Different league, same rarity
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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. MF parties get to share the map and tablet costs, but still multiply the rewards and efficiency.Then all the currency, uniques, and high-value drops farmed by these MF parties flow into the same trade economy. Other 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. Why has GGG been able to ignore this kind of unfair design for so many leagues? Can someone tell me? 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? RMT players shouldn’t even be part of this discussion. Last bumped on May 14, 2026, 12:58:24 AM
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Because 6 players in 1 instance is less demanding on the servers than 6 players in 6 instances.
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" Average players dgaf about any of this, they just enjoy playing the game. Premade and coordinated groups will always generate wealth more efficiently than solo players, even if they eventually remove mf from gear. If it bothers you so much, then either find some friends, or stop playing trade. |
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"So why can’t MF just be removed first? I’m fine with MF parties play having some extra rewards, but not this kind of massive reward multiplier. I have friends to play with, but nobody wants to be a rarity bot. |
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Because the priority right now is to push this game to release, not tweak balance knobs.
They will have to fix rarity in this game at some point, but it is not as simple as you might think. |
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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
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" This could be a rubber stamp applied to like 90% of the threads on this forum. Who am I to say anything, I don't respect my time either. Last edited by karsey#2995 on May 13, 2026, 3:13:57 PM
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"No matter how you spin it, the unfairness is still there. All your arguments only make it sound slightly less bad, but they don’t change the fact that the problem exists. So why, in 0.3, am I permanently locked out of farming the hardest juiced Abyss maps? How is that not a balance issue? Also, PoE1 doesn’t do this. I still play PoE1 and who's the one who only watches streams? |
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" Sweet summer child... I don't want to ruin poe1 for you. |
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"Alright, keep PoE2’s rarity system forever then. God forbid it ever becomes PoE 1.5, lol. |
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