How will Monolith work in a party?
Any player will be able to click the monolith stone to bring up their run of that timeline and choose an echo. Other players in the party can then follow that player into their echo, help them complete it, and share the rewards. The stability reward will go towards each of the players’ individual runs of that timeline, as will quest echo completion. However other players’ quest echo runs and stability will not be reset if they complete the third quest echo in another player’s timeline run.
The last sentence here:
However other players’ quest echo runs and stability will not be reset if they complete the third quest echo in another player’s timeline run.
Seems to counteract the idea mentioned here:
We want the decision of playing with others to depend on whether you like spending time adventuring with other players, and try to steer away from it being a much more efficient way to beat content or get loot. Besides having an organized or synergistic team that can defeat enemies faster than a solo player, we are not planning to incentivize parties with additional rewards.
Giving each player of a party the same stability, but then not taking that stability away means they can complete rounds of quest monoliths equal to the number of players in a party (N). This makes it just under N times more efficient to farm for quest boss drops as a party than as a solo player.
I’m going to assume that each player will also get their boss unique/set item, resulting in N*N number of boss drops per stability farmed up. Assuming N=4 in this case, 16 chances at one of the 15% drop rate uniques. My not so great at statistics math puts that at 92.5%. I’m willing to accept that my math is wrong, but still, 16 chances for a unique for the same time spent (or less than if done efficiently) as a single player getting 1 chance is a bit absurd, yes?
I’m all for party play and for party play having the advantage (I love playing aurabot in PoE), but these two statements seem very contradictory to me.