Party play scaling is really harsh for duos.
I like it that it's hard, but come on.. The reviving sucks! Why must it take so long? As soon as a damage comes in you cancel all progression of reviving..
We play with 2 or 3 people, with 3 reviving is easy.. But with 2 it is absolute garbage. This is exactly the reason I disliked the D4 experience. |
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At least in D4 you just stand on the body, so you can fight and revive
Here you also got to click and can't fight |
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" Opposite experience here in the guild. It seemed really weird but doesn't seem weird anymore, when you synergize your builds together it's very very strong. |
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I think loot definitely needs to be multiplied for co-op of any levels, as well as enemy or boss frequency increased. Besides that though, because of the heavy boss mechanics now, there needs to be an option to disable spell/visual effects from other players/allied npcs.
My early access feedback: https://www.pathofexile.com/forum/view-thread/3639607
My Witch early access feedback: https://www.pathofexile.com/forum/view-thread/3632153 |
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" Turn your bloom all the way down, that should sort out most of the eye aids |
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I pretty well agree with OP. It is night and day how fast I can go through a boss health bar solo vs. with my duo partner, and for most bosses revive if one of us dies is actually impossible... so the surviving person gets to take literally 5-10 minutes to kill the boss while the other person can do nothing but quit the game and move on with their life.
I realize not everyone who plays cares about duo play, but I care more about it than which game I'm playing -- if it's bad (currently it's extremely bad) I find something different to play with my partner. |
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+1 not enough attention goes to party scaling. Was a problem in poe1 and is evidently a problem in PoE2. Even looking at experienced streamers, either the bosses are impossible to kill, or they evaporate, there is no inbetween because you essentially have to break the game to make it playable.
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+1, think it somewhat depends on the bosses but had a couple where I was playing with a friend and felt like it was taking way longer duo than just alone (though a couple also felt like they were a fair amount quicker as well, so might be something where party scaling balance would need to be addressed case by case)
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Yea this is a huge problem. At least where the player levels are very different. Can't speak to where both players are exactly the same level. Because the boss scales up damage and health to match the other players level and also scales up based on there being two in the party. It's always MUCH easier for either player to solo the boss in that scenario than it is to do it together in a group, which is messed up.
When I party with someone who is lower level I just started leaving the party for all their campaign boss fights - they are just much easier that way. That should not be the case. Also pretty ridiculous that mobs grant no XP at all to the higher level character, considering the trash is so scaled up it is actually more tanky than trash would be just playing solo at your current level. There def needs to be some work done on group mechanics before it's even equally as rewarding as just playing solo all the time. Unless the goal is for it to be a solo game. |
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I have noticed this aswell, more health on mobs/bosses is logical. BUT when I solod could <10 hit most bosses, then starting over with my duo and did the same build. Now I had to hit it 75+ times. How does that make sense?
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