Auras scaling per party player

First time I saw the auras I though it was nice because you enjoy playing solo and party and you didn't need to change anything. But right now solo play its almost dumb... almost everything push you to play at party, and auras are a big part of it

So I believe it would be great if you change the auras adding scaling per party player:
What the hell its that? A formula to change the bonus that auras provide based on how many people are in the area
I think the best would be to set their actual values to the 3 people (half of max) in area value.
And then start scaling down if more people join or up if there are less, like 15% less when 6 people and 10% more when solo playing (these percentages are just an example)

This way it will balance solo and party playing and you won't need any high changes (like splitting auras or changing more mana % reservations)

So what do you think?
Last edited by GedPoE#1098 on Nov 11, 2013, 11:48:10 AM
This thread has been automatically archived. Replies are disabled.
I think that I was considering making such a suggestion during OB, but decided I didn't trust my flame resistant underwear.

In my suggestion, though, the scaling would have been far more aggressive. WHat I had in mind was, as in your post, scaling inversely proportional to the number of players in the party. The aura caster always gets full benefit of any auras he casts, but party members get a value scaled down for each member of the party. The number I had in mind was 15% per party member, meaning in a full party the aura caster gets 100% benefit of his auras and party members get 25% benefit.

GGG, in their efforts to balance the disparity between solo and party play, have focused exclusively on changing monsters while seemingly ignoring the balancing potential afforded them by looking at how player abilities interact in a group setting.

I don't think it will ever happen, nor do I know if I still think it's needed. It may be with the aura changes, as a full group can still stack all auras which are even stronger than they were before. I don't know if this is effectively offset by the increase in enemy health.

edit for being bad at basic math
Last edited by Thaelyn#0781 on Nov 11, 2013, 3:12:53 PM
"
Thaelyn wrote:
I think that I was considering making such a suggestion during OB, but decided I didn't trust my flame resistant underwear.

In my suggestion, though, the scaling would have been far more aggressive. WHat I had in mind was, as in your post, scaling inversely proportional to the number of players in the party. The aura caster always gets full benefit of any auras he casts, but party members get a value scaled down for each member of the party. The number I had in mind was 15% per party member, meaning in a full party the aura caster gets 100% benefit of his auras and party members get 25% benefit.

GGG, in their efforts to balance the disparity between solo and party play, have focused exclusively on changing monsters while seemingly ignoring the balancing potential afforded them by looking at how player abilities interact in a group setting.

I don't think it will ever happen, nor do I know if I still think it's needed. It may be with the aura changes, as a full group can still stack all auras which are even stronger than they were before. I don't know if this is effectively offset by the increase in enemy health.

edit for being bad at basic math


I really like your idea of give more bonus to the aura caster, but I believe a heavy scaling like yours wouldn't be both popular and GGG accepted, hopefully what counts it's the idea not the numbers

Perhaps a combination of both will do fine...
I made a similar suggestion here: http://www.pathofexile.com/forum/view-thread/601764/page/33#p5299599

I think along with some refinement on other things related to group play such a system would benefit both types of play.

TBH when I play in a large party of randoms it is either to rush through content on a new character, or level at the typical XP farming zones. I am not looking for a challenge, just mindless grinding. I group with two others I know and trust for maps; we do take advantage of everyone using different auras. The maps we run (66-72 b/c how the hell do you get higher lvl maps?) seem to scale difficulty well for our characters. Maybe this is all a moot point and numbers are just that until the game is played...

I do think it is great that our suggestions are read by the developers though, I just hope they do the best for their game, whatever that is.
"
GedPoE wrote:

I really like your idea of give more bonus to the aura caster, but I believe a heavy scaling like yours wouldn't be both popular and GGG accepted, hopefully what counts it's the idea not the numbers

Perhaps a combination of both will do fine...


As I mentioned, I'm actually not sure whether or not I still think this kind of thing is needed. I personally think that the ridiculousness of staking every available aura was an integral part of what made grouping so much easier than solo play during beta, which is why I thought about this and the aggressive scaling. Even with my numbers the sheer damage potential of getting 6 good builds together would have, I think, allowed for smooth group game play while still bringing it more in line with the difficulty of solo play. With the current enemy health scaling, I have no idea.

Either way, you're not alone in having put some thought into this :)
I think that map progression sucks and sometimes is really boring, but that's not the issue here

About GGG balances, I'm very disappointed with them lately, you know almost starting developing randomly, so right now I'm not confident about they fixing it or even fixing it properly, but there is still hope (maybe they encourage after seeing this)
Another thought occurred to me that *I* think would work well with the scaling I proposed. It would likely piss off everyone, though.

Add a keystone behind Blood Magic and Mortal Conviction


Martyrdom (or something... self sacrifice?, The needs of the many..., I dunno)
Your party members gain 100% effect of auras you cast


Allows for sharing of some full strength auras, but at the cost of having to use life to sustain those auras.
Last edited by Thaelyn#0781 on Nov 13, 2013, 12:02:52 PM
I believe monster hp and damage scaling is the way to handle solo vs party.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
I don't know if I agree with you or not at this point, Crackmonster. It clearly didn't handle the disparity in beta, but I've not yet been able to reach a conclusion since launch. You may be right.

Either way it's a moot point. GGG won't consider any of this, in my opinion, regardless of whether or not it should be considered.
Last edited by Thaelyn#0781 on Nov 13, 2013, 12:40:38 PM
The way i am looking at it, the addional power you obtain from being in a party according to auras either manifests as offensive increases(monster hp scaling) or making it easier to survive due to defensive auras(monster damage scaling).

If you have a good build you can easily farm any content at monstrous speed when you are solo, the biggest issues i run into are maintaining high level maps due to the heavy amount of currency that requires.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster#7709 on Nov 13, 2013, 12:51:17 PM

Report Forum Post

Report Account:

Report Type

Additional Info