Is co-op too easy?

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flab wrote:
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Desbris wrote:

But it still does not not change the fact that the game is far easier whilst in a group as well as it being extremely easy to be carried.


I realize the game can be significantly easier, but I seriously don't think there's too much you can do about this without screwing over partying in general.

At some point you have to accept that partying (in a decent party) is easier/more efficient for a number of reasons. It'd be great if there were really good ways to counter it, I just don't see it so far.


Fixing the Group vs Solo difficulty discrepancy would be hard to accomplish but not impossible.

I have no issue with a well-balanced group using communication and synergistic builds being able to progress at an increased rate. I do have an issue with a random pug being able to rush thru the game content with little to no risk.

When playing solo you have to use tactics and be careful not to die.
IGN: Wrathmar * Paulie * Client
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wrathmar wrote:

I have no issue with a well-balanced group using communication and synergistic builds being able to progress at an increased rate. I do have an issue with a random pug being able to rush thru the game content with little to no risk.


I'm not sure that is an entirely accurate view of the current situation. Synergy is vague too, should builds a+b > c+c purely because of diversity?

Look at this in terms of simple quantities:
- 1 player vs 1 monster.
How do you scale this, as directly as you could, with increasing players?
- 2 players vs 2 monsters.

So that probably can't be done.

I think they have well balanced partying mechanics tbh, considering the basic limitations. Think about the implications of damage and health, considering the sources and the targets.

Trying to fix some of the exploitative aspects of partying could probably help. I don't know if people will like some of those changes.
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wrathmar wrote:
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flab wrote:
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Desbris wrote:

But it still does not not change the fact that the game is far easier whilst in a group as well as it being extremely easy to be carried.


I realize the game can be significantly easier, but I seriously don't think there's too much you can do about this without screwing over partying in general.

At some point you have to accept that partying (in a decent party) is easier/more efficient for a number of reasons. It'd be great if there were really good ways to counter it, I just don't see it so far.


Fixing the Group vs Solo difficulty discrepancy would be hard to accomplish but not impossible.

I have no issue with a well-balanced group using communication and synergistic builds being able to progress at an increased rate. I do have an issue with a random pug being able to rush thru the game content with little to no risk.

When playing solo you have to use tactics and be careful not to die.


That is true, and yes as mentioned it is so easy to carry people.

But somehow there must be a way to make it harder for groups without breaking certain compositions or builds, like melee for instance.

But the situation with melee is actually a balancing issue in general. I guess part of the problem also stems with aggro and player targeting, this is one of the reasons why party play is so much easier and why so many situations and bosses are made a non issue for parties.
Yes I think diverse groups should be more powerful and based upon current balance A+B is better than C+C.
Player A - Anger - Marauder
Player B -Wrath - Witch
Player C - Hatred – Ranger
Right now Player A vs monster 1 is balanced. Players A+B vs monster 1 is kind of balanced. Player A+B+C+D+E+F vs monster 1 is unbalanced.

With current group dynamics GGG could slightly increase the monster health/armor/damage while in groups without punishing Melee too much. If they wanted to increase the monster stats even more than they would need to provide additional ways for players to buff melee’s defense maybe by stacking auras.
IGN: Wrathmar * Paulie * Client
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wrathmar wrote:
I would be difficult to balance the risk/rewards for parties but I have faith in GGG.

*Options to increase the difficulty*
Change the monster HP buff to 60-70% for each additional player
Increase monster attack/cast speed 1-5% for each additional player
Increase monster movement speed 1-3% for each additional player
Increase monster damage 1-5% for each additional player.
Add monster skills that are only used when facing a player group >2. Necromancers can cast ice nova when surrounded, Brutus chain attack fires in a fan pattern and can grab multiple players, more mage monsters have multiple projectiles or rain of fire, etc.

For example a group of six would face monsters with 300% more HP 20% increased attack/cast speed 10% increased movement speed and 5% increased damage.

This is where the difficult part will come in. Because GGG needs to increase the difficulty for all builds not just the Melee tanks classes.


*Options to increase the survivability of tanks in groups*
Add skills/auras designed for groups that increase in effectiveness based upon number of nearby party members.
-Increase HP 5% for each nearby party member
-Increase armor/evasion 5% for each nearby party member
-Grant 10% of base armor to nearby party members
-When nearby party members use health flasks you gain 10% of health recovered
Tweak current skills to provide greater survivability
-Increase the effective radius of discipline
-Molten shell grants additional armor based upon nearby party members
Add additional bonuses to charges that are only active in groups
-Endurance increases HP
-Frenzy increases evasion/movement speed
-Power grants ES recharge for each critical strike.


Edit - typos



i personally like wrathmar s idea especially that mobs will get special skills !!!!

brutus aditional chains,
some mobs getting a second ability for excample flicker strike and firesotrm.

necromancer who can icenova players.

waterelements can cast a waterwave with very high range or more spark totems like in the ledge or mobs that can cast sparks and spells.

more mobs with morten shell

or random things you have to be care of like windroses you cant destoy and u need to take care of to not step in just to mention some more ideas

- 25 resistence -5 for every player in the group or smth like that numbers can be tweaked to make party play the same challange as solo or a bit harder because you get much more itemfind with every player joining the party

Last edited by DonCamillo#3546 on Dec 29, 2012, 6:49:03 AM
Looks like we are all in agreement that co-op could use a difficulty buff. Hopefully this is something that GGG is already working on. We'll have to wait and see.
IGN: Wrathmar * Paulie * Client
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wrathmar wrote:
Looks like we are all in agreement that co-op could use a difficulty buff. Hopefully this is something that GGG is already working on. We'll have to wait and see.


id like to disagree with you!
increased monster dmg, as well as increased hp, is exactly what they did to diablo 3 parties, and it sucked big time.
no hc player in their right mind, not even anyone who took this game remotely "seriously" played in parties.

so basically: been there, done that and it sucked!
Agree with sdrakkon, adding more health & damage to mobs is a bad way to adjust 'difficulty', improve the AI & give monsters more mechanics is the right method IMO as currently monsters are dumber than a bag of dirt.
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lethal_papercut wrote:
Agree with sdrakkon, adding more health & damage to mobs is a bad way to adjust 'difficulty', improve the AI & give monsters more mechanics is the right method IMO as currently monsters are dumber than a bag of dirt.


but some abilitys for mobs and more mobs, aswell as some resistant panalties aswell as some magic monsters should be added with additional abiliies like firestorm and stuff like that. its a must in my opinion. im a hardcore player too and i find the game way to easy (except when i play my dmg duelist but even he got stronger with diamond flasks and ironwill and the right gear) and the most people in that thread agree with the fact that it is too easy. hopefully ggg find a way to make the party play more difficult, in a way that the most players are satisfied and people enjoy to play in groups and response in that thread if they are working on smth like that
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sdrakkon wrote:
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wrathmar wrote:
Looks like we are all in agreement that co-op could use a difficulty buff. Hopefully this is something that GGG is already working on. We'll have to wait and see.


id like to disagree with you!
increased monster dmg, as well as increased hp, is exactly what they did to diablo 3 parties, and it sucked big time.
no hc player in their right mind, not even anyone who took this game remotely "seriously" played in parties.

so basically: been there, done that and it sucked!


Are you disagreeing that Co-op is easier than solo? Or are you disagreeing with one of my suggestions?

While playing in a group player damage increases faster than monster health. This unbalanced growth in group damage causes monsters to die much faster in a group than in solo. So if monster die faster they attack fewer times. So while in a group players take less damage than they do while solo. Also someone who plays in groups can build a glass canon without the same concerns of survivability. This further tilts the player damage vs monster health balance.

If a monster is able to deal 1,000 damage in a solo setting they should be able to deal the same amount of damage in a group setting. For this to work the monster would have to survive as long in group as they do in solo or have an increased DPS.

I think increasing the DPS is the better way to accomplish this. I would like to see an increased amount of magic monsters and an increased frequency of specific monster mods like monsters fire multiple projectiles, monster deal increased damage, monster have life leach…

Diablo 3 is a different game. I think GGG could balance groups without creating excessive frustration.
IGN: Wrathmar * Paulie * Client

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