Content Update 3.26.0 — Path of Exile: Secrets of the Atlas
brother the numbers are just too big.. . i could leave a room for the argument that party play could see more small insentive in the higher end .. late game. . sure.. id be ok if they increased the HP/and damage of monster per person in party and increased the loot to say 60% per person or around that 60-65% maybe even a mechanic where it scales with avrage level of the party. . id be on board.. but when they literally double the party drop which was already somewhat competitive ... to solo.. a literal 2x with 0 downside i actually dont feel like i even want to give it a chance and its easy league skip for me.. |
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" the problem is actually the number and lack of tradeoff. . party play was alreayd alot better early on and if done right still competitive or tiny bit behind later on when minmaxing the heck out of the famring. . and they didnt just balance that or gave a small buff they literally 2x double the currency for party without any additional drawback.. dmg of mobs is same per person.. so is the life.. . and speed.. . the result is that party gonna make around 2x more currency than solo if not closer to 3-4x when you consider scarabs availability .. . like you couldnt use specific scarabs outside of tier 17 becuase of their cost. |
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" They are not that big after scarab/rarity nerfs. Wouldnt be even surprised if nothing changed or got even worse for party play. Lets just wait, maybe it will be great for us solo players. |
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I might be wrong, but isn't the change from increased rarity to this "unique drop increase" a nerf towards t0 gear farm?, which is the thing on party play, afaik raw divs and upwards were scarce before (do not include affliction), only currency may drop a little bit more now, gotta see also how the t16.5 currency petal thingies work in each scenario, solo and party.
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Yes. It's the same 4 accounts not understanding the changes and posting doom over and over.
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I don't care about buffs/nerfs to group play, you can buff them to drop only mirrors, or nerf them to drop only regret orbs.
But, GGG, please, just... close your eyes and please "revert change" on Hexblast. Do I really have to go Havoc big balls, now? :O At the eve of the end
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" scrabas changes apply to solo players aswell. . it is always a comparison between solo and party.. Solo.. you pay for all map juicing on your own full price , and you need much more gear investment to kill the content while also being rarity /MF party before today : you split the cost of the map juice you can stack more power cause you get aura bot and you dont need to build rarity cause of rarity culler you can kill much juicer content for much less investment on gear, but the total currency you get per person after split is abit lower than what a solo player would get becuase the bonuses are 50% per player . party play after today patch : all of the above pros mentioned only that now you also get even more currency than solo player after split becuase the bonuses have been doubled, so now you literally get +100% drop per person. while you are splitting the cost . you juice 1 map for basiclaly 6 uses. there is now 0 point or advantage of solo and theres 0 drawback of party play. you are 100% losing money if you are not playing in party . so every time you pay for scarabs for party it cost 1/6 they out bid you |
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"I agree with this please reconsider atleast the party buffs, it is way too high. |
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"Agree fuck the group andies the already strong why buff them (killing economy) in trade yep. |
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" Phrecia has been my first league where I really got into crafting, and that was entirely thanks to the Settler recombinator system with its exclusive mod crafting. For the first time, crafting felt approachable - even for a casual player. It wasn't just a playground for players with endless divines, but something you could engage with meaningfully through planning and experimentation. The fact that knowledge and strategy could meaningfully improve your odds made the system feel rewarding and engaging rather than purely RNG-driven. It's disappointing to see that power scaled back. While I understand the goal of curbing top-end crafting, this change feels like it pushes the system back into niche territory - one where it becomes impractical or irrelevant for most players like me. I really hope this change is given one more look before being finalized. It would be great to see the mechanic preserved in a way that still supports deeper, more interactive crafting for a wider range of players. |
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