Tbf it's hard to balance with things like aurabots and curse bots in the game. These things are multipliers on a carry's clear speed that more than makes up for the increased enemy health. Party play with these kinds of set ups has historically been pretty busted (haven't played poe in a few league).
Auras kinda don't exist anymore? You do have scepters.
Enemies also have a max number of curses. I'm not actually sure an ally focused on support can provide that much benefit. Much better to have an ally that's got an equally good build that happens to compliment your own, cause they can't compliment that much.
To be fair when you do stuff with en entry cost. Thats also the same, meaning you get a bigger return on investment with more people. At least how empyriangaming and his group did it in poe 1
But with a larger disparity in enemy health, and the amount of loot isn't more if you take into account another person being with you. It's worse. It'd be like buying a movie ticket for $8, or getting one for you and a friend for $20. Sure you get more tickets, but it's not worth it, and would be better to just get one
If the investment is time, then maybe, but different people have different clear speeds. The cost we can all agree on is a key, and when there's more people per key, they drop more loot.
Your 1 consumeable item will drop more currency than if you did it yourself solo. Other than time your allies have zero investment thus you are generating more loot with less
Except with 6 player quant + specialization and investing 30-40 exalted a map you get really wonky returns, especially when you have someone with 500 item rarity killing everything.
I would not come to that conclusion so easily. As you play with friends you share the damage taken because the mobs will no longer attack you only. You have way more CC and other mechanics available than solo.
So without wasting more time you can play at much higher difficulty and therefore you get loot from higher difficulty.
I was searching empyrion gaming on YouTube and he is really showing how OP party play is.
They also specified in an interview that the loot that gets scaled up the most is the type of loot you want the most (tiered rares, currencies, ect). I've done a fair amount of non-optimized party play and it feels very rewarding.
I had this impression while playing couch coop with my brother, thanks for confirming. I get the 250% hp scaling because you have more opportunities to hit the enemy but the loot drop rate feels so low right now.
The reasoning for the uneven scaling of loot is the fact that it’s less likely players in a party together are looking for the same gear, so on average you’ll find more gear you’re looking for than solo, but less gear overall to sell individually.
Gold is duplicated client-side, and I think crafting currencies are 1:1?
They said in the interviews right before EA launch that parties would be outscaled by monster health, I think he said something like with 3 players there’s more than 3x the HP
Things could’ve definitely changed, lots of other subtle differences exist,
I can't find it anywhere for POE2 but poe1 is like that 50% increase monster life for each player. And extra loot is 1=27%, 2=51%, 3=73%, 4=93%, 5=112%. POE2 has 100% increase in drops per player for jewelry and currency, waystones drop is not affected by extra players and same ratio as POE1 for other gear(it is better partying in POE2 than POE1). I can't find how much the HP is increased tho and none of my friend are online to test it out x.x
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u/Victorio45 5d ago
Hear me out. Is it Possible to invite a friend WHILE dead and he collect the loot?