Currently, doing monoliths in a party grants corruption only to those who created the portal. It seems odd that killing shade does not increase the corruption level of all those in the party.
Yeah, corruption farming in group feels not efficient. A change would be highly appreciated.
Please correct this disadvantage in party play, cause the stability which was farmed is consumed as well. This feels not right.
As a solo player I don’t agree, it would disadvantage solo players and it would give the possibility of rmt boosting services
Could you explain where you see a disadvantage for solo play?
Currently all members of the group except one receive half the reward for collecting stability (50% blessing / 50% corruption).
I don’t think that a boosting service can be seen as a reason against a simultaneous leveling of corruption in a group. The boosting wouldn’t do much. Boost to 500 corrupiton → Character is no longer playable. A levling service would be more valuable.
In that case, I won’t see the disadvantage until the moment when with each character in the group, the challenge and the number of enemies increases to such a level that the number of enemies per character is equal to the number of enemies as if playing solo.
A normal single player momolith of 100 enemies of a certain level and strength ?
Ok so 3 players 300 enemies.
It forces the players in the group to have to do something and not just wait for others to do it for them because some of builds allow to player literally go solo while other players in group just do nothing.
There is no disadvantage to solo players. Party play sees the mobs scale up based on the number of people in the party. The argument of RMT is a bit of a cop out because you can just pay someone to play your account to ‘boost’ it. Adding another potential vector for RMT doesnt matter in the slightest.
Not sure how EHG could change this. If u and i are in a party together. Neither of us will have the same echo web.
That is partly why echos only progress for the player that activated it.
The most efficient way to do timelines in a party is for one player to pick the echos the party will be running. That player gets the echo reward of the echo. While party members get an option to pick there rewards at the end.
Trying to complete all party members timelines will just slow progression way down
Not sure how progress on other party members timelines could happen with how its designed.
Interesting topic tho. Could use a little ironing out in that regard
It is not about syncing the echo web. Guys its about the corruption value. When shade is killed corruption is given to the person who opened the portal. It should apply to all those in the party. Echo web is irrelevant as it gets reset every kill there really isnt a need to sync them. The only problem is the corruption value.
As knuckleheads has already written, the issue at hand is not the syncing of the nets but rather the corruption.
Players in a group with sufficient stability should receive both the Orobyss buff as well as the corruption upon resetting the net. A check already exists, as there is a notification that a player does not possess enough stability to receive the blessing when starting the fight against Orobyss.
The system should look something like this: if a player has more than 850-900 stability in the timeline, they will receive the Orobyss buff and, upon reset, the permanent corruption in their timeline.
It doesn’t make sense to me that players only receive half the rewards for a group activity that they cannot accelerate, and it hinders people from playing together as it prevents progress in their own timline.
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