Make Loot in Multiplayer fully client based

For multiplayer I think it would be better for loot to be client based, like pretty much every modern ARPG does, instead of server based (not cliend side, cliend based).

Right now playing in multiplayer gives a loot bonus, I don't know the value, let's say 20% for 2 players.
This means 2 players get 120% loot.
But if 2 players play separately they get 200% loot, everyone gets their own 100%.

This means without very specific loot boosting methods, e.g. casual players, playing in multiplayer basically means getting less loot and is not worth it, it's even punishing.

Sure it would kill multiplayer hyper juicing mechanics, but is it really worth protecting this niche playstyle instead of promoting casual multiplayer for the vast majority of players?

I think multiplayer in PoE1 needs a lot of improvement in terms of loot, most mechanics do not really take multiplayer into account at all and client based loot would be a huge step towards enabling multiplayer friendliness for casual players.
Last bumped on Feb 27, 2026, 3:43:06 PM
Never going to happen, they aren't interesting in giving players the ability to analyze loot data (or even worse, manipulate it).

Server side lets them keep a lot of mysteries and protect the product.
I even wrote, not client side, client based.
I don't mean no longer server side.
I mean no longer map based loot but instead for each player, like every other modern ARPG does.
This does not require loot to be client side, just to be calculated for every player instead of per map, but still server side.

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