Co-op gameplay feedback

Hey there,

two quick pieces of feedback regarding co-op gameplay (playing with a buddy, we're both on PC):

1)not being able to revive my co-op buddy when he gets killed in a map is pretty sad. Not sure why "revive" is in the game at all if you can only use it during campaign (I think we needed 3 or 4 revives during campaign).

2) it's pretty difficult to decide which way to go on the atlas when we can't share our atlas with co-op buddies. Is there any way of allowing player A of a party to see the atlas of player B in game (or vice versa)?

Otherwise, I'm pretty happy with the state of co-op so far. Sometimes, we end up in different instances of a town even though we go through the same portal and are already partied up, but that's not all too important.

One last general bit to close: still not a fan of the 1 portal decision. Boss HP already goes back to full after player death during campaign - not sure why it can't be the same in endgame (player gets killed, boss hp goes back to full until all 6 portals are gone).


Last bumped on Jan 9, 2025, 1:27:49 PM
I agree, i would add, let us revive in maps, take away a portal for every revive, nice and simple. Also let all players in the party share in the atlas points rewards. If i kill a T18 Boss and get my next 2 points and my friend is at the same stage, why do we have to switch who is the leader, do it all over again on another map so he can get his points. Its dumb, we are both doing it, why only allow the map owner to benefit??
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I agree, i would add, let us revive in maps, take away a portal for every revive, nice and simple. Also let all players in the party share in the atlas points rewards. If i kill a T18 Boss and get my next 2 points and my friend is at the same stage, why do we have to switch who is the leader, do it all over again on another map so he can get his points. Its dumb, we are both doing it, why only allow the map owner to benefit??


I agree with the revives.


But if both the atlas/map owner and party members earn points on boss kills, it really kills the value of keys and maps.

For example if I kill Xesht and everyone in the party gets keys, I'm never going to solo him.

I'm going to be selling carries for 5 other people.

I get the pain point of being the 2nd player in a map with the owner who is going to kill Xesht and get the points and the loot and all you get is the risk of death and xp loss.

I just don't know if giving you points is the answer here as it will change the meta as a whole.
Agreed - getting keys from boss kills might be too much.

We will need a solution for the portal / revive issue though. I don't think me and my friends will keep playing for long if this issue isn't addressed in some form.
It would also be nice if the player stopped moving when in the menu and there's still input. In single player the game freezes, but in multiplayer you keep moving and getting yourself killed.
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N7Mith#9205 wrote:
It would also be nice if the player stopped moving when in the menu and there's still input. In single player the game freezes, but in multiplayer you keep moving and getting yourself killed.


Oh, this happened to us at the very beginning. Not too big of an issue, just have to clear the area around you before going into the skill tree or the gem screens.

I'd suggest that when the party leader pauses the game, it'll pause for all party members.
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Mordgier#6997 wrote:
"
I agree, i would add, let us revive in maps, take away a portal for every revive, nice and simple. Also let all players in the party share in the atlas points rewards. If i kill a T18 Boss and get my next 2 points and my friend is at the same stage, why do we have to switch who is the leader, do it all over again on another map so he can get his points. Its dumb, we are both doing it, why only allow the map owner to benefit??


I agree with the revives.


But if both the atlas/map owner and party members earn points on boss kills, it really kills the value of keys and maps.

For example if I kill Xesht and everyone in the party gets keys, I'm never going to solo him.

I'm going to be selling carries for 5 other people.

I get the pain point of being the 2nd player in a map with the owner who is going to kill Xesht and get the points and the loot and all you get is the risk of death and xp loss.

I just don't know if giving you points is the answer here as it will change the meta as a whole.



A possible solution could be adding an option for co-op play that allows players to link with up to six friends, sharing progress as if they were the map owner. This way, everyone can benefit from the boss kills and loot without undermining the value of maps and keys. However, to prevent exploits, we should consider a few safeguards. One potential issue is players temporarily linking accounts for "carries," where they pay others to boost their progress. To address this, we could limit the linking system to groups that have played together regularly, such as friends or family who co-op frequently. This could be tracked by account history or a minimum number of joint activities before linking rewards are enabled. This would encourage true co-op play, like couples or close friends, while discouraging the abuse of linking for short-term boosts or carries.
Adding some feedback as well:


Listing bugs during couch co-op

I have been playing couch coop with my spouse and I’m here to point out bugs we experienced and noticed.

If a player dies during a way stone map, the map will crash (again, let us revive party members, also why do the events disappear from maps if someone dies!!??? Having to re start them and losing waystones is already annoying and frustrating enough. Actions against rage quote should be done.

Minions from player 1 will engage and attack frost wall casted by player 2.

Using Birthright Buckle Wide Belt Unique, if a player uses flasks immediately after taking a big hit the game will crash.

You can’t buy from Rituals when you are co op playing, player 2 has to log out and player 1 can buy material then.

Although not a bug, for those who don’t know, the couch co-op is only under a single account, so you will have to share resources with the other player. This makes the leveling Much Slower.

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