biggest complaint is why do you lose hp upon reviving someone. That is the dumbest thing I've ever seen. If you revive someone lower level that dies a lot you get taken down with them by having your hp constantly diminished. So your only option is to become a jerk and just not revive them? What kind of crap is that? Why even have multiplayer?

Lower level people just become leeches. They die 1hko to anything and can do nothing but collect loot or heal maybe. And it sucks to be that person, feeling like a mooch.

Balance multiplayer.
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Tsuru 19 Thg01 @ 8:00am 
Deaths are a consequence, not a minor set back. If you could revive with no penalty then all the traps would be trivial. The thrill of the fights would be lost.

This is a roguelite.
I'll agree with the traps in MP, at least. They go from 'punishing' and potentially deadly in a fight to something that can just legit insta-kill you when you are wandering around, cleaning out a level and looking at your map.

There isn't any good reason why trap damage should scale up in MP. If the traps are well tuned in single player, then they will properly punish just fine in multi-player.
I agree. I enjoy the idea of the game retaining challenge in multiplayer but it's a weird dynamic right now of multiplayer scaling so hard that solo is pretty much easy mode by comparison. Some pain points I'd like to see addressed:

1) XP being equally distributed is really bad. In a 4-player lobby you as an individual recieve 1/4th of the XP you would get if in solo. It just feels needlessly punishing and should you want to keep the XP penalty maybe make it more like 50-60% normal xp for each player in 4-man lobbies to make leeching harder.

2) I have 0 incentive to revive people right now because there is seemingly no way to get rid of the hp penalty. I dont think the hp penalty is bad per se but if you're going to keep it you should have some kind of interactable that you can find that reduces or removes the hp penalty for ressing because runs very quickly become unwinnable after just a few revives unless you're way overleveled for the content you're doing.

3) I feel like enemy damage also scales with multiplayer and not just hp? I cant confirm this but I feel incredibly squishy in multiplayer but pretty tanky and survivable in solo. I dont hate this inherently because it would in theory encourage more strategy like having a dedicated tank like pally or warlock pull and distract groups but multiplayer is already so punishing that I would recommend axing or mitigating this if it's an actual thing.

Multiplayer is just way harder than solo and gives significantly less reward. How its set up right now is very bad for new players playing with friends or trying multiplayer out because it'll take ages for them to level characters up and they'll eventually just not bother trying to do trap rooms because they get instantly vaporized by them, meaning less gear and trinkets which means pushing a run to completion becomes very difficult.
Nyu 19 Thg01 @ 8:14am 
without a penality to revive it would be a damn joke on multiplayer.

its already a handicap to play solo, dont make it even more regretable.
Play with friends. Playing with randos is asking for trouble in any game.
Nguyên văn bởi Ostrava of Boletaria:
I have 0 incentive to revive people right now because there is seemingly no way to get rid of the hp penalty. I dont think the hp penalty is bad per se but if you're going to keep it you should have some kind of interactable that you can find that reduces or removes the hp penalty for ressing because runs very quickly become unwinnable after just a few revives unless you're way overleveled for the content you're doing.

Depends on if you're playing a ranged or melee class. Have successfully beaten a run with two of us at 1 hp having been revived countless times from the bugged lightning mages, and the other character at like 150 total health. We were all around the same level, like 14-16 range.

But, entirely winnable. Though, I will be honest I did quite prefer how HoH 1 did revives :)

If yo werent around for it, after reviving someone you were linked with them. If they died, you died, full health or not, u were both donezo. They did however have a way to unlink in that game, it was a relatively rare shrine. By which I mean you usually wouldn't see it until the last few areas.
Curious question, how the heck do you deal with the 5th area mages? No matter what class I play the lightning attack just vaporises my health, and after coming out of the 4th boss fight I usually have no pots either unless im lucky
Raiden 19 Thg01 @ 10:38am 
I don't mind enemy health scaling with players, enemy damage scaling with players is kind of obnoxious and defeats the purpose of the defensive stats unless you overlevel or have a paladin lodged in your ass with healing. The traps scaling with players doesn't add to the experience positively, it usually means deaths with no way to revive them and makes the game feel worse. The health penalty with reviving is extremely punishing and doesn't promote co-op the way it was probably intended to since people just leave at one death or after several and you're stuck with the debuff still. It would've made more sense for the health debuff to become a thing at like ng+2 or so with a warning for it, 'cause people by then SHOULD have an idea of how to play the game while also being able to easily be level 25-30. Whereas now it doesn't do much other than grief everyone involved. Sure, "just play with friends" is an answer.. just not a good one for most people. I don't have to solely play with friends in other cooperative games or roguelites, it's rather comfortable jumping in with people and goofing around or pushing a run even with deaths. I have no incentive to play cooperative in this game 'cause people just leave nonstop and go join another game after they die. The scaling makes carrying pretty hard when you have some floortanks even if they're just trying to learn and makes a lot of traps with loot pointless to even try. The game is just too punishing in multiplayer whereas you can actually get things going solo and do a full run or near full run pretty regularly if not every single time after getting used to the game.
I gotta say I'm just not having fun. Online is a joke and offline is a tedious chore.
make friends and play with them
No
Nguyên văn bởi The Wide One:
Curious question, how the heck do you deal with the 5th area mages? No matter what class I play the lightning attack just vaporizes my health, and after coming out of the 4th boss fight I usually have no pots either unless im lucky
Use your dashes and bait the hits. I try to either range snipe them or dive in with dash then dash immediately and blow a cd. The mages are just tricky but completely manageable.
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