Is co-op too easy?
" Loot debate is that way ---> I love playing in parties I just want it to be more of a challenge IGN: Wrathmar * Paulie * Client
|
![]() |
" I agree on both points. Maybe limit access to way points until all players have them active. Or make it so your unable to enter an instance thru a portal till you have used the zone entrance. Like the submerged passage and Tree. I feel that excessively reducing player damage or increasing monster HP will just drag out Co-op battles. I think GGG should increase monster AI and damage while giving us the tools(skills) to defend against death. Maybe an aura that increase your damage, improves your groups defense, while making you more vulnerable. Or buff Discipline for group members while nerfing it for minions. IGN: Wrathmar * Paulie * Client
|
![]() |
" Sounds reasonable, then all you have to do is fix the portal situation in groups and voila. But I doubt GGG has any intentions to increase difficulty for party play at this moment in time which is a shame cause I do believe it is something that should be quite high up on their balance agenda. |
![]() |
Easy. Give chain/fork/LMP/pierce to enemy archers/casters and watch as parties/minions melt. Then buff accordingly.
|
![]() |
Simple idea: Remove the XP and loot bonus completely from parties. To compensate just increase the number of mobs, in particular champ and rares, in order to give parties the same amount of loot and XP as they get now but it will be more difficult and require more teamwork.
IGN: OldManBalls (Warbands)
|
![]() |
Wrong.
There is currently no exp gain from being in a party. Aside from clearing content faster. Adding more monsters would however bring exp gain back and we would be back to square 1 with multi loading/boxing. |
![]() |
I'm pretty sure there is an XP gain if you are within range.
|
![]() |
" There is an EXP gain still, as flab has stated, but you have to be in pretty close range now. And yes somehow the difficulty in parties needs to be increased because right now it is rather crazy how easy party play is. |
![]() |
" We are still in closed beta so changes like this should be done sooner rather than later. I see two issues with group balance currently. 1. Monsters die to fast 2. Monsters are not deadly enough The first issue is easy enough to fix by increasing the group monster HP buff. The second issue is a bit harder because if you make monster too deadly then groups will become 6 rangers kiting mobs around the map. I feel that the best option is to increase attack/cast/movement speed per each player while granting more chain/fork/LMP/pierce to monsters. To balance out the increased damage from monster new skills will need to be added that allow Melee to increase defense while in a group. Or offensive auras like Wrath should also provide a defensive bonus to nearby group members. IGN: Wrathmar * Paulie * Client
|
![]() |
I'm not sure you can make monsters more damaging or really give them more health. You really just end up punishing most builds with this. Ideally, I would imagine more monsters and less xp, but I don't know if they can do this reasonably, it would probably require tougher and less monsters in solo to begin with, even disregarding technical issues.
Monster speed per party member would be dodgy because with 6 man parties, it'll be something like turbo, which is mostly fine conceptually, but has practical problems. In turbo, at 60% extra speed, some things are capped already, other things just blow up, like the combination of undead, frenzy, hasted, unique buff. Other issues, like desync and survivability would make this hard I think. Imagine turbo partying with that. |
![]() |