I've read some good posts and thoughts in this thread.
In many respects, solo is quicker, easier, and time effective. I hate "wasting" time waiting for groups to form, etc.
Most of my grouping these days isn't PUG, but guild-based (mostly raids) because they are planned in advance and don't "waste" time standing around, etc.
I don't think that the lack of "pugable" groups and listings is really reflective of the state of the game; it is just that most players group within their guild and so you don't have nearly the number of quests "open" like there used to be.
My fix: add a 25% XP boost to any group of two or more. That amount of XP would offset the waiting around, taking longer to complete, etc. I'd be fine with scaling it up to 40% with 4+ members.
Given the vast differences in levels and play styles (completionists, etc) - the grouping of the good 'ol days doesn't exist anymore for the vast majority of players.
I'm all for an XP boost for grouping as the main reason for elitists not grouping is claiming pugging = lose 10% xp but 40% for a full group is overkill I'd say +4% per member in group...so 2 people +4%, 3 +8%, 4 +12%,5 +16%, 6 +20%...raids function slightly different with the xp increasing for for every 2nd person that joins
Originally Posted by Cordovan
- Quijonn on Ghallanda, Triple Completionist ---> 3350 HP Unbuffed ---> 3405 HP Unbuffed ---> 7447HP Buffed (17,693HP total) ---> 130 CON
- Monster Manual, Known Issues ---> <string table error; tableDID [0x00000000] token [0x00000000]> ---> All Epic Quests EH and EE, XP/Min, Comms/Min
- The Stormreach Campaign ---> The Stormreach Campaign Blog ---> Enhancements in PDF format ---> Saga's simplified
- Quality of Life Fixes
With heroic leveling alot of people can solo a dungeon even if it is scaled to 6. It's a completely different issue on heroic levels - speed. It takes way longer to level with a random party than it does solo.
They likely can't get rid of bravery bonus now without alot of complaints, but they really should have just made it a grouping bonus instead. And it doesn't matter what they do because people will work the system in ways Turbine doesn't anticipate.
Personally I think Turbine should avoid social engineering because they aren't very good at it. Just let people play the way they want.
That´s something I could /sign any time. I would not see the bravery streak as a major source of disconnection between soloing and grouping but on a second thought you may be perfectly right.
I think there are several game mechanics that currently and in total discourage group play:
- Bravery Streaks hinder people to go into (any) groups.
- Dungeon Scaling favors the solo zerg.
- Power differences due to past life feats and better banked equipement between first lifers and new players, and the vets.
- Risk of loosing the 10% bonus for quests without deaths actually discourages many players to group.
+ Missing incentives to actively group (like XP group bonuses).
+ Too short running ship buffs - too long buff up times. Buffs are vitaly important for newer players, though, to even out the power difference between them and the vets.
+ The death penalty (loss of bonus) should only apply to the individual player.
+ Too less incentive to actually run the quests instead of flashing and zerging through. Optionals should either bring more XP and completing the quest less, or generally more optionals while doing the quests.
You forgot to mention that 1) it is usualy twice more hp then just 300k->210k hp. 2) boss also hits much less dmg when you solo 3) a lot players in PUG do bad dps, looking at those clerics with 1 kill and no healing done (what are they doing whole quest since they are actualy moving with group and not piking at entrance?).
They should remove scaling on Elite only. I cant stress how much this is important.
Hard and Normal should keep difficulty scaling.
This way you can still get easy solo runs on "hard", but for Elite to solo you actually need to go be good. If you are not good enough for Elite, i repeat there are other difficulty settings for quest, they exist for a reason.
Regarding the non-piking cleric with only a few kills:
I currently have a 3rd life cleric speced for undead slaying. This is a lv. 12 undead killing / healbot machine. Let this cleric run any Necro quest and look at the kill stats afterwards. OK, and now let the same cleric run any flagging quest in menech that is not wiz king. I ran Chains of Flame on elite a few days ago with a guild party. We had a lot of fun in that quest, but with most of my fellow guildies quite self sufficient and DPS monsters I did not have much to do. Blade Barrier is stationary and most other spells do not help much against the mobs in there. Meleeing as a turning-specced cleric? Meh.
I think I had about 5 kills, most out of courtesy, I would guess. OK, my group had been Vet only with three very apt players, me excluded. So these had most of the DPS and kills. I had a quiet day and a lot of XP. And I had been the failsafe fallback cleric in there contributing little, but being a good buff / rez / heal option in case something would have went wrong.
Did I contribute big time? No.
Did I pike? Neither.
Would I have been a waste of a group spot? Objectively said, yes. I had been unneccesary. I would not have been good for a BYOH/zerg group, since I could not contribute big DPS or anything that makes the group faster. I saw myself more of a failsafe though. My BBs stood when the Sorc needed a short break from the mobs. And I tossed the occassional healing spell when needed.
Would I have been able to contribute more? Compared to my fellow guildies, no. Compared to the average pug I perhaps would have carried such a group alone on my back through the quest.
Does this make me a bad ceric / bad player ? This depends on the definition of "bad" - pure DPS contributing output, clerly yes. Working as a team or contributing on more intangible things, perhaps no.
Bottom line - a cleric is not supposed to be the big time DPS killing machine. If a cleric can contribute, fine. If a cleric of apt level can rez and toss the occassional heal, this is a must. I would expect the cleric to have kills near ot at the bottom of the killing list. But!!! But I would expect the cleric to make sure there are no deaths in a group. And to clean up any dead members on the way if necessary. So finding a cleric on the bottom of the kills list? No problem. That said - as long as a cleric is doing a good job at healing / rezing / buffing, the cleric does not need to shine in the DPS department in a big group. DPS in a big group from a cleric is purely optional. If the cleric fails his core duty duty however, the player better deletes the toon and starts anew.
Community Member
- Quijonn on Ghallanda, Triple Completionist ---> 3350 HP Unbuffed ---> 3405 HP Unbuffed ---> 7447HP Buffed (17,693HP total) ---> 130 CON
- Monster Manual, Known Issues ---> <string table error; tableDID [0x00000000] token [0x00000000]> ---> All Epic Quests EH and EE, XP/Min, Comms/Min
- The Stormreach Campaign ---> The Stormreach Campaign Blog ---> Enhancements in PDF format ---> Saga's simplified
- Quality of Life Fixes
Eye of the Titan might not be a fair example, as it does scale into epic levels (21 on elite).
What I am trying to say here really is that those who do choose to solo content will continue to do so despite changing the scaling mechanic to favor grouping. In the example you mention, I had a much easier time runnng it on elite solo. But it wasn't due to scaling. In both runs my level 16 Wizard/2 Rogue had no trouble dealing with the mobs. But grouping cost 90% more sp and some aggrivation due to the behavior of the other players in the group. Finger of death was adequate in both cases on this build, which had no past life Wiz. But other players affecting the mob's aggro with their actions caused missed level drains via Circle of Death/Symbol of Death. The other party members required buffing, or rebuffing if they died. The boss had more HP. Yet the start to finish time (observed by ship buff timer) was 45 seconds more in a group where the HP's were increased. It required 3 additional casts compared to soloing it. Not an excessive gain imo. The additional cost to grouping, and therefore disincentive, in that quest was loss of survival bonus, and mem pot usuage due to inefficiency caused by the actions of party members.
Now, I agree with you that more need be done to encourage grouping. However, giving full scaling on elite for soloists is not something that I believe will accomplish this. It used to be that way, and the same people who could solo it did so then. I have been convinced for some time that what discourages grouping is based largely in the behavior of the members of the group and not the quest mechanics. Going back to Eye of the Titan, going solo saved me some aggrivation, 3 mem pots, and gave me a 10% bonus for not dying.
Encouraging grouping is what is needed I think. Not forcing others to be a burden upon others.
Khyber: Evandus, Halfdeadd, Licoricewhip, Sawyn, Elkabongg, Brothanumsi, Soulbro, Cromix.
And an army of gimp experiments!
- Quijonn on Ghallanda, Triple Completionist ---> 3350 HP Unbuffed ---> 3405 HP Unbuffed ---> 7447HP Buffed (17,693HP total) ---> 130 CON
- Monster Manual, Known Issues ---> <string table error; tableDID [0x00000000] token [0x00000000]> ---> All Epic Quests EH and EE, XP/Min, Comms/Min
- The Stormreach Campaign ---> The Stormreach Campaign Blog ---> Enhancements in PDF format ---> Saga's simplified
- Quality of Life Fixes
Instead of any type of penalization for soloers, just put "something" in the mix that rewards grouping.
Given how this game isn't limited by level anymore (really - reincarnations, etc). Give the people an additional 5 - 10% XP for each person in the group. 6 players = 30 - 60% more XP.
Also make ship buffs last for the whole time you are logged in on that toon. That way, everyone buffs upon log-in and away we go!
Also get rid of the bravery streak as I think it is counterproductive to grouping, and focus the addtional XP into the grouping reworked XP.
raids wouldn't need that, they're still being running in group fairly often, the ones that are being run
and i'd give only +10%, if i'd give anything. If someone dies the bonuses cancel each other. And i'd cancel the bonus if one of the members ends the quest with penalties to xp for being late