POE2: Multiplayer Balance Concerns - Party Play Feels More Punishing Than Rewarding

yes i would like to have middle ground on that, but good luck balancing it
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ekader1#7483 schrieb:
Meanwhile people grouping 6 people with 1 aurabot with absurd %900 MF, buffing all allies and having several astramentis in a day.
U guys find it weak cuz u guys have no setup. Group play is absurdly unfair and strong actually.

This problem that I think it come from an unique items, and I don't think they are people, they just can auto/bot or something else, because it's too boring to play this way.

When playing at a party, there are two problems:

1. When you are not strong enough to one-shot everything, you need two people to go together, and the monsters at this stage are really too strong, making them extremely difficult to play.

2. At the end of the game, when you are strong enough to one-shot everything, 2 players will split up to clear the map; at this time, there are many problems that take time to clear the map, such as only the person who opens the map can pick up the waystone, monsters that come up from the ground, or fly down from the sky, only react to the person who opens the map, ... This leads to the person who opens the map having to run all over the map to activate the events that appear in this monster and to update the wastestone, making it so that no matter how strong they are, the time to clear the map remains the same; it is extremely annoying.

I have the following suggestions:

Case 1. Parties can adjust rewards based on monster toughness and waystone level. Higher waystone levels increase monster blood, while lower waystone levels decrease it.

Case 2: It might just be a game bug; you can fix it. Honestly, this second case is extremely annoying. I play the game with my wife; both of us clear the map, but I always have to run around the whole map to pick up waystones and activate hidden rare monsters that come out from underground. It's extremely boring; I plan to quit playing Atlas next season. This slows down the progress of the game for both of us.

Regarding the issue of players cheating through party bots, I believe it is not necessary to increase the reward when partying. Instead, it would be more effective to fix errors such as those in case 2, where the party quickly clears the map before moving on to another map. This method is also more effective than doubling the reward because it expedites the journey to Citadel.

And if it is possible to let the players in the party interact with the party leader's Atlas, it would be great. I found that my wife is not very interested in going to the Atlas, maybe because she cannot see what I see on the world map, so my wife has absolutely no vision to be motivated to go; she just goes to any map I open. If it were me, I would also feel extremely bored. If it is too difficult to make the party see the party leader's atlas, you can try changing to the idea of the guild's atlas; for example, in reality, I also created a guild for two people to make it easier to share items, but the other problem with the guild is that the delay when storing and retrieving items is really high.
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JakkerONAIR#4902 schrieb:
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The reward scaling will not be improved for group play, it's already strong enough. That less experienced groups are not there now is not a scaling issue and a buff to it would break the top-end.



The same attitude and response all across the forum:

Don't fix and improve the game for the 99% of the player base because it will ruin it for us the 1% elite and it will make even more trivial as it already is.

Maybe someone should step up and say that what the top 1% players want doesn't matter.
Only feature I want for co-op is the ability to resurrect my friend if he dies in a map. Make it cost a portal or something. Super infuriating if anyone of us dies and the other just have to wait while the other complete the map. Ritual maps are the worst because if the map owner dies the other person in the party can't buy or interact with the ritual (which should 100% be changed).

I've yet to see a compelling argument to why I shouldn't be able to resurrect a party member. Only "argument" I see are people saying "hurr durr it's bad". You should be encouraged to play with other people, not the opposite
My reply to you is this

If they had such a succesful method in PoE1 why not bring it back in PoE2?
What happen?

Dont take me wrong, i absolutely agree with you since i play with my wife, what buffles me is that they ``Deliberately`` choose to take the slow and wrong route and fix something that was ``Not BROKE``
[Deleted by Support]
Zuletzt bearbeitet von HeartBeat#6967 um 14.02.2025, 06:18:23
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Pain281281#3449 schrieb:


The same attitude and response all across the forum:

Don't fix and improve the game for the 99% of the player base because it will ruin it for us the 1% elite and it will make even more trivial as it already is.

Maybe someone should step up and say that what the top 1% players want doesn't matter.


Or the ppl who don't have good groups step up optimising their group play.
This is not an "only 1% of the player base thing", it's an "only inexperienced groups thing".
You cannot buff something because SOME have a problem with something when in general everyone is fine.

That the standard reaction is "yadda yadda elitism/gatekeeping" to everything ppl don't understand helps nobody. It does not help GGG to improve actual problems, it does not help ppl to get better, and it does not help the majority of the player base - it's not constructive.

If you take a look at groups and what they are doing and how - you can easily see why a buff to group play would be damaging.

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