If you are really serious it would need ‘detectors’.
For example:
The moment a clan member or friend joins you in-game, all solo boosts for the season are immediately lost (removes rift skipping)and
Joining public automatically disables solo season boosts even if you are the only one there.
If you want incomparable OTT solo then for the season, all solo damage and toughness in sets, LoD & LoN, including all attire and weapons, only in solo player mode is doubled.
Using one or more of your own heroes might be fun too.
I don’t think it should be done instead of general and persistent solo improvements.
Detecting other players, public game or not already exists. I’m sure Blizzard can easily and properly implement ai for controlling a hero. Don’t think they wanna go that way though.
I would really love solo improvements to get closer to group results. I believe doing this persistantly through the follower would be a very nice way!
For hardcore, have the damage immunity token keep the follower alive for the next HC toon you make and they will automatically loot one item from your body upon death. Next toon - you hire them, they throw the item in your stash.
I play almost exclusively solo and I’d love to see this. There’s an additional benefit to this. Once you get deep into the season, finding useful items almost never happens. If you’ve got three other characters that could benefit from the items, some of those “good, but not great” drops would make you happy.
More loot can be achieved in different ways than having some other of your toons running along…
When I indicated that the follower’s items could count as if they were in your hero’s slots, perhaps the special token’s abilities should not count for your hero.
Hc means dead is dead. Also for follower.
But when the follower dies and your hero doesn’t, the follower is “sent back”.
They only way to possibly “get away” with the follower surviving your death is when followers become an account thing, not hero specific. If you die, the follower is either “sent back” or travels back (storywise, it was able to escape).
The follower should not save an item from your hero’s dead body in HC.
I think the best way to fix solo play would just be to remove the team play buff. It’s not necessary.
Teams already help your gear by helping you do higher GR levels to get those last few gem levels and Caldesann’s, and by helping you do GRs faster to get more gear.
Teams already help your Paragon level by being able to complete GRs faster to earn faster EXP.
Teams already help in bounties by splitting the workload and getting Caches done faster.
With Puzzle Rings, Bovine Bardiches, Rainbows, etc, teams help by being able to alternate between party members in opening portals, so they’re helping there, too.
The teamplay buff should be removed for everything except for the Campaign. In the Campaign, teams aren’t as necessary, so an incentive to get your friends online and play through it with you is still needed. Keep the buff there.
Solo mode only has one buff: Being able to play without waiting on anyone else. Whatever advantages you might possibly squeeze out of that are nullified and exceeded by the party buff. With the party buff removed, solo players will only have to join teams on rare occasions to get those last few levels on their legendary gems. I personally don’t see anything wrong with teams being able to handle more than a solo player. That’s what a team is for. Solo players are fortunate that enemy monsters are buffed enough that a team only goes a few GRs higher.
And, like I’ve suggested before, a Solo Season leaderboard would be nice for Solo Players. When they make a new Season Character, they can check the “Solo” box so that their character cannot play with anyone else. At any time they can leave the solo season and join the normal Season to play with their friends, but then they cannot go back to Solo.
My reason for playing solo has nothing to do with my (in)ability to make friends. My moment-to-moment schedule is simply too erratic to commit. “Sorry guys, gtg. Wife is having a meltdown.” “…dog is about to crap on the rug if I don’t let her out.” “…mother-in-law is panicking because her computer wants to install a new version of Flash.”
So rather than piss off the greater Diablo community, I drink alone. I mean… I play alone.
How so? He’d likely be kicked in a heartbeat going to a public game then going afk to handle whatever irl business that’s needed to be handle.
If blizzard actually lessened the gap between group play and solo play in terms of reward and efficiency, it wouldn’t have much detrimental effects (unless they choose to nerf group, which no one is asking for).
Yeah, but if he were in a private/solo game then he could just go afk and handle the situation without losing progress (unless he was to get d/ced), in comparison to being in a public game where would he need to leave or risk getting kick and lose progress in whatever content he was doing.
The idea of “forcing” people into multiplayer as a good thing, is asinine.
You are going to get better multiplayer experiences for everyone involved, if people who genuinely want to play together, plays together, while those who don’t want to… do not.
Running GRifts with others, and randomly going afk in there, is not particularly fun for any of the participants.
Oh please. With that kind of mentality, better don’t play multiplayer game forever or working with people out there. It would be sucks for you if you receive a call from your closet members for help in the middle of working some important.
If you found yourself need to AFK more than 20 times in one game or hour or night since you are a busy man for unknown reasons, maybe you should stop playing the games for real.