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Old 10-02-2015, 11:51 AM
Feanol Feanol is offline
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Join Date: Mar 2013
Location: Houston, TX
Posts: 465
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Quote:
Originally Posted by Monty405 [You must be logged in to view images. Log in or Register.]
Its sad because the original devs actually did add minor xp bonuses for grouping without properly thinking out the mechanics of reality.

Their reasoning is a group of 6 people can surly kill 6x faster than someone who is solo plus if we add a small % to sweeten the pot it will surely be preferable!

Problem is, not everyone carries their weight (whether it is their fault or a class imbalance ie an extra unnecessary support class) and often the # of mobs available just does not scale up.
Playing on Red changes your mindset on this. If you can coordinate a group and everyone promises not to kill each other, the experience just flies by with the bonus %.


For me, it depends really on my mood logging in. I enjoy both very much, probably grouping a little bit more because I enjoy cooperating with other human beings and seeing how they interpret the role of their class.

Duo is probably my favorite thing because you have some backup without the sometimes hectic politics of a full group. Also, Duo lets you really get to know someone during downtime because it's one-on-one instead of the more acceptable silence of full groups. Can end up having some really nice conversations.

Solo is very fun because I get to be as inefficient as I want. Sometimes I like to play games with monsters and try out different spell combinations/ kiting methods that you can't really get away with doing in groups because they're dangerous or manna-hungry. Don't have to worry about accidentally drawing aggro off a group tank either by doing too much damage or casting efficient but hate-inducing spells.
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