Team Farming
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No matter how GGG tweaks the game, as long as team farming isn’t nerfed, every future version will end up the same. Farming groups flood the market with Divine Orbs, making them so cheap that they can buy anything they want. This massive inflow speeds up inflation—what a regular player earns in a whole day of grinding can’t match what a farming team gets in an hour. By the time players finally save up enough Divine Orbs for that upgrade, prices have already risen faster than they can farm.
Some bosses could be killed quickly, but then GGG adds health‑gating or forces mechanics just to prevent instant kills. And that serpent‑thing in the Abyss—a regular mob with an invulnerability phase—is pure annoyance. Mechanics like these don’t make players feel accomplished; they just frustrate them. The reason team farming isn’t nerfed is to push players toward socializing and comparing themselves with others, so GGG can sell more cosmetic MTX. It’s like forcing players to be social, ignoring those who prefer to play solo or who struggle with social anxiety. When solo players see farming teams showered with loot, it’s as if the game is saying, “Hey, solo players aren’t welcome here. If you want good stuff, you must socialize, you must party up.” But no party lasts forever. Friends eventually leave. If a game’s success is built around group play, it will also fall because of it. A player who truly loves the game will buy cosmetics naturally, not out of peer pressure. Competing with others only leaves you perpetually restless. If GGG is so keen on the team farming model, why not introduce a solo-friendly mode that still allows item trading or a mode where playing in a party grants no loot bonus? Let's see how players respond to that. Last bumped on Dec 29, 2025, 6:17:25 PM
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as a solo player, this is nonsense.
The game is perfectly playable solo, as evidenced by a large majority of the player base playing solo, at least most of the time. “Freedom is what we do with what is done to us.”
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