Perspective of a Team Player

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Ondrugs#1147 wrote:
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Snooke#4557 wrote:
Why? Because you probably have zero attention span to look into some basic crafting and spam unjuiced maps thinking you will become the billionare the previous poster talked about.


Unfortunately, even at the limit of solo farming player, Fubgun lamented how broken the group farming is. Even splitting the drops between six people into one...

Oh, if you can't do that? then because your group probably have zero attention span to look into some basic crafting and spam unjuiced maps...


Effective grp farming. He most likely referred to people which abuse rarity on one of the people which gets stacked further with rarity per member. But having 6 random people mixed together with none of them having rarity, will no result in better outcomes against a solo player. Cause the solo player will most likely be 6 times faster as the grp and their drops will not suffice for what solo can get in the meanwhile.

Speed was always better. Even in PoE 1.

You guys need to differ and learn what people refer to if they talk about grp play. Nobody refers to random people playing in a grp in PoE, they always talk about at least one rarity bot and a carry.


Exactly this.
Last edited by Snooke#4557 on Jan 4, 2026, 11:45:01 AM
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lol49#6377 wrote:
Every once in a while i still see threads where people complain about team play getting rewarded too much. Since i play most of my time with friends i wanted to add the perspective of someone who actually engages in team play. (Which most players dont seem to do)

What people usually complain about is that team play gets rewarded with way better drops. But this is not at all the experience of the regular team player. Quite the opposite.

Right now, if i do any content on my own i will get 100% of the loot. When i play the same content with 3 friends we get the same amount of loot. So only 25% per player. In terms of rarity, the drops are pretty much the same as in solo play. So effectively for playing the same content your gear progression gets cut by 75%. This means you have to put in 4 times as much play time compared to a solo player to get the same drops.

Now, i know what people are going to say: "but its about the abusers who stack rarity on one character while another farms". Yeah... but... who cares. This is such a small minority of players that it doesnt affect anything. This doesnt affect the economy at all.

The game should not be balanced around a very niche issue that doesnt affect anyone (aside from jealousy maybe) and heavily punish players who simply want to play with their friends.



Naive, a solo player can't run a culler build and stack 500+ rarity while having offensive/defensive power. Deathbinds are the actual problem, not group play.
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lol49#6377 wrote:
Every once in a while i still see threads where people complain about team play getting rewarded too much. Since i play most of my time with friends i wanted to add the perspective of someone who actually engages in team play. (Which most players dont seem to do)

What people usually complain about is that team play gets rewarded with way better drops. But this is not at all the experience of the regular team player. Quite the opposite.

Right now, if i do any content on my own i will get 100% of the loot. When i play the same content with 3 friends we get the same amount of loot. So only 25% per player. In terms of rarity, the drops are pretty much the same as in solo play. So effectively for playing the same content your gear progression gets cut by 75%. This means you have to put in 4 times as much play time compared to a solo player to get the same drops.

Now, i know what people are going to say: "but its about the abusers who stack rarity on one character while another farms". Yeah... but... who cares. This is such a small minority of players that it doesnt affect anything. This doesnt affect the economy at all.

The game should not be balanced around a very niche issue that doesnt affect anyone (aside from jealousy maybe) and heavily punish players who simply want to play with their friends.


You prolly want to change your thread topic to casual grp player perspective. Cause people which play PoE for longer will not see your situation or have any understanding for it, since they refer to something else in terms of teamplay.
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scaeva_#9735 wrote:
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lol49#6377 wrote:
Every once in a while i still see threads where people complain about team play getting rewarded too much. Since i play most of my time with friends i wanted to add the perspective of someone who actually engages in team play. (Which most players dont seem to do)

What people usually complain about is that team play gets rewarded with way better drops. But this is not at all the experience of the regular team player. Quite the opposite.

Right now, if i do any content on my own i will get 100% of the loot. When i play the same content with 3 friends we get the same amount of loot. So only 25% per player. In terms of rarity, the drops are pretty much the same as in solo play. So effectively for playing the same content your gear progression gets cut by 75%. This means you have to put in 4 times as much play time compared to a solo player to get the same drops.

Now, i know what people are going to say: "but its about the abusers who stack rarity on one character while another farms". Yeah... but... who cares. This is such a small minority of players that it doesnt affect anything. This doesnt affect the economy at all.

The game should not be balanced around a very niche issue that doesnt affect anyone (aside from jealousy maybe) and heavily punish players who simply want to play with their friends.



It is not really that naive, he is merely clueless that people which play PoE for longer now, see grp/team play as something completely different as he is referring to.

Which arguments besides the actual problem. Rarity as a mod on gear or that rarity can affect currency and being able to have something called a culler in grp play which brings that to its extremes.
Naive, a solo player can't run a culler build and stack 500+ rarity while having offensive/defensive power. Deathbinds are the actual problem, not group play.
Last edited by Ondrugs#1147 on Jan 4, 2026, 12:08:13 PM
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Ondrugs#1147 wrote:
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scaeva_#9735 wrote:
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lol49#6377 wrote:
Every once in a while i still see threads where people complain about team play getting rewarded too much. Since i play most of my time with friends i wanted to add the perspective of someone who actually engages in team play. (Which most players dont seem to do)

What people usually complain about is that team play gets rewarded with way better drops. But this is not at all the experience of the regular team player. Quite the opposite.

Right now, if i do any content on my own i will get 100% of the loot. When i play the same content with 3 friends we get the same amount of loot. So only 25% per player. In terms of rarity, the drops are pretty much the same as in solo play. So effectively for playing the same content your gear progression gets cut by 75%. This means you have to put in 4 times as much play time compared to a solo player to get the same drops.

Now, i know what people are going to say: "but its about the abusers who stack rarity on one character while another farms". Yeah... but... who cares. This is such a small minority of players that it doesnt affect anything. This doesnt affect the economy at all.

The game should not be balanced around a very niche issue that doesnt affect anyone (aside from jealousy maybe) and heavily punish players who simply want to play with their friends.



It is not really that naive, he is merely clueless that people which play PoE for longer now, see grp/team play as something completely different as he is referring to.

Which arguments besides the actual problem. Rarity as a mod on gear or that rarity can affect currency and being able to have something called a culler in grp play which brings that to its extremes.
Naive, a solo player can't run a culler build and stack 500+ rarity while having offensive/defensive power. Deathbinds are the actual problem, not group play.


In one of the interviews they even admitted to having neglected group play in development for a while. By that I also assume they meant outside bot/culler play.
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Ondrugs#1147 wrote:
Deathbinds are the actual problem, not group play.


Actually, some of the farm teams don't use the Deathbinds anymore. This is because it has a bug that can cause missed kills.

They would choose to stack the rarity and damage of the main killer, completely abandoning defense, and letting the aura support provide survivability and more damage.

Therefore, simply removing the Deathbinds won't solve the problem.
Last edited by 2930406327#5728 on Jan 4, 2026, 12:25:44 PM
Op is clueless teampleay isn't broken because you and your friend do t5 map together, it's broken because people invite other to leech only to get bonus loot
Last edited by ryszek#5266 on Jan 4, 2026, 12:33:18 PM
This topic has somehow devolved into the same arguments that i read in every thread about teamplay and it completely missed my point.

People are always talking about "all those groups that abuse teamplay to farm more efficiently". This is along the same lines that people talk about in every other game forum.
In peoples heads there seems to always be this big majority of players who all optimize their strategy to get the most progress. As someone who has played various games to a pretty high level i can tell you: this great number of optimized players usually doesnt exist. It does not in other games and it most likely doesnt here.

If there actually is evidence for the existence of all those optimized teamplayers than i would honestly like to see it. But you guys cant present an outcome as evidence. "There is great inflation" is not evidence for optimized teamplay. I really think people highly overestimate how many players actually play in any optimized way.
Last edited by lol49#6377 on Jan 4, 2026, 2:03:05 PM
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Ondrugs#1147 wrote:
Deathbinds are the actual problem, not group play.


Actually, some of the farm teams don't use the Deathbinds anymore. This is because it has a bug that can cause missed kills.

They would choose to stack the rarity and damage of the main killer, completely abandoning defense, and letting the aura support provide survivability and more damage.

Therefore, simply removing the Deathbinds won't solve the problem.


Which just moves the actual problem, but is still the case. Deathbinds and rarity are the problem. So still not grp play...
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lol49#6377 wrote:
Every once in a while i still see threads where people complain about team play getting rewarded too much. Since i play most of my time with friends i wanted to add the perspective of someone who actually engages in team play. (Which most players dont seem to do)

What people usually complain about is that team play gets rewarded with way better drops. But this is not at all the experience of the regular team player. Quite the opposite.

Right now, if i do any content on my own i will get 100% of the loot. When i play the same content with 3 friends we get the same amount of loot. So only 25% per player. In terms of rarity, the drops are pretty much the same as in solo play. So effectively for playing the same content your gear progression gets cut by 75%. This means you have to put in 4 times as much play time compared to a solo player to get the same drops.

Now, i know what people are going to say: "but its about the abusers who stack rarity on one character while another farms". Yeah... but... who cares. This is such a small minority of players that it doesnt affect anything. This doesnt affect the economy at all.

The game should not be balanced around a very niche issue that doesnt affect anyone (aside from jealousy maybe) and heavily punish players who simply want to play with their friends.


Most zoom zoomers just bot, the issue is not the amount of drops, its the rarity, and rarity as a whole.... not necessarily group play

Nerf rarity in general, fuck just remove it, and make the drops in group semi equivelant to solo, I truly think groups should get more of a quantity of drops, not rarity as rarity incentivizes and almost makes group play feel forced hence the botting, join a few leechers and they legit straight up say ya im botting just stay back and leave me all the drops...
Last edited by Jobama#9902 on Jan 4, 2026, 4:38:09 PM

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