Item slots in CO-OP
Straight to business.
In CO-OP 6 slots are not enough! Why can't we have all 10 slots?
By the math 6 slots seem balanced, but nope... they are not.
We simply need more slots Q_Q
Or we atleast need an setup change between waves.
Because it's impossible to balance out what you need in early game and lategame [endless]
Seriously .. what you will do with coinfordge in endgame? You got enough money in early and then it will eat up the slot because there won't be a place to use it anymore =.="
as mentioned above you get 2 more slots in co-op than you do in single player when you combine the two players 6 slots. Thats an advantage not a disadvantage. You need to balance the load with your partner so that you have everything you need between the two of you. I found no problems doing that in co-op so far. it can be annoying that your not a super powerhouse by yourself but thats the point of co-op
I find that solo is a lot easier than co-op, epsecially in Endless.
It's ridicilous how you can't get any passive.
2 weapons is basic in normal dungeons, but in endless it's not enough you need to got atleast 1 passive meaning that you have 3 slots for traps IN ENDLESS?! It's freaking impossible to get far with that! Especially if you can't trade when you shared floor and wall traps. He needs more wall traps, but i need money, oh well ...
In C-Op endless you can notice that there are people picking the same type traps just because you can't trade cash but you need most of those traps. That's endlessy stupid. That's the problem there.
there should be a way to trade the spell points*money to buy traps* to each other.
You get two more slots in co-op than in normal. It's fine. Work together, that's the whole point of co-op.
I think the reason you get 6 instead of 10 is not necessary balanceissue but it promotes teamwork.
With 6 slots you have maximum 4 traps, assuming you go weapon+1 trinket/spell. More likely 3! traps.
This forces players to combine their traps in order to be effective.
I like this very much because I think if everyone had 10 slots in co op what would end up happening is each player plays for his own, traps his own little area ignoring the partners area.
With limited slots in co op it often forces you to both work together on certain areas, making the game in the end more fun and cooperative. Also it's more strategical in terms of loadout. Both players can't bring everything. They have to compare loadouts and adjust so it fits together.
Just my thoughts.
You get two more slots in co-op than in normal. It's fine. Work together, that's the whole point of co-op.
You don't get 2 more slots. It's basically the same only divided because of extra weapon and trinket for allied partner. If you consider a extra passive trinket as necessery for your arsenal in solo... In co-op it would make even less spots for traps [12-(2*3) = 6] while you have more comfort in solo and 7 slots for traps.
That's obvious that it tries to promote teamwork... But it also fails, because there is no coin exchanging method.
What do you do in endless late game when you have tons of cash but you already used every trap? While other players needs that cash?
Well if it's "Well take what will be useful" and in the end... again 2 people picking the same traps. I don't do that in solo play, that's a problem in co-op.
It's very balanced, and people have gone very far with 2 people. Activating trinkets affects both players, which makes for some useful teamwork strategies. Likewise each player should bring different traps. Finally the simple fact that each player can cover their own lane is a huge advantage. Warmage with a hammer, and Sorc with a poly ring is an unbeatable combo!
Edit: Actually thinking about it some more, I do think it's a bit unbalanced in that co-op has it so much easier. Compare a 5 skull nightmare run of twisted halls between a single player, and two players. All be it as a mostly solo player who enjoys a challenge, I'm fine with this.
if you're thinking it gives you less than solo, you're forgetting to add player factor on the balancing. Having an extra entity aggroing mobs, casting spells and causing damage counts for much more than the traps you "lose".
While more slots would be more fun, it's balanced with 6 slots each. You have to overlook the fact that YOU want more trap types and learn to work together with your partner, in all honesty OP, I would say you are more suited to solo play. I play with a friend I've known for years over skype and we work well together, maybe you play with ppl you don't know and have bad teamwork. I honestly can't see why you think it's unbalanced otherwise.
.... I personnaly just don't have how to attribute a tap with a slot (I'm still playing with the first 3 beginning choices .... :(
Tip would be welcome :)
It must be pretty annoying for Robot when they see completely contradictory complaints from different people. For example some people are complaining about how much harder single player is than co-op, yet others are saying that in co-op you need more slots. You can't have it both ways.
What do you do in endless late game when you have tons of cash but you already used every trap? While other players needs that cash?
I had this problem but you can give a lot of cash to your partner. First of all there will be tons of coins randomly dropping, don't pick them up. When we are in that situation my co op partner hops to my area between rounds and collects the coins.
Secondly, in Endless there are quite a few Mr.Moneybags. Let your partner take it when he needs cash obviously.
[...]But it also fails, because there is no coin exchanging method.
What do you do in endless late game when you have tons of cash but you already used every trap? While other players needs that cash?
Pretty much this. But lately I've learned to make kill boxes instead of splitting with my partner in two different areas. Splitting cash evenly or as needed is part of teamwork. I don't think Wings actually knows what teamwork is and I feel sorry for his partner...
Solo: primary weapon, at least 2 utility (frost and fire/lightning must have), at least one trinket - 4 slots for tools, 6 for traps.
Co-op: same things for each player, because traps are nerfed and players are forced to fight using weapons, 4 slots left for traps. And that should be different traps. And players have to balance prices, to avoid situation when one player can't spend money and other is starving.
I think there still should be more slots regardless that it is evenly matched with the solo levels but with 2 people you get more firepower and being able to be 2 places at once.
One thing that really annoys me is that there are no preview or access to stats (or Par Time requirements) for the maps in the selection menu and to update spells and traps you hve to exit back a couple menus from the place you want to do it from.
There should also be an options area where you can adust game setting like turn free play on where you can have unlimited cash or adjust things like orc numbers or select pathing options for each map turn creatures on or off...
Straight to business.
In CO-OP 6 slots are not enough! Why can't we have all 10 slots?
By the math 6 slots seem balanced, but nope... they are not.
We simply need more slots Q_Q
Or we atleast need an setup change between waves.
Because it's impossible to balance out what you need in early game and lategame [endless]
Seriously .. what you will do with coinfordge in endgame? You got enough money in early and then it will eat up the slot because there won't be a place to use it anymore =.="
You're not going to use the coinforge in endgame just because you have more slots, in total you have 1 more slot in co-op, supposedly, for the weapon slot.
It's about choosing your setup, having the ability to change your setup midgame would destroy the point of thinking up a viable setup in the first place.
Co-op is in fact a tad harder, but that should be negated by having an actual 2nd player helping out.
Mobs are tougher/better/more.
Passive trinkets are not shared (whereas in solo you can get 3-4 trinkets for max passives, in coop you cannot).
Ie, the Scavenger trinket (money trinket) passive only applies for the wearer, which would be fine, but if you look at the 6x2 slots vs the 10 slots, you will see that you would need some overlap to utilize the best trinkets twice.
Or Mana rage for example. To get the extra mana pool passive, both players need it, while in solo you need it once. Albeit you can use the active twice in co-op, but in solo mobs would be less/weaker/etc and would possibly not need it twice.
Money is not shared, and towards endless endgame, each player has a lump sum, which cannot be used in conjunction to buy a trap.
All in all, it's a give and take. However, I have often found myself wanting to place a more variety of traps in co-op for the sheer fun of it - even if my score wasn't recorded or anything.
Either way though, co-op is beast. It's the best feature of this game, and I hope whenever they decide on a OMD3, they add some more features to it, make it more versatile, and/or add a 4/6/multiple player co-op which would make this game infinitely more insane, active, and crazy fun!







Well, in solo you have 10 spots, lets say a weapon, a trinket and 8 traps. In co-op you and your buddy have 12 spots, if both of you have a weapon and a trinket that leaves space for 8 traps. So with teamwork you have the same ammount of traps, and thats what co-op is sbout, teamwork.
But thats just my experience, I am not in anyway a specialist on balance or anything like that, but find co-op much easier than solo.