Party and group play
Current system is very bad and has nothing to offer for group / party playing people.
Current issues: 1. Atlas and mapping - there is nothing to reward players playing in duo in mapping - waystones etc drop only for map opening player, this punishes party play instead of benefiting it - when one player dies he sits and waits because if 2nd one completes the map both get it completed ... 2. Playing in the map - performance drop caused by other players projectiles is just terrible i.e granade mercenary + witch with arsonists ur GG fps from 90 goes to 7 - players can block eachother and it is causing issues in some maps - drop system settings are garbage, you cant choose to reserve loot only when other players are near you, either u reserve at all times or nothing. This is just complete crap if u split into lanes to clear then to merge and go together. 3. Hideout - other players cannot use your map device and if you wanna run maps opened by other player then you need to teleport like idiots to other hideout - you cannot use your own hideout to enter to map opened by other player 4. Guilds - other than having guild stash they have no point and are useless 5. Content - there is no group play content at all, it feels that party/group play was added forcefully and does not fit into this game at all Improvements that should happen: 1. Change atlas and mapping to add possiblity where all players from party add their own waypoints and sum the modifiers merging it into one map that upon completion will also progress each of party memebers atlas 2. Add party/guild content zones that will be optimized/require group play 3. Make sure that all areas of the game are optimized for group play i.e hideout and will support other players as they should 4. Add settings that will allow limitation or changes to the amount, range or details of projectiles on the screen to avoid situations where 2-3 people in party can literally cause any map to be powerpoint slidedeck 5. Add features to assign colors to party members or a glow around their character to distinguish them from minions etc in order to make them visible on the map so players wouldnt be easly blocked or change the size of party members so they wouldnt be blocking eachother so easly 6. add option in the loot settings that any loot reservation will apply only if other players are in range if not then make that loot ffa. Last remarks: I totally get it that PoE is single player game but in PoE2 i seen GGG claiming that this is intended for group/party play to provide fun and better experience .... well its not, it feels more that its still single player game where some added option to make a party without thinking it through. The above suggestions are absolute minimum to consider group playing being actually one of features, and to make this title actually providing group playing capabilities i would expect that raids and pvp arena zones will be added as part of content for these who would like to participate in such. Last bumped on Feb 19, 2025, 9:38:00 AM
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Also one more idea how atlas can be improved is to introduce shared atlas for guild/party (family etc) that is the same and can be played together with friends
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Following up on original poster, wanted to provide feedback on my groups play experience together. Overall, the campaign experience was great. Map/Trial experience has not been as much.
1. group loot options need an option for more than 3 seconds and less than until death-release. preferably one based on proximity to other group members, to allow for flexible group strategy 2. Map encounters such as delirium and ritual need adjustment to allow any group member to perform the actions at least when the party leader dies (this could/should be governed/controlled with the group loot settings) 3. group experience/interaction with atlas map/passives would benefit from review. It is unclear if/when personal atlas tree nodes are impacting loot outcomes. Party leaders atlas shared to group members (with leader node select highlight) would be great. having encounters listed in the interface for all group members while in the map would be a strong QOL increase as well. 4. It would be great if the number of deaths allowed per map were multiplied by the number of people in the group, giving all players 1 death strikes a better balance between difficulty and avoidance-heavy focus of current game mechanics. This would allow seasoned players to bring a new player along without as negative an experience for that player, while still maintaining the significant difficulty that is enjoyable in the group play experience. Keep the XP impact, remove the loot on death if you can, so no reward for zerging. |
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I tried to get into groups but it's laggy af
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" +1 |
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+1000 Team play is in the red headed step child department currently and as someone who only plays games that involve other people I couldnt have listed off the problems better myself , Bravo!!!
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Also second the suggestions, but i want to add my own little experience and suggestions, we play mostly in a group of 3-5 people.
Based on Quality of Life Improvements 1. Loot Options: As mentioned, there needs more Loot Options for party play, some more flexiblity. Either proximity settings, or everyone can loot everything, also waystones, otherwise you are either forced to play all together or you are backtracking as a group leader. 2. Party Screen Effect Cluttering: Based on the restrictions of looting and if you are running together, then there is just to much on the screen and you are risking death, because you cannot really determine if effects are from players or from any mob. Please give us an option to make other players activities less prominent on the screen, so you can focus on your stuff going on. 3. Death Effects and Insta Deaths: Please give us any sort of reporting, why i was killed, what damaged was the cause, that i died in the end. Even better, give us the combat log, you dont have to expose everything, but it would be much of any help to figure out, whats going on. 4. Party Mapping: Please give us more tries, when you are playing in a group of people, maybe depending on the amount of players, which was already suggested. 5. Atlas Progression: It would be really great, if there would be a sort of guild atlas map, which everyone could work on alltogether, you still can progress on your solo map, if you want to, but the atlas map would bring more group goals and targets you would like to achieve together. 6. Guild Hideout Progression Visibility: Please let us decorate our guild hideout with some achviements from the game to show some sort of progession rewards or even some more visibility of progression. 7. Guild Options: Can you please give us more flexility of permissions, as well as officiers can also do most of the stuff that a guild leader can do? Please 8. Guild Stash: Can you please enable the possibility that you can craft items in the guild stash? Can you please adjust and increase the size of the guild stashes from player stashes? 9. Party Buffs: PLease show any party buffs or auras or other buffs in the presence of any players at the top of the screen, so you can check, what can be replaced, if its already active and might be skilled by 2 people 10. Party Buffs modifier: Please show the implications, what the modifiers are, when you are playing with 4 people on a map, so monster life, damage, resistances |
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I am always up for better group play. I like playing with friends and a cold beer!
+1 |
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I really hope they address visual clarity and performance for group play. Me and my friends have kinda stopped teaming up lately because FPS goes down to around 20 when you get 3 people playing together , thats down from 130fps playing alone. I can only imagine how bad it gets if you had a team of six guess technically everyone could just auto attack.
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Dieing in partyplay, you cannot ressurect yourself????
pls thats just weird |
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