6-player party mapping gives 36 times the loot of solo play. Please nerf group farming rewards.

Someone online has tested it: a 6-player party with a dedicated Magic Finder (MF culler) gets at least 36 times the loot compared to solo mapping.*

This kind of reward completely destroys the game’s economy. If the 0.5 league is going to last half a year, then such an overpowered group farming advantage cannot be allowed to exist — otherwise, the economy will be severely ruined within the first week of the 0.5 league.

Please, GGG, significantly nerf group farming rewards!
Last bumped on May 24, 2026, 3:04:52 PM
More trust me bro math, huh?
But I do believe that MF Bots are at least more an issue than just the party bonus the hive has been complaining about lately.


They also did say they're planning to do a couple event league resets before 1.0 with some balance changes. They intentionally design the game so the majority of people are happy calling a league done after 1-2 months and moving on to other games temporarily. They don't really intend for you to keep grinding the full 6 months even if there wasn't going to be event leagues.
Link the video.

And why does this matter. Tell me in plain language how 6 people playing in a strategic manner to get 36% more loot than you (and somehow perfectly coordinating the inter-group distribution of that benefit) negatively affects your experience without using hypothetical assumptions.

Loot value is asymmetric. What you find valuable, I may not.

If you're talking strictly about raw currency drops, then that translates into more good gear on the market, because raw currency's primary purpose is to craft gear.

Higher supply with unchanged demand means that prices decrease.

If you're implying that more raw currency drops inflate prices because no one uses it for crafting, then that's your sign to start using over-inflated currency for crafting.

You are too hung up on trade pricing.

Understand the intrinsic value of gear and currencies and it won't matter that some other guy has 36% more raw divines in his stash than you, because at one point you'll have the boots he wants - mark'em up 36% higher, and then use the inflated surplus of currency to craft even better boots for him, which you can also trade for 36% more, since all he does is grind group stuff for raw divines.

This complaint reminds me of the people that thinks we need more "currency sinks" - It's gear. The ground loot. Slam it. That's the sink. If exalts are so worthless due to inflation, then it shouldn't be a large deal to chase lucky gg slams. I don't know how many thousands of exalts I've dropped this league in ssf but right now I've only got ~40 because I just yolo-slam all the time. There are multiple items I've yolo-crafted that would sell for 1k+ divines in the current trade league.

Stop looking over at what 0.5% of the player base is doing to get a 36% raw currency drop advantage over you and pay more attention to understanding the game's itemization system and you'll be 1000% more capable to eventually afford any gear you want, and also how to make the most out of the gear/currency you have.

The only possible thing I can think of is if they coordinated to overprice their own crafted items for trade and then noobs with no idea what overpriced gear looks like feel like they need to RMT orbs (from the same groups) for this gear, and then those groups use the same orbs (since they are traded back to them for the overpriced gear) to craft more overpriced gear and they leverage their 36% advantage to snowball into relative "market dominance".

That's not a group play problem, that's a people can't help themselves but RMT problem, because overpriced gear doesn't get purchased if no one has the orbs, and then the problem couldn't perpetuate itself.

It also ignores the fact that way more people play the game solo than in groups. I bet it's like high 90s percentage of the player base that plays solo. If you have 994 people playing solo, and 6 people in a group getting 136 "loots" while 994 people get 100 "loots" - the economical impact is extremely marginal.

And in the extreme inflation scenario you're imagining, it's still the case that it then becomes better to use your own orbs to craft and also chase gg yolo-slams rather than participate in buying overpriced gear in trade. You will eventually be able to sell your own over-priced item - you might even drop it.

At the end of the day, these guys are not the reason you can't afford to trade for your gear upgrades and their impact on your experience exists almost entirely in your own head.
Who am I to say anything, I don't respect my time either.
People that fund a rarity bot get increased loot by using that rarity bot? Who would have thought.
The rarity bot has been nerfed every league, gear has had its rarity reduced and rarity is being delt with. Y'all have been blowing this up because of last leagues issue, that's an outlier. Y'all didn't say anything about the group drop rate during the other leagues.
"
karsey#2995 wrote:
36% more loot than you


I'm not concerned about this issue tbh, but 36x is not 36% more, its 3,600%. so divided by 6 people its 6x or 600% more divines.

But also no source for this data so its all bunk.
Please GGG, I need my sparkly crown MTX in PoE2.
"
Musano#5035 wrote:
The rarity bot has been nerfed every league, gear has had its rarity reduced and rarity is being delt with. Y'all have been blowing this up because of last leagues issue, that's an outlier. Y'all didn't say anything about the group drop rate during the other leagues.

Temple is broken.
Everyone agrees temple is broken.

People start blaming party bonus? I'm really fascinated how people come to this conclusion.
u know everyone gets less loot when then play together right?

if bots are the issue than maybe you should be complaining about bots and not group play
"
karsey#2995 wrote:
Link the video.

And why does this matter. Tell me in plain language how 6 people playing in a strategic manner to get 36% more loot than you (and somehow perfectly coordinating the inter-group distribution of that benefit) negatively affects your experience without using hypothetical assumptions.

Loot value is asymmetric. What you find valuable, I may not.

If you're talking strictly about raw currency drops, then that translates into more good gear on the market, because raw currency's primary purpose is to craft gear.

Higher supply with unchanged demand means that prices decrease.

If you're implying that more raw currency drops inflate prices because no one uses it for crafting, then that's your sign to start using over-inflated currency for crafting.

You are too hung up on trade pricing.

Understand the intrinsic value of gear and currencies and it won't matter that some other guy has 36% more raw divines in his stash than you, because at one point you'll have the boots he wants - mark'em up 36% higher, and then use the inflated surplus of currency to craft even better boots for him, which you can also trade for 36% more, since all he does is grind group stuff for raw divines.

This complaint reminds me of the people that thinks we need more "currency sinks" - It's gear. The ground loot. Slam it. That's the sink. If exalts are so worthless due to inflation, then it shouldn't be a large deal to chase lucky gg slams. I don't know how many thousands of exalts I've dropped this league in ssf but right now I've only got ~40 because I just yolo-slam all the time. There are multiple items I've yolo-crafted that would sell for 1k+ divines in the current trade league.

Stop looking over at what 0.5% of the player base is doing to get a 36% raw currency drop advantage over you and pay more attention to understanding the game's itemization system and you'll be 1000% more capable to eventually afford any gear you want, and also how to make the most out of the gear/currency you have.

The only possible thing I can think of is if they coordinated to overprice their own crafted items for trade and then noobs with no idea what overpriced gear looks like feel like they need to RMT orbs (from the same groups) for this gear, and then those groups use the same orbs (since they are traded back to them for the overpriced gear) to craft more overpriced gear and they leverage their 36% advantage to snowball into relative "market dominance".

That's not a group play problem, that's a people can't help themselves but RMT problem, because overpriced gear doesn't get purchased if no one has the orbs, and then the problem couldn't perpetuate itself.

It also ignores the fact that way more people play the game solo than in groups. I bet it's like high 90s percentage of the player base that plays solo. If you have 994 people playing solo, and 6 people in a group getting 136 "loots" while 994 people get 100 "loots" - the economical impact is extremely marginal.

And in the extreme inflation scenario you're imagining, it's still the case that it then becomes better to use your own orbs to craft and also chase gg yolo-slams rather than participate in buying overpriced gear in trade. You will eventually be able to sell your own over-priced item - you might even drop it.

At the end of the day, these guys are not the reason you can't afford to trade for your gear upgrades and their impact on your experience exists almost entirely in your own head.


not 36% is 3600%
Here is the link to the test video from a Chinese streamer:https://www.bilibili.com/video/BV1sT546WEPH/
"
Direfell#7544 wrote:
"
karsey#2995 wrote:
36% more loot than you


I'm not concerned about this issue tbh, but 36x is not 36% more, its 3,600%. so divided by 6 people its 6x or 600% more divines.

But also no source for this data so its all bunk.


It's ture 3600%
Here is the link to the test video from a Chinese streamer:https://www.bilibili.com/video/BV1sT546WEPH/

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