![]() This was absolutely crazy and a played huge part in why Inferno was so hard back in the days. When Vanilla Diablo III launched in back in 2012 there was a monster damage scaling per player. This has not always been the case however: The monster's damage output stays exactly the same, while the players toughness only goes up by skills like Ignore Pain or Inner Sanctuary. ![]() ![]() On top of that you gain the Strength in Numbers buff in group play. The base health of monsters is lower to begin with in Greater Rifts, but scales up faster per additional player that joins the group.Īs you can see by this group scaling it is always more efficient these day to play in a group, as the benefit of having party members far outweighs the monsters power gain.
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