High Difficulty coop Balance and bug Feedback

High Difficulty Balance Feedback (Endgame Issue)

The game feels great at the start on the highest difficulty.
It’s punishing, tactical, and rewarding — one mistake means death, and blocking/dodging really matter.

However, the Cerime Well or daily quest completely breaks progression.

The XP gained there allows players to over-scale very quickly, turning the game into pure monster bashing. Max-damage builds (mage or two-handed) end up one-shotting everything. At that point:

  • Parry becomes irrelevant

  • Elemental effects become irrelevant

  • Crowd control and stagger lose their purpose

  • Friendly fire becomes more dangerous than enemies

The core combat depth disappears.

Suggested Improvements

  • Reduce or remove XP from the Cerime Well

  • Increase monster HP significantly (x3–x4) on highest difficulty

  • Add diminishing returns on damage and life gain

  • Introduce a higher difficulty tier where enemies scale with player power

There should be a difficulty mode that rewards coordination and mechanics — not just raw burst damage.


Elemental Synergy Suggestion (Encourage Team Play)

Elemental effects could be made essential through synergy mechanics. For example:

  • Shock + Burn → increases total team DPS on that target

  • Plague + Frost → reduces enemy defense

  • Multiple afflictions → trigger special debuffs or stagger vulnerability

This would promote coordinated builds and make elemental play stronger than pure damage stacking.


Bug – Black Pearl & Negative Max HP

The Black Pearl (+100% enchantment at low life) works correctly in town and in the normal world.

However, in infected zones and the Cerime Well, the negative max HP modifier seems to recalculate incorrectly. HP goes back above 50%, and the low-life bonus no longer triggers properly.

This appears to be a max HP recalculation issue when entering those zones.


Great game overall — but the highest difficulty currently loses its tactical depth in mid/late progression.

These should be part of realm modifiers, not specific difficulty tiers.

For example, I wouldn’t like most of your suggestions, but I’d like to make them more difficult in different ways. What do you do with that?

You simply can’t predefine the difficulties to fit everyone. You need modifiers so people can customize their experience.

Similar to BG3 or Hades

100% ok with modifier in solo, in coop i think we need to have a main path for the game who is like a vanilla challenge (no brain choice for all) and after that yes modifier seem good.

But rigth now the game coop interaction and difficulty don’t work due too high dps.

Maybe my sugestion aren’t the rigth one, the purpose of my post was too say that overpower build, kill cooperation and make less enjoyment for middle and endgame.

i think reduction XP on cerim well and daily quest before finishing story resolve middlegame difficulty

I think it’s fair feedback that coop damage output scales faster than coop enemy health/resists :+1: