Is co-op too easy?

Not sure about end game but level 1-40 is a cake walk when compared to solo. A 2-3 player party is somewhat balanced but once you get a full group you can steam roll content 2-5 levels above you. I hope that GGG ramps up the difficulty for groups with OB.

Maybe they could add attacks to monsters that they only can use against a player group...
IGN: Wrathmar * Paulie * Client
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wrathmar wrote:
Not sure about end game but level 1-40 is a cake walk when compared to solo. A 2-3 player party is somewhat balanced but once you get a full group you can steam roll content 2-5 levels above you. I hope that GGG ramps up the difficulty for groups with OB.

Maybe they could add attacks to monsters that they only can use against a player group...


agree with that party play is way more easy than solo. dont know how to balance that the mobs should do much more dmg in parties, but not that they are able to 1 shot you possible if a mob for excample would crit you for 100 hp in solo play and 500 in a party the tank should get 500 dmg and if a squishy char is in the group for excample with only 500 hp he should het 450 dmg to not get 1 hited or just add much more mobs to partyplay with even more increased hp or a bigger stun chance for them or whatever
+1 I like difficulty. +HP and +Dmg per player should be good options here.
I may be cazy, but I'm pretty sure they removed mob scaling per party member and re worked xp gains to eveyone in range gets full xp. Or maybe just the xp part..
The answer is 42.
Increasing monster damage in a party would be ill-advised. As it stands, players are still already one-shot when they're careless.

I wouldn't mind giving monsters more abilities or better AI while they're facing a party though.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
It's hard to balance while also making it actually worth it to group. Though as it stands a group of 6 friends who all solo will get more loot (100%x6) instead of the same group of friends who group (100% + (50%x5)). So solo has that benefit at least. Though at the same time when you get to maps, in order to level faster it becomes required to do high level maps with a group of people who share maps.
Last edited by Lionguild#4990 on Dec 27, 2012, 12:15:13 AM
The problem with party play is it is too easy to mitigate dangerous situations. And it is just crazy how easy you can carry someome. Too many encounters and situations become a joke in party play and i have said many times here that GGG has to increase the difficulty for party play because it really is crazy how much easier the game is that way.
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anubite wrote:
Increasing monster damage in a party would be ill-advised. As it stands, players are still already one-shot when they're careless.

I wouldn't mind giving monsters more abilities or better AI while they're facing a party though.


thats the reason i wrote in a party mobs should do more dmg but should not be able to 1 shot champions possible instead making a high crit dmg multiplied with how much members are inside the party the mobs should do a percentage dmg istead of a high crit which 1 shot you. so if a mob doing 300 dmg and doing a crit of 600 dmg the mob shoudnt do 3600 dmg crit in a 6 man party. instead of that critical stike it should do a stike that deals 80 % dmg of your max life if you are playing a char which would get killed by this crit. normal stikes wond do that much dmg to 1 shot champs. its all about balance mobs should do much more dmg but the mobs shocking stax should be reduced in the party that it cant happen that a mob doing 3000 dmg together with 3 shock stax 6000 dmg instead of 1 hiting group members it should do that 80 % dmg depending on life blow
Last edited by DonCamillo#3546 on Dec 27, 2012, 8:22:14 AM
I think they could definitely make the monsters a bit less dumb as a brick & give them mechanics or better AI. I don't really like the idea of +hp+dmg = harder, for me that is a bad way to do it.
It would be difficult to balance the risk/rewards for parties but I have faith in GGG.

*Options to increase the difficulty*
Change the monster HP buff to 60-70% for each additional player
Increase monster attack/cast speed 1-5% for each additional player
Increase monster movement speed 1-3% for each additional player
Increase monster damage 1-5% for each additional player.
Add monster skills that are only used when facing a player group >2. Necromancers can cast ice nova when surrounded, Brutus chain attack fires in a fan pattern and can grab multiple players, more mage monsters have multiple projectiles or rain of fire, etc.

For example a group of six would face monsters with 300% more HP 20% increased attack/cast speed 10% increased movement speed and 5% increased damage.

This is where the difficult part will come in. Because GGG needs to increase the difficulty for all builds not just the Melee tanks classes.


*Options to increase the survivability of tanks in groups*
Add skills/auras designed for groups that increase in effectiveness based upon number of nearby party members.
-Increase HP 5% for each nearby party member
-Increase armor/evasion 5% for each nearby party member
-Grant 10% of base armor to nearby party members
-When nearby party members use health flasks you gain 10% of health recovered
Tweak current skills to provide greater survivability
-Increase the effective radius of discipline
-Molten shell grants additional armor based upon nearby party members
Add additional bonuses to charges that are only active in groups
-Endurance increases HP
-Frenzy increases evasion/movement speed
-Power grants ES recharge for each critical strike.


Edit - typos
IGN: Wrathmar * Paulie * Client
Last edited by wrathmar#4456 on Dec 29, 2012, 10:00:33 AM

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