It's finally time to balance groups
" You should find people to map with you trust more instead of just mapping with random pubs IMO, the qol you are asking for shouldn't really be something GGG puts a lot of effort into. There are ways outside the game to do keyboard shortcuts for those commands. Not that that is a great solution but it does exists.
Spoiler
(you type the wrong letter in my name, why it takes the same amount of effort if not more to type it incorrectly) https://youtu.be/T9kygXtkh10?t=285 FeelsBadMan Remove MF from POE, make juiced map the new MF. Last edited by goetzjam#3084 on Jan 28, 2016, 3:26:13 PM
|
|
|
I like full parties in D1, D2 and D3. In PoE the maximum I can stand is a group of 3. After that it becomes awkward for reasons that have all been mentioned in this thread.
The only suggestion I have besides technical optimizations is to give AoE attacks to many monsters. IF the same mob gets 6 targets instead of 1 but can only attack one of them at a time that single target mob could only be balanced by stupid oneshot attacks if you don't go the mob AoE way. Last edited by Sa_Re#3411 on Jan 28, 2016, 3:56:50 PM
|
|
"Aye agree...if I play my totem guy, as soon as I use pop my two sire of shard flame totems, you wont see a stack of bearers ground attack under you. |
|
|
Groups should be limited to 5 players instead of 6 and the game should be balanced around these smaller groups. Of course further changes are needed, some good suggestions OP.
| |
" What makes 5 better then 6 in terms of balance, like I don't understand why you would drop by and say this without putting forth any argument on why you think that is the case? https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
|
" very true , but i think we are focusing too much on just the issue of op builds ruining parties when if you look at party play as a mechanic as a whole it is really really bare bones compared recent games in the genre. it is really bad from a qol perspective as well. the loot mechanics are the worst offender. instead of having instance loot for each player we have a shared loot system. but that shared loot system means loot clutter as you have to deal with 6 peoples worth of shit on the screen. so ggg reduces the extra drops per person so that for each extra person in a group ... you technically get less and less drops between everyone. this makes partying without a dedicated culler to prop the drops back up inherently unrewarding for players as the will spend most of their time barely picking anything up. then there is the portal system in maps... 1 player gets 6 tries . 6 people get .. 1 try while the mobs get 60x5 % increased hp. This is only a non issue now because of those few what the fuck super clearing builds out there that naturally do 5xs the damage of everyone else. but it is still a fact that for builds that dont over kill like that. group play becomes a slow grind this is really really notable for builds that flat out dont work if mobs / bosses dont die on schedule. like builds that dont rely on surgeons flasks or builds that use duration based abilities to beat bosses. and then there is the on kill effects system. do you have a build that fucking needs to kill shit to keep their charges up? needs those charges to actually function? Well you better be that one asshole doing 5x over kill damage or you are basically stuck with no charges. seriously why havent ggg added the ability for mobs to reward players with on kill effects if they helped in the kill? And what about path blocking? ever tried to attack a single boss with 3 summoners worth of minions? cant fucking be done. you will be lucky if half the minions actually get to hit the mob. then there is the fact that the pub boards are used as bloody shops. So yeah it isnt just assholes killing fast that makes groups a slog. groups were awful since day 1 of this games inception. Last edited by Saltychipmunk#1430 on Jan 29, 2016, 12:35:33 PM
|
|
" Yet people still do it regardless of what issues do exists, which goes to prove people want to party, that playstyle method shouldn't be destroyed. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
|
" of course people want to party , its a freaking multiplayer game. If i am going to play an arpg that requires an internet connection to function I am going to want the option to play with people and not have the experience degraded. but that's the problem, the experience in groups is degraded . it is explicitly inferior to solo play unless you do very specific things to fix it. dont want an asshole killing everything? oh thats easy dont invite those people want drops to not be worthless? oh that's easy roll with a culler want a group that works as a group ? oh that's easy too just go play in a guild and forget the public party system even exists. want your charges? oh dont worry i am sure some one will pack conduit just for you. Want people to wait while you sell shit , sure lets get some buddies for that. all of that is just a band-aid. its like someone selling you a car with out an engine or wheels and you say its fine after buying a separate engine and a set of wheels for it. sure if you really wanted that car.. that works for you. but its not exactly selling itself to people who might like it or not and thus pubs are basically dead. Last edited by Saltychipmunk#1430 on Jan 29, 2016, 12:49:06 PM
|
|
|
Off topic:
" Not true, the forced loot tension of old was brilliant and added a great element of engaging and entertaining play to what became otherwise lackluster partying. Ahem, carry on... |
|
" awful since day 1 |
|

















































