Armor pieces from the first game offered a steady base to both Max HP and damage reduction. Dungeons II Taking Max HP off armour, and nearly all the scaling of health basically into Talismans and Character Leveling has more or less ruined the difficulty curve for playing solo.
Stagnant HP: Halfway through the game. I've killed both the Twisted Warden and Copper Monstrosity, but my character is still 125 Max HP. The problem there is that health does not scale naturally with armor milestones.
Disappointment Talismans: At the moment every talisman that add Max HP does not hit the mark at all. The health increments they offer so low that it is not worth giving up a vital slot for them, and the healing potion takes its time to recharge.
Co-Op Bias: As with many of the variables in play right now, damage and health scaling feels massively balanced towards co-op exposure; if there is a teammate to heal or tank for you at all times then solo players can afford virtually zero margins for error.
Its a great game but the balancing of armor and health is ruining the solo experience. Thank you!
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