Culling Strike Multiplayer - A suggested solution

Currently Culling Strike is almost unusable in multiplayer due to it having very low thresholds as more players join the group. Currently I believe it is simply divided by the number of players which sounds good on paper but does not work effectively in practice.

I understand the reasoning as it would be heavily abused if there was no way to mitigate group wide Culling Strikes. However, it needs adjusting so that it has some value in group play.

I would suggest that Culling Strike threshold gets reduced by 10% for each additional player in a group.

This would mean with a full 6 man team that the threshold for all players would by reduced by 50%.

Example:

Let us take a simple mob that has a threshold of 30% health. Below would be the thresholds for each additional player in a group.

1 Player: 27%
2 players: 24%
3 Players: 21%
4 Players: 18%
5 Players: 15%



This would serve to maintain balance with larger groups, but at the same time not completely negate the value of Culling Strikes in group play.
Last edited by RyeDogRazmataz#9046 on Jan 21, 2025, 12:10:26 AM
Last bumped on Jan 21, 2025, 12:33:02 AM
They should really just delete Culling.

X% Damage aka variable damage is just not good design. For some reason GGG loves these and they're just so bad. X% of the corpses max heath as Damage. X% of stored damage.

They have to put an arbitrary cap on these because they're flawed.

A more sound design is like Executioner. Deal 50% more damage on enemies on low life or the opposite Deal 50% more on enemies with full life. It's better because it's based on a fixed value which can then be controlled more easily while functionally there's not much difference.

No cap needed. See the difference? I never use X% damage for this reason.
"Never trust floating women." -Officer Kirac

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