Feedback on Co-Op Monster Scaling in PoE2 Patch 0.2 – It's Too Punishing

Hi GGG team,

I wanted to share some feedback regarding the recent Path of Exile 2 update (patch 0.2), specifically around co-op monster scaling.

Right now, co-op difficulty scaling feels extremely overtuned. Enemies in parties take way longer to kill compared to solo play. While some level of scaling is expected, the current tuning makes group play feel more like a chore than a fun experience. It turns exciting team synergy into a slog, and that’s a real shame — especially for those of us who paid to experience the game with friends.

The essence of an online ARPG like PoE is the ability to enjoy challenging but fair content with others. Right now, it feels like the game penalizes you for grouping up, especially after ACT3 forward . If the intent was to encourage co-op, this current scaling balance seems to do the opposite.

Please consider revisiting co-op scaling values — whether that means toning down enemy health or introducing smarter scaling based on gear brackets.

Thanks for your hard work. The foundation of PoE2 is incredible, but it needs tuning so group play feels rewarding — not punishing.
Last bumped on Apr 9, 2025, 3:23:22 PM
I disagree, and I am a group player any time I am not SSF.

When your builds synergize together, the sum of the group is much greater than the individual parts. PoE1 was like this.

Since my team has been doing stuff like this on d2, poe1 for years, we make our builds synergize around each other in poe2 and trivialize a lot of content.

Frankly, I'd like for them to hurry up and add more support skills like links.

it's the opposite of punishing, it's actually rewarding. When you get set up you can give your entire group giga cull 500% MF and more than double damage per unit.

It's actually somewhat punishing if your builds are just standalone solo centric builds.
Last edited by Kaboinglefop#0955 on Apr 9, 2025, 3:24:13 PM

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