Rufous

PoE 2 multiplayer: please be good! : r/PathOfExile2

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{
  "post": {
    "title": "PoE 2 multiplayer: please be good!",
    "selftext": "I'm aware PoE 1 wasn't really designed to have \"strict\" group content (ex. Raids). Everything should be solo-able, and that's great! But after playing the PoE 1 for thousands of hours I can definitely say I'm hungry to play PoE 2 with friends in a fun and intuitive way, while still being able to do all content solo when I want.\n\nI would really enjoy it if I could drop in someone's game and have fun interacting with the mechanics of the map together, or managing boss mechanics together, or actively line-up our character's combos together (ex. armour-breaking a target so that others could keep Sundering, or crowd-controlling some targets so that their delayed skills connect, etc.).\n\nI want to be able to share a good experience with another player seamlessly without it just being about 1-tapping monsters in an area, or simply putting in my damage contribution on a boss.\n\nI would like to not jump through hoops to accommodate others in a group like in PoE 1 (ex. working around how each player overwrites another player's curse, or having to disable some Auras because some people will go over their trigger rate, or because they'll brick their Wardloop build if you provide them with Armour, etc.).\n\nI'm excited to see what the flow of combat will be in the cleaner and more deliberate action combat of PoE 2 both alone and with others. Who knows, PVP might even be a thing.",
    "url": "https://www.reddit.com/r/PathOfExile2/comments/18khkep/poe_2_multiplayer_please_be_good/"
  },
  "comments": [
    {
      "body": "So there are a lot more keyworded concepts in PoE2 that skills trigger off. And we consider \"state\" a lot more. Be that things that are in the world or on monsters.\n\nBecause of that there is a lot more oppertunity for cross-party-member synergy.\n\nI'm keen on cross-polination of mechanics/keywords across classes \nbecause it opens up the possibility for people to come up with lots of weird builds that involve using things from different classes.\n\nBut it also helps make multiplayer more interesting too since you can support each other.\n\nNot sure what to do about cases where one person's auras break another persons builds though....",
      "replies": [
        {
          "body": "Maybe a toggle for being unaffected by allies auras, but they're also unaffected by yours? idk"
        },
        {
          "body": "What about in terms of interactive in-map mechanics?\n\nMany POE1 mechanics, especially league mechanics, do NOT work well in party play - usually only the party leader/host is able to meaningfully interact with or progress things, while all other players are strung along just waiting, sometimes not even able to look at the menus that the party lead is interacting with so you can't even discuss things without explaining (Looking at you, *in 2023*, Affliction shops...)  \nIt would be really nice if this could be an option like the loot system - where it's either free-for-all (anyone can interact, everyone gets some amount of progress), or more locked-down like they usually are.",
          "replies": [
            {
              "body": "I'll discuss it with Mark. I do understand the issue for sure.",
              "replies": [
                {
                  "body": "party play is the last piece of the puzzle imho. that way when i tell friends to play it wont just be us in seperate maps for nearly the whole league lol"
                }
              ]
            }
          ]
        },
        {
          "body": "Personally I’m ok with auras bricking other players builds as long as there’s a way to give people that information reliably before they start playing with the aura, whether that be a warning or something else. The actual mechanic of bricking builds is a great idea, cuz not everything should always synergies.But I think just providing more information will be best"
        },
        {
          "body": "That's really interesting! So are these concepts along the lines of getting \"armour-broken\" or \"oil-engulfed\" or \"shocked\"? It kinda sounds like making our own themed Warbands would be cool. I think these mechanics are a breath of fresh air because they (1) are actively applied by actual abilities, (2) are consumed/utilized by a different follow-up ability, and (3) allow abilities to shine in their own way when the conditions are met. \n\nI'm excited now because it would change sort of like the established paradigm of setting up an Aura and a Curse and the rest of the conditional mechanics that provide generic boosts across the board (ex. activating warchief totems for passive melee buffs, wither totems for chaos builds, dropping your banner, etc.).\n\nI wonder how much deeper this could go considering there's a lot of crazy trade-offs choices in PoE. It wouldn't surprise me if there's something like applying an \"Ethereal\" state like in DotA, where something gains immunity to physical damage but becomes more vulnerable to spells. This probably leads to the same bricking problem but it's not something that is always there and could be managed by making one state flow into another state (possibly if such a thing even exist).\n\nAs for the world's \"state\" specifically, I'm ecstatic for what that may entail though I'm not sure what that may mean exactly to be honest. Are there areas that have burning ground by default that could be extinguished with cold or spread farther with oil grenades? Are there walls/pathways that are \"brittle\" and could be shattered with slams? My mind is wandering on that and it probably just means something less crazy maybe."
        }
      ]
    },
    {
      "body": "I'm low key hoping that the mechanical changes lead to better group play. \n\nRight now at the high end you basically are the one killing the mobs or supporting the person killing the mobs. Because you need to kill things very quickly before they kill you so it's just one shots on both sides. \n\nI'm excited to see what could be done with bosses and group play."
    }
  ]
}