Indeed. It is crazy that these broken math examples are still being used for the solo vs group balancing 10 years later.
That is another thing that should really change in D4 tbh. Any deaths in NMDs should count for the deaths limit, resses shouldnt magically circumvent it.
As for all players in a group doing equal work; a well designed game should preferably wipe groups where only 1 player is doing everything. Like, take a raid in WoW, a single player cant carry the entire raid, if the individual is not performing, you lose.
Diablo should not be nearly as strict as that, should be perfectly doable to complete an activity with people failing, it should just slow you down. But a massive failure from 3 of the 4 players, seems fair if that resulted in a loss.
Speaking of which, the game should ensure that you cant have 3 people sitting at the entrance of a dungeon while the 4th player clears it.
And likewise that you cant have 4 people run in different directions in the dungeon. It should be challenging enough that a team actually needs to work as a team.
Shouldn’t that be a basic requirement to even be considered multiplayer? That the team needs to work as a team? Not to perfection, but at least they should be trying.
I bet group players would enjoy that more too in the long run.
NMDs are also way more efficient in groups.
The group size balance issues are permeating the entire game.
But fixing the summon cost would be a good start.
Then fix the NMD death counter for another good improvement.
The rest can be worked on over time with smaller incremental balance changes.