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#4
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Quote:
If we assume people are cold and calculating, then they want to maximize xp/hr and don't factor value-add for socializing. Let's analyze from that min-max perspective. If everyone is relatively the same level, then their experience pools will differ greatly (Hybrids will have accrued more experience to reach the same level due to penalty). Borrowing from your referenced article: "Group with people who have similar xp totals to you". Therein lies the problem. If the players with a higher penalty have similar xp totals to a group of non-hybrids, they will be lower level compared to the content. Ever see how fast healers OOM when hybrid tanks are significantly lower level compared to the mobs? Or how significant a level advantage has in overall dps? That's purely mechanics. Do you choose a group of similarly leveled players, with the hybrids taking a larger chunk of the pie? Or do you choose a group of similar xp totals, where everyone takes an equal chunk of the pie, but the group performs poorly? Let's discuss group composition: Ideally, you want 1 tank, 1 healer, 1 cc, the rest as dps. In your example, Group 1 already has two tanks (both paladins). Adding an SK isn't ideal since the role has already been filled. The group is probably waiting for a pure dps class. In Group 2 you could be a dps, but you take a larger chunk of exp from the pie compared to a rogue or even human monk. They already have a puller (monk/bard) and a snare (bard/druid). Honestly, I can see why they passed in Group1. I can sympathize with them passing on Group2, but if you're as good as you claim, there's an argument to be made there. It's always a joy to play with talented players. Unfortunately, they aren't usually the ones explaining about exp penalties. In the end, I prefer to solo because it's faster and wait until max level to group. We all play differently. That's how I play. | |||
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