Monster Health Scaling in Parties Revisited

"
Verminoth wrote:
"
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"?


this is the first and probably last time when i ABSOLUTELY agree with Slayer

you have ENOUGH 'incentives' to play in party already. for some - me included - these incentives are FAR exceeding what is needed

party play is faceroll and the ONLY way party is not clearing faster than solo is that you have too many MF farmers that deal zero damage but rock 250IIR+

auras, mf, safety of party, shocks and all that for <100%HP buff per player? it is a steal
"
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.


The bonus in MF is there to compensate group players. They get 1/6 of the loot a solo player would get if they share it equally. With the IIQ and IIR party bonus the drawback is not as severe, but it still requires a substantial increase in clear speed (working together) to be on par with solo loots. To beat solo loots, you need to play with a good MF player/culler.

EXP gain is better in group play
The cost of running maps is reduced by group play
Safety is increased in group play (more targets for monsters, share auras etc)
i can't believe this guy :O

unless hp % per party member isn't > 100% game won't be harder than solo. if a freaking zombie has 1000 hp that means when ur friend joins u, u no longer have to deal 1k dmg, both of u need to do only 800 dmg. how is that harder?

"
Verminoth wrote:
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.



if both of u cant kill this zombie that means u're shit or not strong enough YET, because guess what, point of this game is to kill monster so u get xp and gear so u can kill stronger monsters and kill them faster.

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


yeah? what else would i want?


For some reason in a full party it feels like I do less damage than other people but if it's a few it feels like I do more than others.

Edit: If anything maybe monster health regen bonus needs to be looked at.
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707
Budget Magicfind and/or Hardcore Flame Totem
http://www.pathofexile.com/forum/view-thread/1211543
Last edited by Necrogue#4186 on Feb 17, 2014, 3:26:37 PM
"
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.



This effect will always be true with PoE as it's balanced around top tier builds and gear deep in endgame. But then again it kind of has to be because PoE doesn't have a monster power type option which means you won't always party with people of similar power or capacity which results in that feeling of imbalance.
Last edited by GeorgAnatoly#4189 on Feb 17, 2014, 3:41:02 PM
Groups wouldn't have builds that do nothing but act as support if the current meta was too high of hp.

A good group will have aura, curse, MF, support builds. These builds will offer low end DPS themselves, but contribute enough dps effects to make the group better and more efficient.

TLDR. Synergy
You lose out a good deal with AoE dps while partying due to mobs being more scattered. You will also need to go out of your way to pick up any currency/rares dropped mobs killed by people outside of your own cluster of mobs.

Partying is safer, although I prefer to kill key damage dealers (ie: archmages) in 1-2 hits of AoE rather than to hit it 3-4 times and put myself in unnecessary danger.
Party pros:
- MF bonus
- Gargantuan survivability bonus
- Synergistic well communicating groups will have comparative cleartimes (if not better) than soloers with much worse gear, since mob health isn't upscaled by 100% additive per player
- Dedicated culler slot (potentially)

Party cons:
- If group play is suboptimal AND group members are tank builds, cleartimes will be slow
- Getting x people playing together is harder than getting 1 person playing however he likes
- Less per person loot in maps because of limited portals

You basically want to do away with con number 1, which happens to substantially buff pro number 3. I'd rather you don't get your way, honestly. I'd advise that your group tries to find its way into pro no3 instead (ie, play better, organize your aura setups, have someone pull mobs while others kill etc).
Last edited by elvy#3867 on Feb 17, 2014, 6:32:42 PM
If you lower the HP, put a turbo mode on the mobs plz.


Partying is already 10 times superior to soloing du to the fact that the incoming damages are split amongst the party + the potential synergy that can be in the group.

If party needs something, it would be more like a nerf than a buff to me.
If you are having trouble clearing with your friend, that means that one/some player(s) has(ve) too low dps, way too low.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Because my damage is quite shit at lvl 60+(2k dps only) and mob hp is kinda high, it mostly feels like I'm standing still half a day per mob of monsters and steadily watch their HP decline. Repeating this pattern a few billion times to get xp.
That's not fun.
Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right.

Report Forum Post

Report Account:

Report Type

Additional Info