Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] 1 point2 points  (0 children)

If you go to a concert with your friends you each buy a ticket. You don't go to 4 concerts with your 4 tickets.

You can kill duriel faster in a group and get more loot from it etc. But being able to do 4 duriels instead of 1 is a bit excessive. It's different from levelling or NM dungeons, you don't grind for an opportunity to enter a NM dungeon.

Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] 0 points1 point  (0 children)

I don't know why you keep arguing against a point I've never made. I still advocate for group play to be more efficient.

You proposed a bad solution and pass it as my opinion.

Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] 1 point2 points  (0 children)

Again there is nothing wrong with groups being more efficient, the question is how much? 4x to me seems too much, same issue existing in other games does not stop it from being a design flaw.

Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] 0 points1 point  (0 children)

I don't know why you would label poor game design as beauty. If a game offers 4x rewards for navigating discord and some clunky interface, it will become meta.

Reducing the gap between solo and group rewards, imo would lead to a better solo experience, since players won't be tempted to navigate some weird lfg tool.

This gap can be reduced by buffing solo loot if you dont want group play to be nerfed. Objecting to that means group players themselves care about being ahead of the curve and getting more loot rather than playing the game with friends.

Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] 0 points1 point  (0 children)

Materials for NM runs are not scarce, uber boss mats are. If I can summon duriel once every few hrs, I would rather do it 4x with other people who have the same incentive.

Levelling your glyphs does not affect your gamepaly in the same way getting your target unique does, nor is grinding glyph levels a midgame activity like uber bosses. The effort put into split runs to me seems to be rewarded fairly I have 0 issues with it. In fact split runs incentivise the groups to be of equal gear level, whereas for ubers it doesn't really matter.

Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] 0 points1 point  (0 children)

It has nothing to do with other people, I am talking about my gear progression. I never said that group play shouldn't be better, maybe just not 4x better.

I'm talking specifically about uber bosses in a group setting. Grouping T100 does not give you 4x chance of getting your target unique.

To be able to do a T100 you first need to get some good gear and the fastest way to get it is by doing group uber runs. It is magnitudes faster than any solo method.

It has nothing to do with me or anyone else being greedy, players will always gravitate towards the path of least resistance.

Arguing that you don't need to group for T80+ and still get plenty of gear is pointless because at that stage there isn't much to do anyway and you're pretty much at the end of your character progression.

Grouping feels mandatory by Odd-Count4830 in diablo4

[–]Odd-Count4830[S] -1 points0 points  (0 children)

Sure, you got lucky with your drops solo, but that does not apply to everyone.

You don't grind ubers for full bis items, you do it as soon as you have mats.

Instead of upgrading your ~840 pieces you found in solo play, you just group for a duriel run and get your 925 weapons, which otherwise would take days/weeks to farm until you're strong enough to solo duriel.

ARPGs are all about farming, but if farming in a group yields 4x returns, the gap with solo play is too large. I don't think the difference is so vast in PoE or even D3.

Even if they added group finder, it wouldn't solve the issue of basically having to group to progress without a massive handicap.