That's why a lot of people are angry over this issue. It only takes 1 person in a group to mess it up for everyone. Not only that, but things have a way of getting very ugly, very fast in some cases wiping everyone.
There's all this extra risk, but where's the benefit to counter-balance it? A couple posts ago I gave evidence from patch notes and people doing exp calculations that group exp may not be what it once was during Classic.
In classic, solo players would usually get more experience than grouped because it was a consistent, relatively safe way to gain experience. You wouldn't have to sit around for 20 mins trying to find a replacement healer.
Now solo players are stating that they can earn around TWICE the experience that a group member can, even if the group can chain pull with a perfect group composition.
Something's off, we'd be neglectful if we didn't try to find out what's wrong with the system, and why these discrepancies exist.
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