Friendly Fire feels bad

Friendly fire feels pretty bad in two-player coop with both players using melee attacks.

Not much else to say. It’s almost impossible to avoid hitting your friend.

We’re only 5 minutes in and I think this may block us from progressing much further.

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That’s the whole point of a co-op game bro… find synergies with your teammate. If you both insist on running your own builds even though they don’t seems to work together, then don’t queue co-op. Stay solo no?

+ after 5min I don’t think you’re legit to say both of your melee builds doesnt go along…. maybe try a little bit harder ?

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Yeah we started to figure it out… sort of a body check ping/pong or divide and conquer.

It’s not as bad as we originally thought.

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bro what? i want to play this game with my friend. i shouldn’t have to change my whole playstyle just cus of a dumb mechanic forcing it on me. forcing players to play a certain way is never good. ff should be a toggle not a mandatory thing.

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All it does is making you think what attacks you decide to rotate in. You can still enact any playstyle you like, but you have to be intentional.

From what Moon has shared, that is exactly what they want to achieve.

Silas

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You need to get better at organizing attacks. You cannot attack at the same time, You can, if you have weapons which don’t have wide, swiping attacks.

Try to strategize a bit who is attacking when, because you can’t be in melee all the time, anyway, because of stamina. So, attacking from front and behind at the same time, or get into the fight one by one.

It takes time to get used to it, but it is really good.

Friendly fire shouldn’t be removed. It adds depth to combat, which is needed. If i want games where i can attack at the same time as my teammate, i will play Path Of Exile, or any other ARPG.

This one does it this way, and my opinion is that it should be as it is. It’s refreshing.

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The ping pong approach is a perfect description of what a few of us playing last night experienced. It was almost subconscious. Two people batting an enemy back and forth, and a 3rd taking pot shots at them with a bow in between the hits. It worked surprisingly well.

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Exactly my thoughts, it felt so good. You can’t even spam because of stamina, so it all makes perfect sense.

Of course, i would completely be fine with and option for Realm to have friendly fire turned on/off, so who likes it on, let them have it.

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I have already said this elsewhere, don’t remember, but let me say it again:

The game need FF as a way to force people to organize, use tactics, learn how to cooperate.

I hope it will not go away at all and will stay. And that is fine, because the game is great this way.

If you can’t play the game because there is the evil FF, well, it is a “group issue”. You are unable to play cooperatively and everyone wants to be rambo, headbashing the keyboard. You need to learn to play “TOGETHER”

We played since we approached the game, with a group of 1 archer, 1 mage and 2 melee. We barely felt the FF. Ofc hits happens, but it is very negligible, and we played straight from start on the max difficulty.

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Completely agree.

I also think there should be even higher difficulty, where NPC’s are not just stronger, but faster too.

Unspoken is hard, but not that hard.

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I play exclusively with one friend and despite us being super careful, we still hurt each other and need to “take turns” hitting and it’s quite frustrating. We tried making different characters/builds, but we still run into the same problem with different weapon types and runes anyway. There’s just too much AoE in this game for friendly fire to be untoggleable.

For the people suggesting to coordinate better, listen- this friend I’m playing with, we’ve been playing co-op stuff together almost every single day for 15 years. Calling out big attacks or comunicating better is not a solution. It worked okay at the beginning with the FF dmg nerf, but as soon as we got to 40+ and got more decent gear, accidents can kill us. It’s not fun, and it restricts the builds you can have from 100% to like 10%.

That aside, if they add a toggle, people who want it on can leave it on, and it won’t affect people who don’t want it (assuming it’s realm-side). So I really don’t think this is argueable. A toggle should be in the game, and that’s that.

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its not as simple as an on/off toggle since it means enemies will be massively more vulnerable per each player in the lobby. that would require giving them buffs to compensate and maintain a balanced experience.
that’s dev time to work out a proper experience out of ff-less realms, and what about enemy ff and how they do true unreduced damage to eachother? should that be off if player ff is off? it just brings up a lot of questions

coherency shouldn’t even be a matter of explicit communication. if your friend is attacking, that’s not an explicit '“don’t attack”, that’s a cue to vary your angle and method of attack. like do a basic pincer and use a weapon with overheads or thrusts when your teammate is close, then swap back to your wide weapon and wide sets when they back off.
aoe stuff is usable if you manage spacing unless its something comically huge like paddle moveset, but that’s like 1% of things that are truly hard to work into tandem attacks

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Just try to play gauntlets with another person playing greatsword/any 2H.

Gauntlet players literally have to hug the mob, so inevitably you will be staggered by the guy swinging his 2H weapon.

I was forced to swap to bow if I wanted to let my friend stay on 2H because gauntlet was unplayable. Maybe on a large enough boss where you are spaced out well enough, but on regular enemies you’ll be staggered 24/7 from stray hits.

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In my opinion removing the stagger would be a good middle ground.

Losing control of your character because of your allies feels terrible.

But I think friendly fire makes the game much more interesting.

I’ve played a significant number of pve co-op games. In none of them have I experienced friendly fire damage in tiny arenas with 4 players in them. It’s nonsensical and adds nothing to the experience. There’s nothing tactical about sitting and waiting for your turn to play against every enemy between 4 people.

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It’s really not. You’re thinking of PvP games..

No it doesn’t. It’s an awful idea and has no place in a co-op PvE game.

No it’s not.

Yes it should.

i like the rythm the players seem to get into, it saves the game from being too button mashy and makes it more tactical, it tickles your brain if it can handle it