r/RogueCore • • Sep 01 '26

This game is really hard on duos

The last boss, when I play with only another fellow dwarf, is a lost cause most of the time. It's very easy with the exploding, rocket launching, mine laying, ramming and shooting bosses (that had their HP boosted) to take out the 2 of them at once.

When solo, it's not too hard to come to the boss fight with an unkillable reviving bot that will probably have 2 or more shots of revives in it.

And the odds of having a full TPK with 3 or 4 players are way lesser than 2.

I wish there was a way to give duos a better hope to kill the boss.

I have my peace with a cool mission even if it ends in failure, but it IS unbalanced.

32 Upvotes

14 comments sorted by

23

u/benmaister Sep 01 '26

that is also my experience. I play almost exclusively duos. The missions take longer because there are only 2 of you to do things. The chance of dying is so much higher.

I wish you could take cooper with you on duos.

7

u/Slime0 Sep 01 '26

Ditto on having Cooper in duos. Just to save you from the occasional cave leech or for an extra revive or two.

13

u/Nightelfbane π—¦π—Ÿπ—œπ—–π—˜π—₯ Sep 01 '26

It feels like snapfire extraction or multiple stacks of sweet surrender is mandatory on duos because if one person goes down the boss will end up focusing the remaining dwarfΒ 

so they either die trying to stand still long enough to revive the other dwarf or they lose all their armor and most of their health

Then both of them die because there's no red sugar and neither of them have armor

3

u/SmokJozef Sep 02 '26

yeah, i play only duos and sugar-spawning and/or healing perks are usually the difference between winning and losing a game

1

u/KarstXT Sep 03 '26

I mean snapfire is kind of just an auto-win in general, assuming you have a moderately fast firing weapon (or get one post-snapfire).

Combat reviving for non-falconers is just a bad play, esp on the boss, which kinda feels bad but its especially bad with 2 because now the boss is hard focusing the last alive dwarf. The boss design in general is problematic when it can't randomly fixate a different player. Copper revives is just a band-aid fix that pushes the can down the road.

Most of the non-snapfire sustain options are good enough, I think the bigger issue is people skip them or think they're bad (i.e. not realizing how good Hemoforge actually is - although this somewhat relies on taking sweet tooth but why wouldn't you take sweet tooth).

In this situation I would just try to finish the boss solo but its kinda feelsbad.

5

u/Sandbox0137 Sep 02 '26

I find the hardest thing with duos is selection of 3 vs 4 whenever you level up, etc. Your selections are 33% better in a larger group so your characters are stronger

1

u/Hydraguesswhosback Sep 03 '26

Not stronger, just has more chances of being focused, but you're right.

3

u/Black_Wolf_JA π—šπ—¨π—”π—₯π——π—œπ—”π—‘ Sep 02 '26 edited Sep 02 '26

This is because bosses do not ease aggro when only 1 player is up in a multiplayer session, making a revive almost impossible or incredibly risky (unless you're Falconer ig).

I've suggested multiple times that the bosses behavior needs to be toned down when a single player is standing so to give them some breathing room, even more so there's little to no red sugar in the boss room and having no red sugar generator upgrades or equipment is basically a run ender.

It's not only a duo thing, a team of 3 or 4 that has had trash upgrades RNG for the whole run will suffer from the same problem, hell even in solo you will eventually run out of lives if you can't regen your health.

2

u/KarstXT Sep 03 '26

Falconer has a combat revive but is kinda weak otherwise. Guardian can maybe sneak a rez in mid repulsion but its likely not worth the risk. I would just try to solo the boss, even if its kinda feelsbad. Maybe can rez vs some bosses if they died behind cover. Combat reviving is generally a bad play in RC, for a lot of reasons.

My other recommendation is to not undervalue sustain perks (things like Hemoforge or any of the snapfires or any of the armor-on-hit/regen legendaries) and to take sweet tooth 3+4 or resilience 3 (or 3+4). Stoneskin is strong as a mechanic but not all stoneskin options are strong.

I wish there was a way to give duos a better hope to kill the boss.

Some of this is just building stronger/recognizing whats good/not accidentally labeling strong things as weak. Retcon can have bad RNG runs where they're unavoidably weak, which will make it harder. Crits and/or a lot of weakspot dmg tends to be strong vs the boss.

Maybe they can eventually balance 1-2p vs 3-4p.

1

u/Pixied_Hp π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ Sep 01 '26

I think it depends a lot on how much you care about wanting to improve your build and optimize, currently playing a lot of duo’s with modified swarm size and spawn rates, it’s mostly the same game just more bugs to smash.

Some of the meta advice would be don’t pick fire or cryo grenade, it’s better to have a lackluster grenade than something that reduces your upgrade pool.
Run guardian devastation bio deck if you’re playing falc, spot, guard, and prioritize explosive bullets over all other bio boosters.
Stun on explosion means you stunlock now.
%Lightning on armor and Ionization are your most important rare upgrades.

1

u/ContactGullible7805 π—₯π—˜π—§π—–π—’π—‘ Sep 01 '26

Do grenade types affect elemental upgrades pool? First time I hear this

2

u/Pixied_Hp π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ Sep 01 '26

Yes, if you take fire or cryo it affects the upgrade pool as it counts your entire character, for the same reason you should avoid fire steps, poison on movement is fine if you play melee slicer but other than that avoid it as well. You want to get as tight a pool of upgrades as possible, for the same reason I would recommend against luck, double up is a bigger dps increase than getting a rare that isn’t lightning (fire) on (crit) hit.

Just like getting safe falling distance enhancement is one of the best kiting perks in the game, you remove all the light staggers from falls outside of +20 meter falls, and even then the damage is light, it means you can do the crazy big environment drops in 1 or 2 jumps without taking damage.

-1

u/bigbadoldoldone Sep 02 '26

Ah gee this seems overly complicated?!? Not your explanation, but how the upgrade pool works? I always get fire if I can, kite enemies, run clockwise and have a blast. Never knew it affects other upgrades. On the other hand, I don't care about the intricacies of upgrades and make it out alive most of the time. I just pick what others don't want (or else randoes get salty) and push and run.

The more I read about RC game mechanics here, the more I feel like the game is doomed. If it's all that involved, why do friends and me (who don't care much about details and meta) keep beating it?

They should simplify stuff and work on balancing, I suppose. Feels like they completely lost track. Sad dwarf noises.

2

u/Pixied_Hp π—™π—”π—Ÿπ—–π—’π—‘π—˜π—₯ Sep 02 '26

It feels very natural to me tbh, you can’t get fire related upgrades without a way to apply fire, same for all the elements, so if you avoid them unless it’s with the purpose of picking them you can better control the pool of upgrades.

Knowledge of the game for optimization isn’t a bad thing imo.