I’ve really enjoyed runs with friends. I have not enjoyed my runs with randos.
This is not a “git gud” post. My group is all old, slow reacting, bad eyed, oldsters - so we’re not exactly Thresh or Fatality or anything approaching “gud,” but we played a ton of the beta and have been chipping away through the campaign for the last few nights.
I do think most of the difficulty issues people are having comes from (1) bad pickup groups, (2) not knowing the levels, and (3) ineffective and/or non-synergizing builds.
There isn’t much you can do about 1, unfortunately. This is the standard bane of online play.
2 is important and just comes with repetition. There are better places to ride out hordes, times you just need to run, common nasty tricks the AI director uses, mini-gun traps and mini-gun “traps”, etc…
3 is a little less obvious but also important. Having the right individual, team cards and equipment based on knowing the levels can be the difference between easy success and frustrating futility.
For example, the lead up to the Howitzer is almost trivially easy if you have extra offensive inventory slots and load up on grenades to close mine shafts before very many ridden can spawn. The Howitzer itself is pretty light work if everyone works together, controls the pace, makes use of the minigun, and brings a handful of pipe bombs.
On the flip side, the cruise ship mission was a head banger until we learned that our usual methodical advance was suicide and we just needed to run non stop once the gas tank blows.
We’ve found having a dedicated special slayer is great. Load up on bullet penetration, bullet damage and ammo cards, and building a light machine gun with huge bullet capacity and stagger means you can mow down specials.