Please stop rewarding group play with more drops
|
The quantity and quality of loot dropped in a map should be entirely dependent on factors such as the number and quality of monsters in the map, and the rarity of the player opening the map.
Currently, a group of six players entering the same map will receive a massive bonus to the number of loot drops, while a single player will receive far fewer. In other words, GGG is indirectly rewarding studios and players who use automated cheats (programs that automatically move characters or complete other commands) to form multiplayer groups. GGG is encouraging this type of cheating. At the same time, GGG has not imposed strict bans or restrictions on players who use cheats or other similar methods, resulting in severe in-game economic exploitation for all other players who do not use these methods. This happens almost every season. The most valuable rewards for multiplayer teams in this game shouldn't simply be an increase in the number of loot drops on a map (because that's illogical. All loot comes from killing monsters or opening chests. As long as the number of monsters in a map doesn't increase, the number of loot drops shouldn't increase regardless of how many players enter the map). Instead, they should be the following: 1. On a high-difficulty map, with a 6-player team, if the team is well-matched, even if each of the 6 team members has relatively low gear, they can still combine well together, allowing them to easily clear the map. 2. On a normal-difficulty map, with a 6-player team, if the team is well-matched, even if each of the 6 team members has relatively low gear, they can still combine well together, increasing their speed in clearing the map. 3. Other rewards that don't rely on the number or rarity of dropped items. Before replying to this post, make sure that you can understand the following 5 facts or logics: 1. Some people may say, 'I have never seen cheaters or illegal teams,' but this does not mean that there are no cheaters in POE2. There are many cheaters in every season, and the ban on them by GGG is far from enough. 2.The logical error of the team reward mechanism is that for the same investment (such as spending a good waystone and three tablet usage times), the team earns 6 times the number of items dropped. To help you better understand, let me give you an analogy. In real life, there is a tree on the ground now, and one person can get a piece of wood by cutting down the tree. If six people go to chop down this tree, they will only get one piece of wood in the end, but compared to one person chopping down the tree, six people spend less time. In current POE2, one person can obtain a piece of wood by chopping down trees. And six people going to chop down this tree can actually get six pieces of wood from one tree, which is completely wrong logic. 3.I don't care about the actual daily or seasonal earnings of other players, nor do I care about what top players, ordinary players, or casual players should earn currency at what speed. What I emphasized is that there is a problem with the drop reward mechanism, and GGG has a responsibility to solve this problem. 4. Regardless of whether the team players form their teams through legal or illegal means, and no matter how much effort and investment they put into the team, this does not change the problem I mentioned in the second point. The current team reward mechanism logic is completely wrong, just like a logging team's equipment, even if it is the world's top, they can only get one piece of wood for cutting a tree. It should not and cannot be possible to get six pieces of wood from a tree just because of good equipment and good cooperation. 5. Of course, I have been deeply involved in team games, and I am very aware of how outrageous the reward mechanism for playing in teams is and how severe the exploitation it can be for solo players. I don't hate team games, on the contrary, I love team games, but I am very aware that current team games are harming POE2, and GGG needs to introduce other more suitable team reward mechanisms. 6. Any player who is using illegal programs or automated cheat scripts likes to disguise themselves as a normal player and say that team games are a poorly profitable gameplay and simply don't work. First of all, you are wrong. Secondly, you are a group of low-quality players who have taken advantage of the loopholes in GGG's lax supervision. Thirdly, you are a very small minority among players, but your damage to POE2 is devastating. Finally, you cheaters will definitely not have a good ending. I am waiting to see the tragic situation when you are cleared. Thanks for watching. There is no right or wrong, only a song Last bumped on Jan 7, 2026, 6:21:48 AM
|
|
|
Sorry, but no.... The scaling means the map is approximately 6 times harder for a team of 6. It also needs to go much slower due to this scaling and the team needs to stick together to get the boosts. The scaling doesn't even mean 6 times more rewards when you look at the math. The game just needs more mechanics like vaal temple that actually make solo play rewarding and lucrative, not systems that punish cooperation or make avenues of accessing the economy even more difficult.
|
|
" no, not harder at all. Just more hp. And for 6 players its like ~3.5x more hp, not 6x. And the characters usually have enough dps to oneshot even 3.5x hp mobs, while drops become much more valuable with 6ppl+rarity bots |
|
" Everything you say is incorrect Last edited by ryszek#5266 on Jan 6, 2026, 8:36:47 AM
|
|
|
Group play is trash for 99.99% of people who want to play together (duo with friends, etc). Do not make it worse just because a single group of people abuse it every league since POE alpha.
Nerf it only for the people abusing, and make it better for the average player to WANT to group up. |
|
" Its not single group its thousands of players that invite leeches, these groups destroy the economy. Remove party bonus loot, make loot personal |
|
|
I think what you’re proposing 100% kills group play, and is an overreaction.
More balancing is needed though. The goal should be to make the drops 6 players get playing together for 20 mins to equal the total drops those 6 players would get playing separately for 20 mins each. My experience playing in groups so far makes me feel the uber-endgame-juiced groups are over performing, and need to be toned down. While playing in a group campaign to early-endgame, or just a group that isn’t fully maxed/stacked/juiced often gives less drops per player-time than playing solo. |
|
|
How dare people group up in a multiplayer game. Grouping needs to be banned
|
|
|
group play should back to being a social interaction mode, not economically benefitial comparing to solo. So party bonuses should be removed/nerfed hard.
If i play with my friends - it's because we want play together, not because this way we make 10x times more currency. |
|




















