Multiplayer Scaling and Crossbow Feedback
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I think multiplayer scaling needs to be tuned down a little bit. At the moment it feels harder to play with friends and less enjoyable than playing single player due to visual clutter and boss/mob health and resistance scaling. The player hitboxes often get caught on each other and since you cannot see the floor the fights become a lot more lethal than singleplayer while also taking more damage. Some of the CC feels really weird scaling wise as well, since Freeze in multiplayer takes forever and feels terrible while I had my friend on Warrior somehow infinite stun some bosses in a Merc/Warrior/Mage comp. I think my Merc passive of making things easier to stun (Remorseless) applied to the whole party and I'm not sure that is intended since apparently when I was in the same zone, my warrior friend could infinite stun everyone but when I left to shop it was impossible for him to do it, I didn't even have to be next to him just be in the zone.
More on Freeze, a freeze build crossbow feels disgustingly strong single player with the unique freeze gloves which make mobs freeze in 1-3 hits. However, bringing that same build to 6 person multiplayer suddenly has every mob taking 15 hits or so to freeze, so you can no longer do the freeze -> shatter combo with Fragmentation Rounds. Not to mention bosses go from 5 freezes a fight to 1 freeze a fight, making you deal significantly less damage. With all the visual clutter, losing both your CC and main source of damage feels terrible as a player. Not sure about what the solution would be since infinite freeze would trivialize everything but maybe make Fragmentation Rounds' bonus damage be separate from freezing the boss (different debuff bar maybe to consume) is an option? Freeze just feels awful as a player early on in Act 2 in full man parties of 6 if you are the only player applying freeze. Also I wish crossbow bolts, especially automatic crossbow skills, were more viable in the game. At the moment, crossbows in general feel really bad compared to their grenade counterparts especially in multiplayer. They take too long to kill and put you in a lot of danger when reloading or even shooting due to the self slow. This detriment becomes horribly apparent in multiplayer when now you cannot see the floor as well, the mobs are way tankier to kill before they run you down and you lose a lot of CC options (stuns, freeze) when in multiplayer due to higher resistance from each mob. Automatic crossbows in particular feel super bad early game in Act 1 and Act 2 since you don't do a lot of damage, especially with every enemy having way higher health, and have to self slow longer to do dps versus the shotgun bolt counterparts which can run-and-gun. I feel like the automatic shots either need more upfront damage, innate pierce, or more mobility to justify since even in singleplayer they don't feel great to use ever. Maybe it gets better after I beat Act 3 and have more passive points slotted in but it feels really bad that you need so much investment to make it feel good compared to just going grenades or another class that isn't mercenary. Last edited by InsertSilence#4460 on Dec 13, 2024, 11:24:24 PM Last bumped on Dec 13, 2024, 11:22:56 PM
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