
Ok, we all know that playing with Underworld with only 1-2 players or doing Fissure of Woe with 5 man makes ectos and shard have a price higher then it should be, and we all know that and know why. So, if we cant "nerf" all builds whenever we see one specific class playing alone getting all the goods, i was thinking in one definite solution and then i thought about this:
Limiting drops for teams who have less players then it should be, and increasing drops for those how have the max numberof players.
For example, if i decide to go to UW with 4 players, then my teams drop rate would be 50%, since the maximum number of players is 8. But if i decide to go with 8, we would have 100% drop rate, plus another 20% for having a full team (120%).
I think by this, would put a definite end to solo builds, because people wouldnt want to pay 1,000 gold to enter UW and have a 12,5% of drop rate. It would be more interesting to have a full team, wich you could be the lucky man to have these 20% as a bonus. And also, it would incentivate players to play with other people, as it should be.
Now one thing that would be bad about this is that people leave at the middle of the game, but i thought about that. The drop rate law would be applied 5 to 10 minutes before you enter, and counting the numer of players that are in your team at that time, and would never decrease/increase. Because i know how persistent people can be, some of the 55 monks would get heroes at the beggining or add some random people that would eventually leave or die and have the aditional 20% for themselves. And noone would like to wait 10 minutes to start a run or would notice that the monk with 55 hp isnt planning to play until you die.
I think its better to create a little program for this then to keep on trying to nerf farming
