First impressions of coop with two A20H StS1 players

I played my first coop run with a friend yesterday. It was definitely fun, but it somehow feels a bit jank/bolted on.

Even in single player, there is always going to be a balance between playing fast and playing well. With fast/uncoordinated team play, the gap is way bigger. We'd play pretty async. Our biggest repeated missed opportunity was one person attacking before the other applied Vulnerability. We could have planned the whole turn, or big chunks of it before playing cards. But then talking about the plan takes way longer than playing it.

I wish there was something like Monster Train 2's undo turn, but with stricter conditions. If you didn't get any randomness revealed (EG, card draw, randomly applied damage, white noise like random card generation), you can quickly/easily undo. So everyone could throw down a provisional non-random line quickly, and then you could undo/optimize it to get the cross character order better, without fundamentally cheating.

The played line becomes the communication mechanism, rather than verbalization.

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comments

TyrusDalet

This personally seems like quite a janky approach, especially for a multiplayer mode.

Just talk with your friend, or communicate what your deck is currently doing before fights etc

Superb-Amphibian-677

coop can be clunky fr

pretty_pete

I played with my friend yesterday. Yes the run took longer than single player but it was a blast. It did not seem like the planning took long at all. “Do you have vulnerable? Go first!” Some coordination with the relics and card picks so we synergize well and boom. We killed it out first run beat all 3 acts

Garys_Synthesizer

Just sounds like a non coop game gained coop and you need to adjust to not immediately playing your combos and need to breath and talk quickly first.

Me and my wife played the together in spire mod and the board game so we are a bit more coordinated as is, just give it time.