Just a reminder, please remove the team loot bonus in version 0.5.

No amount of new content will ever matter as much as removing party loot bonuses and making solo and party rewards equal.

And if you absolutely refuse to nerf these absurd party rewards, then at least give us a solo-only server with trading enabled.

Right now, group farming costs only 1/N compared to solo play. Entry costs are the same, but party loot scales massively higher. The overall efficiency of party farming is several times higher than solo, especially for organized farming groups.

And don’t bring up “splitting the loot equally.” If fairness is really the argument, then loot drops, entry costs, and rarity rolls should all be individual per player.

This shared-drop multiplier system basically exists to benefit multiboxers, bot trains, and organized loot-farming groups. Solo players and normal groups of friends are the ones getting punished by it.

Please, I’m begging you — launch a solo-trade server in 0.5.

If nothing changes, my friends and I are done with the game.
I think party play would be fair if either the entry costs are matched (which is kinda impossible since finding good maps and stuff cant really be matched on a per player basis) or the increased loot matches that.

So:
- No increased rarity of items (since this could up some items from useless to valuable, think dropping divines instead exalts)
- An increased quantity of items from monsters (<100% per player, to make up for the lower entry cost)
- a similar mod for the amount of ritual favor and things like that? But nothing like better chances for ritual items…

Im sure there is a balance here, they just need to find it. And if your that unhappy with all of itm just play ssf. Its fun.
Last edited by KäsePizza#3007 on May 13, 2026, 8:23:45 AM
It is estimated that many players are unaware of how Tencent server scripts, multiple synchronizer instances, and other abnormal methods disrupt the game's economic system, causing the items obtained by ordinary players in the game to be disproportionately less than those obtained through the aforementioned scripts and multiple synchronizer instances, and affecting the normal ecological environment of the game. Support for balancing down the team-up drop rates.
"
It is estimated that many players are unaware of how Tencent server scripts, multiple synchronizer instances, and other abnormal methods disrupt the game's economic system, causing the items obtained by ordinary players in the game to be disproportionately less than those obtained through the aforementioned scripts and multiple synchronizer instances, and affecting the normal ecological environment of the game. Support for balancing down the team-up drop rates.


??
You know that if you have a multiplayer game the items are spawned once server side, so there shouldn't be any kind of unintended dupes if they didn't mess up big time... There is just a boost to quant afaik, but idk how much it actually is rn... Wiki also says conflicting stuff (two different values there...)
Last edited by KäsePizza#3007 on May 13, 2026, 8:52:03 AM
I have no problem with regular players partying up with normal builds. What I absolutely hate is the design around dedicated MF parties.

The biggest issue with MF parties is that they split everything apart: clear speed, survivability, support, curses, rarity stacking, and the MF culler role. A solo player has to make all those trade-offs on one character. If I stack rarity as a solo player, I lose damage and defense. But in an MF party, the rarity stacker can just focus on item rarity and culling, while the rest of the party covers all the weaknesses.

Then all the currency, uniques, and high-value drops farmed by these MF parties flow into the same trade economy. Solo players don’t get access to that level of efficiency, but they still have to deal with the prices and economy shaped by it.

So my problem isn’t with normal party play. My problem is with MF parties being able to split the cost, spread out the risk, multiply the rewards, and then make the entire solo playerbase pay the price through the shared economy.

Why has GGG been able to ignore this kind of unfair design for so many leagues? Can someone tell me? Is GGG protecting MF parties on purpose?

Do average players really have five friends available every day to run MF parties, with all six of them playing builds that can’t even farm solo?
AI Commentary: The Harms of Party Loot Farming in PoE2 0.1–0.4 League
The harms of party loot farming in PoE2 0.1–0.4 leagues
Party loot farming in the 0.1 to 0.4 leagues of Path of Exile 2 is essentially a perfect storm of unlimited currency printing, ultra-low-cost mass looting, and abused game loopholes. It dealt systemic damage to the in-game economy, play fairness, and league content lifespan.
1. Economy: Runaway hyperinflation in just a few days
The official party loot bonus plus hidden proximity player drop multipliers made a full party yield several times more currency than solo play. Multiboxing and syncing tools pushed farming efficiency to an absurd level.
Currency supply flooded the market in days, high-value orbs crashed sharply, crafting costs collapsed, and endgame item pricing completely broke down. Rare high-tier currency and mirror-tier items became mass-produced, destroying the high-end gear market entirely.
Party members split map and mechanic costs together, making high-tier endgame farming risk-free and far more profitable than solo play, pushing solo players out of endgame content.
2. Player ecosystem: Broken fairness and mass player exodus
The wealth gap between solo players and party farmers became enormous. Casual solo players gained almost nothing while party groups farmed massive wealth effortlessly, ruining the gaming experience and driving many to quit.
Build diversity died instantly. The meta was fixed into one damage dealer plus full MF support bots. There was no need for creative build crafting—just leech and loot passively, killing the core fun of build making.
This trend also flooded the game with bots and gold-farming groups. AFK multibox farming ran nonstop, poisoning the trading environment. Item prices fluctuated wildly by the day, making crafting meaningless and burning out league content within two weeks.
3. Game lifespan: Early content burnout and devalued leagues
Overpowered party farming let players fully clear and finish all endgame content in just one or two weeks. League mechanics and core endgame systems became irrelevant, as party loot output overshadowed all intended game content.
League design lost its value, community activity plummeted, and both veteran and new players were driven away, leaving a lasting negative impact on the game’s reputation.
Core essence
Party loot farming in these early leagues is equivalent to unanchored unrestricted money printing in the real world. The broken party mechanic created an unlimited currency supply with no effective sink, collapsing the seasonal credit-based economy and widening the gap between casual players and exploit groups.
Boss-exclusive loot table is not affected by rarity, nor party bonus.
So Party play is better only for Raw Currency (rarity) or white bases (negative rarity) farming.
Temple snake is perfect suit for that, and it is pretty much the only content that's "better" for a group.
Temple can be utilized by a solo to farm Atziri too btw.

So, as a solo, you farm Boss-exclusive items instead of farming raw currency/white bases.

Groups inflating the Currency value are effectively increasing the value of items from Boss-exclusive loot tables, which is balancing the issue.
Also - more divs in the pool - more you can actually use them to roll mods on an item instead of stockpiling for a buy.

Issue exists only for those who watch streamers instead of playing the game on their own.
Combat Balance > Feelings
Last edited by Evergrey#7535 on May 13, 2026, 2:36:40 PM
"
Evergrey#7535 wrote:
Boss-exclusive loot table is not affected by rarity, nor party bonus.
So Party play is better only for Raw Currency (rarity) or white bases (negative rarity) farming.
Temple snake is perfect suit for that, and it is pretty much the only content that's "better" for a group.
Temple can be utilized by a solo to farm Atziri too btw.

So, as a solo, you farm Boss-exclusive items instead of farming raw currency/white bases.

Groups inflating the Currency value are effectively increasing the value of items from Boss-exclusive loot tables, which is balancing the issue.
Also - more divs in the pool - more you can actually use them to roll mods on an item instead of stockpiling for a buy.

Issue exists only for those who watch streamers instead of playing the game on their own.


stop spamming every topic buddy
"
Evergrey#7535 wrote:
Boss-exclusive loot table is not affected by rarity, nor party bonus.
So Party play is better only for Raw Currency (rarity) or white bases (negative rarity) farming.
Temple snake is perfect suit for that, and it is pretty much the only content that's "better" for a group.
Temple can be utilized by a solo to farm Atziri too btw.

So, as a solo, you farm Boss-exclusive items instead of farming raw currency/white bases.

Groups inflating the Currency value are effectively increasing the value of items from Boss-exclusive loot tables, which is balancing the issue.
Also - more divs in the pool - more you can actually use them to roll mods on an item instead of stockpiling for a buy.

Issue exists only for those who watch streamers instead of playing the game on their own.


The puppy is guarding its food.
Ggg Do you feel like team players are generating a lot of revenue for account purchases, but next season you'll become a free-to-play game, and the largest player base—regular players—is almost gone? Are you expecting team players to buy your skins? Team players absolutely won't, because they only care about profits and have no time to appreciate any worthless skins.

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