Brand Party Play Bugged or needs re-coded

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keeperofstars wrote:
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aggromagnet wrote:
There are a lot of instances of player skills/effects conflicting, as most things are limited to 1 application by default. Some things like curses can have that limit increased, but some like ground effects can't. That's entirely by design and is unlikely to ever change. The problem is that PoE is extremely opaque about this with regard to party play.

But you want party members whose skills and effects synergize when possible and at the very least don't conflict.


true, but even ground effects typically come as secondary effects / damage.

Burning ground, chilled, etc.

The brand issue woiuld be like saying.

traps cannot be triggered if another players traps have triggered on the monster recently.

I wasn't disagreeing at all with the premise. Just pointing out that there are various ways GGG blocks or at least impedes players from using some of the same stuff, and ground effects was just one example. Really most things that apply an effect to enemies for a duration or does DoT is going to be problematic if multiple players are doing the same thing.

That does hurt brands more than most anything else. But there's also another side to that.

Brands are pretty strong if you're well-built around them, they are mostly very hands-off, and enemies have no way to damage/kill, remove, or avoid them once they're applied. They usually take zero effort on players' part, and enemies are helpless against them other than their resistances/damage reduction. And unlike totems, mines, or traps, even positioning is largely irrelevant when it comes to single-target (which, if we're being honest, is the only real issue when it comes to the brand limit in parties).

If GGG were to allow parties to apply more brands to an enemy, the ability to do that would come with nerfs. Probably some pretty big ones. There's no way brands survive as they are now if GGG meaningfully increases or removes the limit for parties, anyway.

It's definitely a case of be very careful what you wish for. The real outcome probably wouldn't be what you want.
I have a pretty good sense of humor. I'm not German.
Is this balanced? Not really, but I guess it's that type of thing that's just like "don't party these builds together lol"

Negative synergies are totally allowed to exist, like curse on hit gear ruining curse builds, old EE builds ruining your damage, discipline making your blood rage degen more, etc, unwanted knockback, whack stuff with charges...

For more example, if you had 1 aurabot, or 4 aurabots, why the other 3 aurabots barely add anything... just don't party 4 aurabots together lol, similar to brand builds. I know brands are just a source of damage but it is what it is.
Last edited by biyte#7917 on Jan 3, 2022, 8:26:47 PM

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