Just a reminder, please remove the team loot bonus in version 0.5.
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You can see him in almost every post about reducing team-up benefits; he really works hard.
wawo
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is this actually a problem? im pretty casual and have never been richer than in this league. divs are like 10x deflated compared to previous league and stuff has like a high div count but i can also sell random drops for a lot of divs. what are people who are not professionals trying to get that is unattainable due to group play?
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The group bonus is the main cause of the economic collapse; the temple merely lent a hand. Regardless of whether the group consists of real people or bots, the rewards shouldn't be so generous.
Even the former director of Game for Games (GGG) made a video explaining how the economy has multiple effects on games: basically, if things don't change, then don't play them. |
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" They stated in recent interview that the temple specifically is out of control with loot drops and that it is unintended. They didn't mention anything about group play. Many temple runners don't even play in groups but are still rolling in divs |
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" You really have no arguments so you go into a personal level with accusations based on nothing? Combat Balance > Feelings
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" That is true but there has always been a benefit to group drops. Especially when people abuse it to corner markets. If it wasn't a thing then why would multi boxing be happening? It is fueling the RMT market and bots. Which for the love of god, can GGG actually take a stance on it. Either openly state they are cool with it or nuke the RMT'ers and bots. This saying its bad but doing basically nothing to stop it only makes it worse. |
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" I actually already responded to your arguments, but you probably chose to ignore them. Judging by how active you are on the forum, I don’t believe you simply missed my reply. I’ve also noticed you telling others in other posts to stop bringing up similar issues. You need to understand this is a Early Access Feedback. It’s completely normal for players to submit feedback here. It should be GGG, not you personally, who judges how serious these issues are and decides what to do about them. Below is my previous reply.
Spoiler
Even if party loot bonuses and rarity bonuses are removed, playing in a party can still drastically lower gear costs through aura effects. It is also obvious that the benefits provided by these auras are completely disproportionate to the increased difficulty that scales with party size. On top of that, party play allows the entire group to progress much faster through early-game content. Therefore, your argument that nerfing party loot bonuses would make party play completely inferior to solo play does not hold true. Party gameplay still retains clear advantages over playing alone. | |
" Good, I truly missed the reply. So now, please let me provide you with some counter-arguments summary in our constructive discussion we have here:
Spoiler
Boss-exclusive Uniques are not affected by rarity, nor party quantity bonus.
Group pays for 1 entry, gets more difficult fight and the same chance to get the unique as a solo player. Which makes it's value to be divided by up to 6 when it drops. - Technically drop value division per party member is balancing the singular Key entry cost. - Having auras and buffs is balancing more difficult fight. The only thing not being balanced is that in a party you commit with up to 6 people's time for the reward of solo. Which makes parties in actual disadvantage (besides the raw currency or white bases farming). - Thus, raw currency and white bases farming party advantage is what balances the Boss-exclusive drops that are in favour for solo player. - 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. Before you highlight the disproportion about which you might be correct - I am not defending the disproportion brother. I am just adding facts to the equation. System that is not (yet) balanced is not a broken system. And those posts we have here are being submitted with no understanding of the system at all - literally demanding to absolutely kill the party play because of vague nonsense. That is why instead of valid argumentation you just provided, and with which I agree to an extent, I am being thrown shit at usually. People don't want facts, they want profit equal to the one of others, whom commit X times more time and effort to get it. I am not denying the issues of inflation curve that bugged Temple caused in 0.4 - I agree it happened. As for the early game benefits of party play - I disagree. Game is way harder before you are on appropriate power level. I level in a 3 man party usually and it is WAY more difficult than solo (we have no aura bot) Nevertheless of which way GGG decide to go with all that, I will adapt and be fine. My inputs have character of facts-checking, not disagreeing for personal profits. I don't even play in a party besides my 2 irl friends with which we do Pinnacles together for fun. PS. I made multiple Mirrors farming Atziri solo. Combat Balance > Feelings Last edited by Evergrey#7535 on May 18, 2026, 5:20:00 AM
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More players in group = more mob difficulty. More mob difficulty = better loot. This has been a staple since Diablo 2, and will not be going away.
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" >based on nothing >30 posts a day how team loot bonus is great pick one |
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