POE2's Broken Team Looting: 46x Rewards, and GGG Risks Following Amazon Games' Fate
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Where is your proof that that currency purchasable so early is from group farmers and not hideout warriors?
Like if anyone could show any math to prove this, I'd be on board with finding a solution. But every time I see anyone do the math, it's just not the difference people claim. The same people are taking 10+ hours on the campaign while other solo players are in T15 maps in 6 hours, nerfing group play won't change the fact that grinders will always be way ahead of you. IMO, The only real valid consideration around the team play balance is the entry token cost for things. In certain cases some things like Scarabs and Tablets can be priced around the return a full stack group would make. But there's plenty of other mechanics that can be farmed roughly as efficiently solo (Temple in 0.4 being an obvious extreme outlier). Hideout warrior strats are always the best return on your time, and that doesn't require a full stack party. In either case, the 46x number is completely imaginary and arbitrary and destroys any credibility that any of your points might have had. |
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I might go multibox when 1.0 launch.
Yeah, GGG plz addrees team loot or not only me going with that mindset onward... |
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" Just because the guy is overreacting and coming up with some imaginary figure doesn't mean he doesn't have a point. Do you honestly think a handful of hideout warriors are going to earn enough to sell thousands of divs within the first 24 hours of a new season? I honestly don't understand why so many people act intentionally dense about this subject. Nearly every game that has any form of trade has an industry of farmers behind it. Online farmers abhor a vacuum, and any game that isn't being farmed soon will be. Or do you seriously believe that the dozens/hundreds of websites that sell countless amounts of POE currency are manned by a handful of trolls living in their mothers' basements? Seriously. People need to stop asking for "direct proof" and engage in some pretty lukewarm critical thinking. Or do atoms not exist because you can't see them with the naked eye? |
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" Dude!!! That was so on point that made me ROFL we need ban on buyers of RMT |
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Thanks for posting this, group play and rarity abuses are cancer of path of exile econmy for a long time and GGG is indirectly supporting this by creating the abuse items as uniques.
Currently group play balance forces highly synergistic group play and punishes friends casually playing together. This is so backwards. | |
" If the number was once in a random line I would agree more, but it's repeated and emphasized and even preemptively dismisses any obligation to provide evidence. This does not read like any sort of level assessment at any point. Did I ever claim it was a handful of hideout warriors? You put it perfectly yourself it's "an industry of farmers." I do feel this is conflating the claim made in this post that team play is 46x more rewarding than solo play, with your point which is basically that the farming industry exists. To your point, that farming industry explains it. There are at least thousands of people who do this as a job. They have planned efficient routes and strategies to maximize returns, which absolutely includes a combination of team farmers, solo farmers, crafters, and flippers. They also use secret information the public might not have found out yet when they can and exploit those for advantages. My ultimate point being that the disparity between average players and career farmers is similar to the difference between casuals and streamers - one group just has way more hours invested than the other. Even changing parties to add exactly 0 bonuses would not change that in any way. To the other point, yeah if someone is gonna claim and repeat a specific number on a topic that consistently fails to provide evidence, yeah it's fair to be extra critical. This topic is very clouded by the perception of being behind simply because you can't invest as much as other groups of people, and trying to blame the system rather than your investment. |
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" Good points. And I agree. However, aside from the OP using some arbitrary number like 46 (which I still don't understand), there is certainly a group bonus for loot. If you haven't experienced it yourself, it's pretty easy to test out. Farmers would be foolish not to use this to their advantage, since, as you said, and I agree, farming is a literal job to them. Which brings us back to the OP's poorly made point: that there is no real reason to have a group bonus, especially when farmers exploit it, which results in a massively skewed and inflated economy that prices out casual players, and ultimately drives some players to RMT to make up the difference. GGG can fix this, and yet they haven't, which plays to the advantage of a farming industry that they claim to dislike. Why not solve this problem and make farming less profitable? Honestly, GGG makes some bizarre decisions when it comes to this topic. They make crafting overly complex and tedious. They make ground loot nearly useless. They offer bonuses to loot for groups, multiboxers, and farmers. Why? If they want to stop RMT, why not solve some of these issues? Last edited by Mizenkailash#2794 on May 15, 2026, 4:34:39 PM
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Every time I've seen anyone do the math, like Empy as a prime example, it always shows that they could have made more profit solo than they did in a group. If even Empy can't make pay play more lucrative than solo, I'm extra skeptical without convincing evidence. I have experienced 6 person party farming with rarity bots. It feels good, you get a lot more tinks per session than solo. But I've always made more solo still. Especially compared to inefficient casual player stacks.
Even so, let's say they do remove the party party bonus. What happens then? It doesn't really affect the real world market, they're still the same relative distance ahead of the pack overall. Maybe The people that really ends up hurting are the cassuals that want to play with their friends and not try to gear multiple characters with a single persons loot. That's really the struggle with all the suggestions I've heard to combat the real world market. Pretty much no matter what kind of friction you add to try to slow them down, ends up slowing down cassuals even more. Your hearts in the right place and I'm not at all arguing against your desired outcomes, just acknowledging that reality is much more complex than we all wish. |
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" I don't disagree with any of this. My point is that GGG hasn't publicly addressed this issue and don't seem to be interested in tackling it. Yes, fixes are not easy to implement, and policing is a poor solution at best. But I have yet to see GGG come out and say, "Yeah, this is an issue. The economy is broken and we want to find a way to fix it." Instead, the economy just stays broken and casuals get stuck trying to make 500 div in a season to buy a nice pair of boots. Not to mention the players who are like, "Show me evidence," when evidence is biting them in the face (assuming they're playing on a trade server.) I actually left trade servers because of this exact issue, and it's a more enjoyable game, minus the byzantine, overly complex, heavily-reliant-on-RNG crafting system. |
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" Unfortunately that fixes most of the issues SC people are having It's not just about 46x rewards. It's rewards WITHOUT RISK. You are destined to be filled with trillions of loot that become worthless and easy to get -> less meaning -> less dopamine -> more posts like this |
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