Please stop rewarding group play with more drops(every season post this till ggg make changes)

The quantity and quality of loot dropped in a map should be entirely dependent on factors such as the number and quality of monsters in the map, and the rarity of the player opening the map.

Currently, a group of six players entering the same map will receive a massive bonus to the number of loot drops, while a single player will receive far fewer.

In other words, GGG is indirectly rewarding studios and players who use automated cheats (programs that automatically move characters or complete other commands) to form multiplayer groups. GGG is encouraging this type of cheating. At the same time, GGG has not imposed strict bans or restrictions on players who use cheats or other similar methods, resulting in severe in-game economic exploitation for all other players who do not use these methods. This happens almost every season.

The most valuable rewards for multiplayer teams in this game shouldn't simply be an increase in the number of loot drops on a map (because that's illogical. All loot comes from killing monsters or opening chests. As long as the number of monsters in a map doesn't increase, the number of loot drops shouldn't increase regardless of how many players enter the map). Instead, they should be the following:

1. On a high-difficulty map, with a 6-player team, if the team is well-matched, even if each of the 6 team members has relatively low gear, they can still combine well together, allowing them to easily clear the map.

2. On a normal-difficulty map, with a 6-player team, if the team is well-matched, even if each of the 6 team members has relatively low gear, they can still combine well together, increasing their speed in clearing the map.

3. Other rewards that don't rely on the number or rarity of dropped items.

Thanks for watching.
There is no right or wrong, only a song
Zuletzt angestoßen am 23.12.2025, 11:27:16
I like how people act like every group is optimized. When I play with my friends, my pace is slowed down quite a bit. Having to wait for people in town/hideout and everyone to be ready at the same time. If not everyone is geared well, the HP increase of the monsters can become an issue, so your relatively low geared characters can't do what you're suggesting.

Although, if they do decide to remove any benefits of group play, they should remove single player advantages as well. Like the ability to pause the game and avoid death. The ability to see what's going on without multiple other players spells/attacks going off. Getting the item that drops is great in single player, racing to get that divine that dropped before someone else does isn't fun.
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mikeab79#3627 schrieb:
I like how people act like every group is optimized. When I play with my friends, my pace is slowed down quite a bit. Having to wait for people in town/hideout and everyone to be ready at the same time. If not everyone is geared well, the HP increase of the monsters can become an issue, so your relatively low geared characters can't do what you're suggesting.

Although, if they do decide to remove any benefits of group play, they should remove single player advantages as well. Like the ability to pause the game and avoid death. The ability to see what's going on without multiple other players spells/attacks going off. Getting the item that drops is great in single player, racing to get that divine that dropped before someone else does isn't fun.


Ye but I think you shouldn't compare to people with thousands of hours making builds just to play in party, they do this every league drop hundreds of divine and then they play their solo builds. Such party can be 100x more effective than a solo player and that shouldn't be the case

You compared yourself to this guy
https://youtu.be/PKfE-Vi7pAc
Zuletzt bearbeitet von ryszek#5266 um 22.12.2025, 08:05:12
1
There is no right or wrong, only a song
This is fundamentally a multiplayer game, and I say this as someone who plays solo.

Group play being more rewarding than solo play isn’t a design mistake, it’s intentional. Complaining that a coordinated six-player group gets more loot than a solo player is like posting on the WoW forums asking why raid groups get better gear than someone trying to solo the raid. Of course they do.

Party scaling has existed in ARPGs forever. Linking it to “GGG encouraging cheating” is a stretch. Cheating should be dealt with directly, but removing or flattening group incentives just punishes legitimate players who engage with multiplayer as designed.

Solo already has real advantages: simpler gearing, faster resets, and zero coordination overhead. Group play trades that convenience for higher rewards. That trade-off makes sense.
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Saraneth#7424 schrieb:

Group play being more rewarding than solo play isn’t a design mistake, it’s intentional. Complaining that a coordinated six-player group gets more loot than a solo player is like posting on the WoW forums asking why raid groups get better gear than someone trying to solo the raid. Of course they do.


Invalid comparison. WoW is not a game that has one of pillar built upon active economy. A guild that successfully clear mythic raid weekly, a group that farm high mythic plus key, will not affect every single player's gear progression in a significant way. And when it does, its the 1% percent problem of RWF group that swipe their money to buy gold for accelerated ilvl gain.

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Saraneth#7424 schrieb:
Party scaling has existed in ARPGs forever. Linking it to “GGG encouraging cheating” is a stretch. Cheating should be dealt with directly, but removing or flattening group incentives just punishes legitimate players who engage with multiplayer as designed.

Solo already has real advantages: simpler gearing, faster resets, and zero coordination overhead. Group play trades that convenience for higher rewards. That trade-off makes sense.


1) Its not a stretch when party-play generates more currencies and valuable loot
2) RMT is a legit issue in PoE
3) Agreed to not remove party play incentives for legitimate group
4) There is no such thing as trade-off in party play when the loot that generated via party-play is so ridiculously high
5) PoE is a competitive game in economic sense. Your progression is dictated by others wealth (Unless you play SSF but the game is balanced for trading league so any changes that generate less loot will affect SSF)
6) Party-play become a real problem for everyone when the discrepancy between solo and party is so high like in PoE 2.
7) The ideal situation between party-play and solo play loot is in PoE 1 before Keeper of Flame. The resources generated by party-play will have major role in trickle-down economy, while solo player can still compete with those generated resource by generating another resources that don't get generated by party-play.
Not sure that this is actually the case: https://www.youtube.com/watch?v=PKfE-Vi7pAc
Shared loot is a very bad implementation when combined with poe's super-currency (divs and mirrors). Normal player won't see a single mirror in 10 years, while a group with MF culler can breach the rarity threshold and farm them like potatos. The supposed 6x less loot quantity per map is irrelevant, when party rains divs and can get a mirror, something 6 normal players cannot do when mapping separately.

Loot should've been individual for every player, as Diablo games did since 2000. Meaning your MF only affects your own loot generation, which is not replicated to other players. Yes, you can pick and share loot yourself, but without innate MF bonuses for being in party, 1 map of 6 players would've been exactly same loot as 6 maps of 1 player (both quantity and rarity-wise). MF culler would still be a thing but much less powerful, and honestly MF on items shouldn't be that powerful in the first place.
Zuletzt bearbeitet von Echothesis#7320 um 23.12.2025, 07:15:34
+1

There are several layers to the issue, but getting my character with 100+ MF to get one div drop in 4hours of play (T15s, slightly juiced abysses), then going into a random group of 6, where the leader clears everything much faster than I solo, the map juicing is at an extreme, and they only want people to MF boost them to drop three divines in one map is.... Well, not so great feeling.

Also, they are not only dropping the divines, they have other items worth divines, making the drops per map on average perhaps 7 or so.

So then me, competing with my 4 div per day wealth, against a person who has 100 divines per day, and who can then use 50 of those to gamble to craft items that RMT people buy for 30-200 divines, is just ridiculous.

In just one week, my wealth stays at 20-40 div approximately, and the others are at 500-1000 divines levels easily.

I appreciate the content E and the team makes, and I have no issue with the absolute top groups that can do this. I have the issue if the people who make personal profit out of the game, with these exploits, market manipulation, predatory mechanics etc. I believe we all can agree, that majority of the people making vast amounts of raw currency, make it for the purpose of getting some USD deposited into their account, not to make mirror tier crafts etc. profits staying in the game.
You guys talk like when 6 ppl party get 1 mirror drop that meant they own 6 mirror. The only thing party get more than solo is the TING sound. Bro, if 6 ppl can farm 200d in 8hr a day, Do some math, they only get 4d/h/person. The mirror or the t0 t1 unique they drop is just a big drop in run lol.

Only matter is some ppl use BOT program to do 6ppl party on their own PC. But it only work with breach, and with abyss? Hell nah, if u juicy your abyss enough with risk&reward tablet, those abyss pit gonna eat their BOT in few second.

I run Duo with my friend, 1 carry and 1 Aura buff/curse/rarity and then we find leecher. We play like 4 or 5 our a days farm like 70d in 50map, that meant we only get like 7d/h. Thats even lower than fubgun who solo farming lol

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