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What?
Casuals are not forming rarity parties to abuse the bonus loot. I am not saying remove ALL loot. I am saying remove the BONUS loot. How is that so hard for you to understand?
You play with friends cool. Me too. Guess why I do it. I will tell you, it has NOTHING to do with BONUS loot. The BONUS loot is what we are talking about. The increased rarity multiplied by rarity bots. It is not that hard to understand.
Why do the "Free Xp NO damage NO loot" parties exist? Please explain this SINGLE point and you will see the problem.
Side note, what streamer/s are you referencing? DM? Tri? What other streamer are you referring to? I know for sure you cant be talking about Empy or Ziz....
If you have a full 6 man of all friends enjoying the game together, is that not enough? They need BONUS loot on top of that? You are proving the point again and again it is about the BONUS loot and NOT enjoying the game with friends.
But but but they have 5x the HP! Yea, and you have 6x the damage in a game where you can be strong enough to have 5afkers and still one shot. Again, IT IS ALL ABOUT THE BONUS LOOT.
Remove bonus loot
Remove rarity/cull bots
Remove multi boxing
Remove RMT'ers
Boom, economy is already in a better state. Even with the temple BS from Johnathan. Removing the BONUS loot from parties would have stemmed it some what. Party BONUS only multiplied the problem.
But you went from solo only to I group with friends sometimes. The truth is starting to come out. You want bonus loot to carry someone. That is the problem. You are doing it for the loot and not the enjoyment of playing the game with friends.
You keep emphasizing BONUS, which makes me think we're not on the same page about how this works. Just got the sake of this one narrow question, let's say we have two players, with 0% increased rarity at every possible level. Which do you understand to create more loot, and why:
A) 1 player that kills 2,000 monsters in a map.
B) 2 players that kill 2,000 monsters in a map.
Then you're talking about the leech parties I mentioned before. That's an interesting topic if you've got more specific thoughts around it. That's where the base line math above does break, when the loot isn't shared. Which goes back to the same question of, should we punish the people that aren't doing that, because some people bring in leechers? I'm on board with closing the leeching loophole if there's a fair way to do it that doesn't punish everyone else. But whether we could agree on that at all friends on your answer to the question above.
Then you bring up rarity bots in your checklist, which sounds way more likely to be a root cause than the party bonus. That would be an interesting conversation avenue too, and imo actually make a significant change in the direction that you want. Personally I don't like rarity on gear at all anyways. Outside of amount of and efficiency of party time invested, player rarity is what I pin the lions share of the economic gap on (and meta constraints).
There's a pretty big list of very popular streamers for PoE; out of them Empy is the only big one I know that does party play every league. Many play SSF for reasons for sure, but I'm more referring to the ones like Fubgun or Snoobae that power grind at levels on par with groups. But if you think I'm wrong there by all means shoot me some VoDs showing how much faster groups are at league start. I need more stalling content to consume anyways. :)
Not sure what's confusing about my story. On league start and when I'm in grind mode, I play solo. When I want to make money fast, I'm sitting in my hideout crafting and trading. When my friends are online, usually after the first couple weeks when I'm not as focused on grinding, we usually derp around on alts going slow as shit and over leveling every area. Sometimes we hop on and try to do pinnacle bosses with various numbers of players for fun (boss unique aren't affected by quant/rarity.) None of that is to get more loot, it's just for fun. I don't have them leeching in my maps or anything lame like that. We have experimented with doing rarity bot set ups with various numbers of players, and never found the return anywhere near what I get solo grinding or trading, and it was tedious to set up and coordinate, so we abandoned it because it wasn't worth it.
#% more items of valuable item classes
(e.g. currency/Gold) 100% 200% 300% 400% 500%
#% more items of non-valuable item classes
(e.g. non-unique equipment) 27% 51% 73% 93% 112%
#% more IIQ/IIR equivalent for unique items 27% / 17% 51% / 31% 73% / 44% 93% / 55% 112% / 65%
You could have just listened when others advised it earlier but I posted it again for you since you dont seem to grasp the difference between normal loot and BONUS loot.
Last edited by Soulsniper1313#7576 on May 20, 2026, 8:47:57 PM
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Party play has long been heavily exploited, and it’s common knowledge that most players group up solely for higher profits.
GGG has never managed to resolve the issue of people forming parties purely for gains. This problem has lingered from PoE1 all the way to PoE2, and that is an undeniable fact.
Do you actually understand my point? You are not a main party player, so do not excuse its excessive rewards just because you feel grouping has its hardships.
Were rare items ever obtainable by solo players in the early stage of the game economy? That was simply impossible. Over 90 percent of rare drops were acquired via party farming. The increased difficulty brought by teaming up pales in comparison to the massive damage boost it provides.
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Posted byqianshanzui#8264on May 20, 2026, 10:44:08 PM
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Nerfing party loot gains won’t take away any of the fun of playing in a group, so stop using enjoyment as an excuse.
You can’t just judge party benefits by raw stats alone—use some common sense. The synergy between party buffs and MF stacking is an open secret plain for everyone to see. Stop turning a blind eye and making excuses for overpowered party builds.
As for those party play content creators, I have nothing more to say. Plenty of their videos exposing excessive party profits have been taken down. Those in the know already understand, so there’s no need to argue pointlessly.
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Posted byqianshanzui#8264on May 20, 2026, 10:53:43 PM
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#% more items of valuable item classes
(e.g. currency/Gold) 100% 200% 300% 400% 500%
#% more items of non-valuable item classes
(e.g. non-unique equipment) 27% 51% 73% 93% 112%
#% more IIQ/IIR equivalent for unique items 27% / 17% 51% / 31% 73% / 44% 93% / 55% 112% / 65%
You could have just listened when others advised it earlier but I posted it again for you since you dont seem to grasp the difference between normal loot and BONUS loot.
First, those are numbers from PoE1, PoE2 has different values.
https://www.poewiki.net/wiki/Partying
https://www.poe2wiki.net/wiki/Partying
But sure, let's use that 112%/65%. Since that's bonus IIR/IIQ, that means it's added to the baseline. So it's 226%/165% IIR/IIQ. But there are 6 players splitting that loot, so per player it's ~38%/27.5%. At the same time, if those 6 players ran maps alone, they would be getting 100%/100% each.
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Posted byKaosuRyoko#1633on May 20, 2026, 11:18:00 PM
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Nerfing party loot gains won’t take away any of the fun of playing in a group, so stop using enjoyment as an excuse.
You can’t just judge party benefits by raw stats alone—use some common sense. The synergy between party buffs and MF stacking is an open secret plain for everyone to see. Stop turning a blind eye and making excuses for overpowered party builds.
As for those party play content creators, I have nothing more to say. Plenty of their videos exposing excessive party profits have been taken down. Those in the know already understand, so there’s no need to argue pointlessly.
If you read my messages you'll see I'm trying to solve the same problem. I'm just attempting to demonstrate player rarity and MF Gravebind/cullers are way more to blame.
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Posted byKaosuRyoko#1633on May 20, 2026, 11:22:04 PM
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#% more items of valuable item classes
(e.g. currency/Gold) 100% 200% 300% 400% 500%
#% more items of non-valuable item classes
(e.g. non-unique equipment) 27% 51% 73% 93% 112%
#% more IIQ/IIR equivalent for unique items 27% / 17% 51% / 31% 73% / 44% 93% / 55% 112% / 65%
You could have just listened when others advised it earlier but I posted it again for you since you dont seem to grasp the difference between normal loot and BONUS loot.
First, those are numbers from PoE1, PoE2 has different values.
https://www.poewiki.net/wiki/Partying
https://www.poe2wiki.net/wiki/Partying
But sure, let's use that 112%/65%. Since that's bonus IIR/IIQ, that means it's added to the baseline. So it's 226%/165% IIR/IIQ. But there are 6 players splitting that loot, so per player it's ~38%/27.5%. At the same time, if those 6 players ran maps alone, they would be getting 100%/100% each.
Heeey guys.
A six-person party isn't the problem; the problem is when people split six-person loot between 1-2 people. And in your calculations, you're not taking into account that the party bonus is currently the only decent source of quantity, and it's the best source of quantity, which is a multiplier. When you kill a rare monster, it's multiplied by quantity. So, if a solo player kills a rare monster six times, and a six-person party kills a rare, the difference will be huge. Plus, factor in the cost of tablets (in previous leagues, the best ones cost 10+ div, you need three of them).
The current situation means that if you want to farm maps, you have to lead leechers with you, otherwise there is too little loot.
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Posted byRassomaxa69#5346on May 21, 2026, 12:12:56 AM
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All these group play complaints just prove something:
PoE2 needs a proper “Group SSF” mode.
Not trade league.
Not normal SSF.
A permanently locked self-found group.
You create the group at league start with 1–6 players, and that’s it. Locked forever.
No public trade.
No market.
No importing items.
No joining halfway through.
No rotating players in and out.
No outside economy at all.
Only the players in that group can trade with each other.
Why?
Because the entire point is preserving the feeling that loot actually matters again.
Right now there’s a weird split:
SSF has meaningful progression, but you lose co-op
Trade league has co-op, but eventually everything becomes “just buy it”
And that’s exactly what people are complaining about in these threads.
When every item becomes:
“How many divines is this worth?”
instead of:
“Holy shit, we found this”
the game changes completely.
A locked Group SSF mode solves this beautifully.
You still get:
playing with friends
shared loot excitement
helping each other gear
co-op bossing
WITHOUT:
market manipulation
carry economies
giga-rich farming groups
trade dependency
“just buy your build”
And before people say:
“But what if my friend wants to join later?”
Too bad.
Start again.
That restriction is the ENTIRE reason the mode works.
The second you allow mid-joins or imports, people will optimize and exploit it like every other economy system.
Restrictions are what preserve the integrity of the mode.
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Posted byRagestorm26#0930on May 21, 2026, 1:54:17 AM
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All these group play complaints just prove something:
PoE2 needs a proper “Group SSF” mode.
Not trade league.
Not normal SSF.
A permanently locked self-found group.
You create the group at league start with 1–6 players, and that’s it. Locked forever.
No public trade.
No market.
No importing items.
No joining halfway through.
No rotating players in and out.
No outside economy at all.
Only the players in that group can trade with each other.
Why?
Because the entire point is preserving the feeling that loot actually matters again.
Right now there’s a weird split:
SSF has meaningful progression, but you lose co-op
Trade league has co-op, but eventually everything becomes “just buy it”
And that’s exactly what people are complaining about in these threads.
When every item becomes:
“How many divines is this worth?”
instead of:
“Holy shit, we found this”
the game changes completely.
A locked Group SSF mode solves this beautifully.
You still get:
playing with friends
shared loot excitement
helping each other gear
co-op bossing
WITHOUT:
market manipulation
carry economies
giga-rich farming groups
trade dependency
“just buy your build”
And before people say:
“But what if my friend wants to join later?”
Too bad.
Start again.
That restriction is the ENTIRE reason the mode works.
The second you allow mid-joins or imports, people will optimize and exploit it like every other economy system.
Restrictions are what preserve the integrity of the mode.
you missed the point that many cheaters use bots/other accounts to benefit from party play, how this idea of yours blocks that?
Last edited by ryszek#5266 on May 21, 2026, 6:45:02 AM
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Posted byryszek#5266on May 21, 2026, 6:44:39 AM
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It just hits me that bot users are basically untouchable darlings of GGG. I was foolish to even propose cracking down on them.
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Posted byqianshanzui#8264on May 21, 2026, 9:13:14 PM
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GG, it’s over. Next league, only party players get to enjoy the high-difficulty tablets. Might as well rebrand PoE2 as an MMORPG, because apparently you’re not allowed to push juiced maps unless you’re in a group!
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Posted bychilling0702#3970on May 21, 2026, 11:32:34 PM
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