Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
This is a roguelite.
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.
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.
its already a handicap to play solo, dont make it even more regretable.
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.