first of all, before I even get to my real post, i just want to point out that the majority of ppl naysaying this idea have barbs as their mains. no coincidence, I'm sure.
MP should rescind repair costs if your partner rez you. MP should feature more synergy and team buffs.
Absolutely, especially the first one. It's so freaking OBVIOUS, tbh ....... it's like "why isn't it like this already?!"
patch after patch, co-op still sucking, and I have sat there while killing inefficiently with my various co-op groups, spending my spare time as it takes 3-4-5x longer to kill mobs thinking to myself "these changes they're making SEEM good on paper, but ... why does this still feel slow and un-fun?"
it may sound radical, but i basically agree w/ OP, for at least the following reasons, and probably more which i forget atm :P :#1 the lag.
Let's start with the most fundamental, inarguable downside of playing with other ppl: the more people u have in it, the more the game just feels like crap. even adding a single co-op partner, the smoothness of single player soloing is immediately gone, and close calls u can usually get away with turn to death. and when u add 1-2 more beyond that
, especially when they are connecting from all quarters of the globe, all bets are off.#2 the aggro AI
in this game is so hyperactive, and with no effective way for even the "tank" classes to hold aggro, that having additional players in the game turns every single semi-serious battle into complete chaos. even in the most channeled of circumstances (narrow hallways, etc.) there are plenty times when there is no battle"front", per se, and it turns into a clustermess, taking way longer than it should.
ironically, i've found 4-player co-op works best
when it's 4 players of the same basic type .. i.e. 4 ranged or 4 melee. either 4 melees standing in place tanking it, or 4 ranged kiting every which way with no illusion of security. this was not the design goal, I'm sure.#3 the lack of coordination among players.
... resulting in very real, but probably difficult-to-measure inefficiency. in everything from "which mob to target next" to "hit this chest/shrine/whatever or wait?" to "when to town" to "what zone to hit next". more players = less efficiency.
and as for REAL strategic and tactical coordination? in over 1000 hours of play, I can count the times on one hand that even 2 monks or 2 barbs have said "maybe we shouldn't both use the same mantra" or warcry or whatever. let alone doing a truly party-wide complex skill selection. dream on. (and could the fact that there's only 1 or 2 rockstar builds per class, and no one wants to deviate from them be a factor?? hmm i wonder!)
(but hey if u want to make parties like this, feel free to send me invite.)#4 the gg group factor
, specifically: the difficulty of putting one together. i.e., the more ppl u add, the more difficult it is to ensure they are all "perfectly" balanced in killing/survival ability. even more specifically: the fact that adding a flat 75% health per player does not reflect the fact that all co-oppers are not created equal. the more players u add to a co-op scenario, the more chance there is that one of them is going to be "boat-anchor bad", i.e. maybe not so "bad" in their own right, but slowing the group down. and usually usually they're someone's friend and you're not just going to cut them loose, and nor are you going to drop the whole group down in MP levels to accomodate this one person.
this whole issue is worse as the MP levels go up, because not only are there fewer gg players in the overall pool to choose from, but they tend to have more neurotic superstitions and idiosyncracies about playing w/ other classes/ppl, playing certain areas, fighting certain mob types, etc.
all of which leads me, finally, to ......#5 just to encourage co-op -- in order for ppl to even care to play it, co-op doesn't just need to be "as cool" as soloing, it needs to be coolER. right now, and ever since the game has come out, it is overall FAR worse than solo. so, do whatever it takes, blizzard, and put some incentive in co-op.
IMO the whole idea should be to ENCOURAGE friendly cooperation, to get people into this game, build the strong d2-like playerbase/community, let players see what the other classes look like in action, etc.
(a couple months ago, ppl were saying co-op incentive it should be MF/GF based, but obviously nowadays MF/GF isn't much incentive to those of high plvls. so .... what else is there to target? cripes, even if there were co-op leaderboards, that would encourage ppl to team up...)