👨‍👩‍👧‍👦 Why punishing group play in S4?

Diablo 4 wants to be some kind of MMO, but at the same time you make group play way worse in Season 4.

I talk here about masterwork mats: If you run Pits solo you get the full amount of 100 mats as example.

If you play in a group the mats are splited (like 40/20/20/20 in a 4 man group).

Because of this behaviour we group player have to run up to 4 more Pits to have the same result as a solo player with 1 pit.

I get it in group play only 1 has to spend the pit entrance currency and the group can follow “for free”, but punishing the group play by decreasing the outcome is not a good solution here.

The better solution would be that everyone in the group has to pay the “entrance fee” for Pits (Like with the GR Keys in D3) and everyone in the group gets the 100 mats as reward for finishing it. :wink:

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I’m pretty sure it will be fixed and end up like D3 greater rifts.

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I hope so…thought it’s worth to mention it here in case they’ve missed it.

Tomorrow we’ll know if they did or not. :slight_smile:

This is to address PIT carry as service like in AOZ, the material cost was never an issue with PIT.

Blizzard obviously doesn’t like anything that distorts the game economy. They will patch any item duping overnight while leave many bugs unfix after months.

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Quite the opposite actually. PIT solution is a step in good direction., and they want to go away from group before solo, in general.

They should do same for Duriel rota meta - make ubers drop for person that opened only, and make a chance to drop doubled to compensate, it would at least fix a lot of grief and scams etc.

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D4 have had solo/group balance issues for a while now. Two wrongs wont make a right.
Blizzard should just make all players play for the entrance cost for all content.
And make group content have a proper challenge. It should be impossible to split up in a group. The whole idea is to play together.

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There is a bit in the pcgamer articles about it. They want to fix things for solo players on uber bosses, but it wont be in season 4.

They aren’t changing the pit.

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Awesome news, cheers.

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It is in the works.
PC Gamer Solo vs Group changes

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As usual Blizzard chooses the wrong solution.
Only giving rewards to one player in the group discourages grouping. While having everyone pay the summon cost would be quite fine.

Bonus points for allowing both of these:
Everyone can choose to spent summoning mats when the boss is summoned. If you don’t pay the cost you can still join, but get no rewards.

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If you haven’t seen this yet here’s an fyi and heads-up:
https://www.pcgamer.com/games/rpg/diablo-4-boss-farming-solo-changes/

Very brief article, nothing set in stone, internal discussion and all that.

Likely a possibility when it comes to Uber/Echo bosses.
We shall see.

Oops @HILIO Already linked it :upside_down_face:

Yeah I think that would be a better solution. Just like greater rifts.

Pay up join the fun get equal rewards. No pay enjoy the ride but no.rewards, or straight up no pay no ability to start/join.

Easy to implement and balanced.

End of the day dupers going to dupe. Deal with that however they have been.

Not sure as it’s not my thing, cheating, buying or selling.

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I like this one. Opt in, get a payout. Don’t opt in, enjoy the group xp at most but that’s it per rewards. One of the hardest things to do in a game with co-op and solo play within the same content is make both feel fun AND fair. Your solution sounds better than just no option at all.

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Group play, since launch, has always been exceedingly more efficient than solo play. People are going to complain that some mats and rewards are less in group play when for a almost a year group play has outpaced solo ?

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The Pit is a test for blizzard. Just to see how many people wants carry over solo the content. I wish we could see the stats on solo vs group for Pit in June.

Let’s see how it works… There is not going to be an infinite supply of materials to launch the pit. Playing in a group will still be better than those who go solo. Lets say you farm mats for 10 runs and you play with 3 other people who also have farmed mats for 10 runs. You are going to get the same payout as the solo guy for your 10 mats but you are also going to get a payout from the other runs from your teammates. The solo guy will be at a less disadvantage than Duriel runs compared to group runs but he is still going to come up short compared to group play.

The Pit is basically AoZ with tweaks. So I am not surprised by the reduced rewards. Plenty of people were carried through the higher tiers.

Yeah that’s true. Which surprise me the most since ANYONE can just be the party leader instead, then go in as a group for loot, and still be carry.

Who the hell needs carries in Diablo 4? :sweat_smile:…In it’s current state & the current character power level it’s so trivial, even if you hit your head against the keyboard you can clear 99,9% of the content in the game. ^^

Neither the one or the other is a “good direction”.

There shouldn’t be any bigger advantage gaps between Solo and Group play in my oppinion.

I get it that many people don’t like to play with others…I have the opposite preferences here, I play Diablo in full groups 95% of the time since Ladder 1 in D2 LOD back in the days.

What’s wrong with having a game that doesn’t favor or disadvantage anyone? :wink:

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I don’t think it’s going to effect grouping at all. There are so many players who won’t be capable of soloing the higher out levels so they’ll run it in a group. Groups should be faster at clearing so by rotating who starts the pit each time 4 player group should still get more loot that a solo player in the same amount of time. It just won’t be as insanely wide if a gap now.