Group play needs to be harder

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ditoLoco wrote:
There is another issue with group playing:
I am not sure how difficulty can be spiked up and still game be enjoyable and fun. On big teams and higher lvls there is a total mess on a screen which makes careful playing impossible. If difficulty is going to be increased, then then only way i see it, it would imply a chance to be shot down very fast, perhaps in one shot. Since you barely can see what's going on anyway, if you had now also insta-killing mob, that would be kind of pointless to play in group.


I don't think anyone is suggesting to raise mob damage in groups as that would just be stupid (look at D3 launch), it's much better to just raise mob hp by 100% per extra player instead of the 50% it is now.
That would make things worse. People with good chars would not group at all because people with bad chars will contribute less than 100% extra damage.
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
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That would make things worse. People with good chars would not group at all because people with bad chars will contribute less than 100% extra damage.


Honestly, this brings up a good point about the difference between public parties and organized groups, and why it's so hard to balance the hp boost.

Public parties suffer from the above problem: generally they have a couple of very well built characters that are capable of carrying under-performers because the scaling on groups is so lax. If GGG raises the hp bonus by any significant amount it'd severely hurt public parties.

Premades, however, trivialize the game because they scale so well with each party member. Let us take a simple example where each player has a unique aura that improves the damage output of every person in the party by 10% of their base damage.

Players Dmg Output % Dmg Increase/player
1 ~~~~~~~ 110% ~~~~~~~ NA
2 ~~~~~~~ 240% ~~~~~~~ 9%
3 ~~~~~~~ 390% ~~~~~~~ 18%
4 ~~~~~~~ 560% ~~~~~~~ 27%
5 ~~~~~~~ 750% ~~~~~~~ 36%
6 ~~~~~~~ 960% ~~~~~~~ 45%

As we can see, the total damage output increases, not by a linear scheme, but by a quadratic one; each additional player gives more damage and group utility than the last even without being better geared. In addition, this does not take into consideration elemental status effects (*cough* shock *cough*), time spent kiting solo vs. standing and DPSing in a group, and the safety factor of having more players.

This is a complex issue; I don't have any ideas off the top of my head that would significantly increase the difficulty for well organized premade groups without butchering any semblance of public parties.
Last edited by Borgbilly#6205 on Feb 25, 2013, 8:40:56 AM
I think they should a solo only game mode.
They should


1) Decrease effectiveness of player CCs in group play
2) Increase AI in group play
make it harder please...still too easy for groups

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