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Old 10-06-2010, 12:33 PM
yaeger yaeger is offline
Kobold


Join Date: Jun 2010
Posts: 198
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Quote:
Originally Posted by Frice [You must be logged in to view images. Log in or Register.]
I solo'd a Wizard on live, as well as a Enchanter. So, technically you have Druids, Necros, Mages, Wizards, Enchanters in the solo'able group. There is no doubt you have some advantage be it experiance or money in soloing. However, you also take a risk. Not having a rezer at higher levels results in accidents having consequences that may take a while to overcome - from the wasted time having to run back to your corpse (if it's easily available) to the time it takes to recover lost xp due to the death. So, straight line calculations about group vs solo xp are not always correct.

Making bonuses for groups have unwanted effects as well, I'm sure we saw this on live. Once someone defines what the "perfect" group is for a particular camp, you see that classes (perhaps non solo classes) become bastard children and are unable to find groups because they don't fit the perfect group blueprint, all the while those classes that could have just solo'd for xp now find that grouping is even as-good-as or even better xp, with less risk.
I don't understand. If you raise the group exp bonus to promote groups, it still leaves solo classes getting the same very good exp that they already had. It's a win/win.

Besides.. you already see the 'perfect group' mentality on this server. Do you invite that ranger with mediocre dps and huge exp penalty, or that rogue?
 


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