Monster Health Scaling in Parties Revisited

Hello again.

I am writing as I did here:
http://www.pathofexile.com/forum/view-thread/561291/page/1

I am still of the opinion that monster health scales too high.

I did the domination/nemesis one week race, I just did the nemesis one week race, and I'm busy doing the domination week race. In all of these races, it was very obvious to our group that some of us would have been better off clearing alone.

I, for one, always liked having the incentive of group play be such a strong pull in this game and I feel like the monster health scaling takes away from this too much.

Scale back monster health by at least 10% in both cruel and merciless difficulties if not more.

I think the week races are a very good place to see the experiment or the real truth of what scaling monster health does as you can't twink out your characters and have to rely on your builds and drops as you go.

Just something to think about.

Thanks!
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Verminoth wrote:
Hello again.

I am writing as I did here:
http://www.pathofexile.com/forum/view-thread/561291/page/1

I am still of the opinion that monster health scales too high.

I did the domination/nemesis one week race, I just did the nemesis one week race, and I'm busy doing the domination week race. In all of these races, it was very obvious to our group that some of us would have been better off clearing alone.

I, for one, always liked having the incentive of group play be such a strong pull in this game and I feel like the monster health scaling takes away from this too much.

Scale back monster health by at least 10% in both cruel and merciless difficulties if not more.

I think the week races are a very good place to see the experiment or the real truth of what scaling monster health does as you can't twink out your characters and have to rely on your builds and drops as you go.

Just something to think about.

Thanks!


Mobs gain only 20%/40%/60% more Life per party member. If partying reduces your clear time, it's clearly someone doing so little damage they can't counteract that. 2 people party, you have the potential to double your total damage but mob Life only increases 60% (in Merciless).
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That's exactly my point linkstatic. The damage output requirements on each individual party member have increased to a point of not allowing people to choose sub-optimal damage output builds.

I think the game should be balanced around people having "okay" gear for the level that they are at, with average passive trees.

The way things are right now, my groups feel like they need to go damage or else get left behind because they are slowing the group down.

"
Verminoth wrote:
That's exactly my point linkstatic. The damage output requirements on each individual party member have increased to a point of not allowing people to choose sub-optimal damage output builds.

I think the game should be balanced around people having "okay" gear for the level that they are at, with average passive trees.

The way things are right now, my groups feel like they need to go damage or else get left behind because they are slowing the group down.



i hate party play but.. isnt what you describe the correct way?

monsters gain less than 100% hp per party member so there is place for less-than-optimal build in your party (you probably mean MF culler..) and you still should come ahead

party play is already total faceroll
Party play is less xp/min but much safer and you have the added benefit of sharing auras and mf.

Issue is that half the server plays zero dps aegis tanks.
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Last edited by Nephalim#2731 on Feb 17, 2014, 1:35:12 PM
They changed how much the health of the monster increases per party member per difficulty.

So the health of the mob increases more in Merciless than it does in Cruel.

I believe the health of the mob's increased based on Cruel and Merciless difficulty is a little too high is all.

I've done all three week races in the past month with and without groups and at times in Merciless it felt like it was slower than it should be.
Open beta:

25% per party member in normal
25% per party member in cruel
25% per party member in merciless

My experience: I had fun playing in parties.

Release:

25% per party member in normal
50% per party member in cruel
75% per party member in merciless

My experience: It felt like my char in merciless act 2 did no damage at all. If I were in the party made no difference. It felt like I only scratched enemies. Had a decent spectral throw build with good clear speed solo.


Re-balance

20% per party member normal
40% per party member cruel
60% per party member merciless

My experience: Playing in parties is only fun if my damage output is so obscene that 300% extra monster life balance it.

My opinion on PoE monster health scaling in parties?

FAIL. Party:ing requires a few powerful builds to be viable. Less powerful builds or people who lack good gear are basically just leeching xp and loot. I imagine that must be as humiliating as it is boring.
Last edited by Mr_Mustasch#5043 on Feb 17, 2014, 1:54:53 PM
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Mr_Mustasch wrote:

20% per party member normal
40% per party member cruel
60% per party member merciless


Mr Mustasch hits the nail on the head here.

I think monster health needs to go 20-30-40. The skills do not scale at the same rate as monster health, so it's very obvious from a mathematical perspective to see why people's damage drops off and/or groups have trouble clearing stuff.

Last edited by Verminoth#1247 on Feb 17, 2014, 1:51:37 PM
Fine. Change the hp values. While we're at it, ditch the increase in MF for being in a group, make it so you can't share auras, etc.

Should balance it right out.
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SL4Y3R wrote:
Fine. Change the hp values. While we're at it, ditch the increase in MF for being in a group, make it so you can't share auras, etc.

Should balance it right out.


I can't tell if you're just trolling or if this is a serious response. It's very clear that I am not for balancing anything here. Creating an incentive for people to group is what games should do in my mind and the monster health scaling increments the way they are detract from that.

Care to tell us how this contributes to the conversation?

Do you want no benefit to group play beyond "faster clear speed sometimes"?

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