Hello again.



I am writing as I did here:

http://www.pathofexile.com/forum/view-thread/561291/page/1



I am still of the opinion that monster health scales too high.



I did the domination/nemesis one week race, I just did the nemesis one week race, and I'm busy doing the domination week race. In all of these races, it was very obvious to our group that some of us would have been better off clearing alone.



I, for one, always liked having the incentive of group play be such a strong pull in this game and I feel like the monster health scaling takes away from this too much.



Scale back monster health by at least 10% in both cruel and merciless difficulties if not more.



I think the week races are a very good place to see the experiment or the real truth of what scaling monster health does as you can't twink out your characters and have to rely on your builds and drops as you go.



Just something to think about.



Thanks!

Posted by

Verminoth

on on Quote this Post

" Verminoth



I am writing as I did here:

http://www.pathofexile.com/forum/view-thread/561291/page/1



I am still of the opinion that monster health scales too high.



I did the domination/nemesis one week race, I just did the nemesis one week race, and I'm busy doing the domination week race. In all of these races, it was very obvious to our group that some of us would have been better off clearing alone.



I, for one, always liked having the incentive of group play be such a strong pull in this game and I feel like the monster health scaling takes away from this too much.



Scale back monster health by at least 10% in both cruel and merciless difficulties if not more.



I think the week races are a very good place to see the experiment or the real truth of what scaling monster health does as you can't twink out your characters and have to rely on your builds and drops as you go.



Just something to think about.



Thanks!

Hello again.I am writing as I did here:http://www.pathofexile.com/forum/view-thread/561291/page/1I am still of the opinion that monster health scales too high.I did the domination/nemesis one week race, I just did the nemesis one week race, and I'm busy doing the domination week race. In all of these races, it was very obvious to our group that some of us would have been better off clearing alone.I, for one, always liked having the incentive of group play be such a strong pull in this game and I feel like the monster health scaling takes away from this too much.Scale back monster health by at least 10% in both cruel and merciless difficulties if not more.I think the week races are a very good place to see the experiment or the real truth of what scaling monster health does as you can't twink out your characters and have to rely on your builds and drops as you go.Just something to think about.Thanks!



Mobs gain only 20%/40%/60% more Life per party member. If partying reduces your clear time, it's clearly someone doing so little damage they can't counteract that. 2 people party, you have the potential to double your total damage but mob Life only increases 60% (in Merciless). Mobs gain only 20%/40%/60% more Life per party member. If partying reduces your clear time, it's clearly someone doing so little damage they can't counteract that. 2 people party, you have the potential to double your total damage but mob Life only increases 60% (in Merciless). IGN : Ericaa

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Twitch! http://www.twitch.tv/samfishersam Posted by

linkstatic

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That's exactly my point linkstatic. The damage output requirements on each individual party member have increased to a point of not allowing people to choose sub-optimal damage output builds.



I think the game should be balanced around people having "okay" gear for the level that they are at, with average passive trees.



The way things are right now, my groups feel like they need to go damage or else get left behind because they are slowing the group down.



Posted by

Verminoth

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" Verminoth



I think the game should be balanced around people having "okay" gear for the level that they are at, with average passive trees.



The way things are right now, my groups feel like they need to go damage or else get left behind because they are slowing the group down.



That's exactly my point linkstatic. The damage output requirements on each individual party member have increased to a point of not allowing people to choose sub-optimal damage output builds.I think the game should be balanced around people having "okay" gear for the level that they are at, with average passive trees.The way things are right now, my groups feel like they need to go damage or else get left behind because they are slowing the group down.



i hate party play but.. isnt what you describe the correct way?



monsters gain less than 100% hp per party member so there is place for less-than-optimal build in your party (you probably mean MF culler..) and you still should come ahead



party play is already total faceroll i hate party play but.. isnt what you describe the correct way?monsters gain less than 100% hp per party member so there is place for less-than-optimal build in your party (you probably mean MF culler..) and you still should come aheadparty play is already total faceroll Posted by

sidtherat

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Party play is less xp/min but much safer and you have the added benefit of sharing auras and mf.



Issue is that half the server plays zero dps aegis tanks. IGN: Arlianth

Check out my LA build: 1782214 Last edited by Nephalim on Feb 17, 2014, 6:35:12 PM Posted by

Nephalim

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They changed how much the health of the monster increases per party member per difficulty.



So the health of the mob increases more in Merciless than it does in Cruel.



I believe the health of the mob's increased based on Cruel and Merciless difficulty is a little too high is all.



I've done all three week races in the past month with and without groups and at times in Merciless it felt like it was slower than it should be. Posted by

Verminoth

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Open beta:



25% per party member in normal

25% per party member in cruel

25% per party member in merciless



My experience: I had fun playing in parties.



Release:



25% per party member in normal

50% per party member in cruel

75% per party member in merciless



My experience: It felt like my char in merciless act 2 did no damage at all. If I were in the party made no difference. It felt like I only scratched enemies. Had a decent spectral throw build with good clear speed solo.





Re-balance



20% per party member normal

40% per party member cruel

60% per party member merciless



My experience: Playing in parties is only fun if my damage output is so obscene that 300% extra monster life balance it.



My opinion on PoE monster health scaling in parties?



FAIL. Party:ing requires a few powerful builds to be viable. Less powerful builds or people who lack good gear are basically just leeching xp and loot. I imagine that must be as humiliating as it is boring. Last edited by Mr_Mustasch on Feb 17, 2014, 6:54:53 PM Posted by

Mr_Mustasch

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" Mr_Mustasch

20% per party member normal

40% per party member cruel

60% per party member merciless

20% per party member normal40% per party member cruel60% per party member merciless



Mr Mustasch hits the nail on the head here.



I think monster health needs to go 20-30-40. The skills do not scale at the same rate as monster health, so it's very obvious from a mathematical perspective to see why people's damage drops off and/or groups have trouble clearing stuff.



Mr Mustasch hits the nail on the head here.I think monster health needs to go 20-30-40. The skills do not scale at the same rate as monster health, so it's very obvious from a mathematical perspective to see why people's damage drops off and/or groups have trouble clearing stuff. Last edited by Verminoth on Feb 17, 2014, 6:51:37 PM Posted by

Verminoth

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Fine. Change the hp values. While we're at it, ditch the increase in MF for being in a group, make it so you can't share auras, etc.



Should balance it right out. Posted by

SL4Y3R

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