Reviving Party Members in Maps
The current state of the game in maps is 'Heavily anti-group play'
For solo play, dying in a map just means getting a new one and finding a different route for progression. Not the best, but far from horrible. But, for group play? Go into map, play through, someone dies... they have 2 options: revive back at home base, or lay there until the map is completed (maybe) by the other person, but because they are still in the map (though dead), the difficulty level is still increased. So, either go back home and find something to do for however long it takes, or lay there, again, for however long it takes. Neither are 'group-incentivizing'. Could fix SO many problems with mapping if you only allowed players to revive each other. To balance out the obvious exploitable feature of this, lock group invites once any member enters the map, maybe? Or, find some other option... but, the current way is extremely bad, makes me (and probably many others) not want to group really. I mean, with all the other multiplayer stuff not really working so well (trade site being one of them- making console players feel, basically, SSF as the standard league), this just makes me wonder why this is even an online game, as doing any form of Multiplayer activities is hindered in just about every conceivable way. Last bumped on Jan 11, 2025, 1:22:15 PM
|
![]() |
I 100% agree with you.
The game does not feel good when playing with friends, for me, its the body blocking. Try doing a ritual event or kill a boss with someone else, feels horrible with 2 people, i can only imagine how the experience is with 6 people. I would not hope to see improvements this early on the multiplayer aspect of the game since this is an ARPG, i`m sure they rather give us more content, bug fixes and improvements than making multiplayer good |
![]() |
Absolutely agree. The state of group play in endgame is absymal to the point that nobody does it. There are almost only downsides.
|
![]() |
" But, the necessary improvements aren't 'content'. They need to make the game more 'worth playing'. If it was a single player offline ARPG, would expect a much greater and in-depth story, plot, NPCs, cinematics, etc etc. It isn't, and doesn't. It is a multiplayer online ARPG. So, it needs to have the things that make THAT better before doing anything else. Without the things that make that type of game a reality, it just becomes a really pretty, but not that deep, single player ARPG that has to be always-online. There are better versions of that type of game. POE1 is an amazing game because it does most of what it needs to do really well. POE2 doesn't do that currently, and I think many players are leaving already because they get to end-game, and it's really not that much fun currently. Allowing players to actually group, and find benefits from grouping, gives them the ability to just chill, have fun, etc. When people do that, they don't notice the negatives so much... are they leaving it this way in hopes that players will see the bad stuff, and maybe report it? If so, not quite a great idea, since players are simply leaving, and not saying much. A lot of that due to other players who belittle them, brush them off, insult them, and more... so, others see that, figure why bother. |
![]() |
I don't have a problem with the deaths to be honest since I've played mostly HC in poe1 so I'm used to having '1 portal', the issue I'm having with group play is the fact that the game is just so cluttered with spells.
Please give us an option to hide spells particles that are not marked as our own, that would a massive QoL for people that prefer playing with their friends. Between my spells and my friends spells it's literally impossible to see what else is going on around you, especially if your build is spell cluttered to begin with. | |
" Totally get that... my build is an Infernalist (Witch) that specializes in fireball and solar orb, triggering frost walls and comets in LARGE amounts. Gets laggy sometimes, but almost always is a screen-filler. |
![]() |
" Yup, played through the campaign with a group of 4 players, got to maps and although we initially began to map together - it became rather apparent that it really only punished the group members. Clearing and establishing atlas and progressing the pinnacle atlas passives are solo - even if I kill a lvl 79+ boss in a map my buddy owns - he gets the skill book. We do 4 rituals, who gets the loot? Ain't me. Farm up breach shards and do Xesht, do I get anything? Nope! If someone dies early in the map, they're off to do their own thing. We finish a map, they are still in progress in theirs...and so it all starts to break down. |
![]() |