I believe the spread of 'Group only' abilities and sets has drastically hurt Cyrodiil gameplay over the years.
I also believe that the motivation for changing so many things to 'group only' was an attempt to make performance better. While I appreciate that motivation, I honestly believe this 'group only' tactic is just hiding the real problems that exist with the skills and sets.
If a healing skill causes a giant algorithm to be calculated every time the skill is cast, and having a bunch of players stacked in the area causes even more strain on the server, then why not make the skill more basic in its functionality? Limiting the number of possible targets doesn't actually address the intense calculations that still happen, it just makes the issue less common at first. But, over the years as players have adapted to needing to be in a group, more and more groups are running around constantly causing these calculations, and the performance problem is back to where it was before the group only agenda started.
I honestly believe that no meaningful improvements can be made to the performance until they revert these group only nerfs and make everything work with allies.
If a skill or set bonus applying something to more than 12 or 24 players is an issue causing lag, then why is the skill or set still designed like that? For example, if using purge on 24 players is okay while in a group, why did they not simply limit purge to 24 allies? I imagine that doing that still causes lag, which means groups spamming purge on themselves are causing lag, but not everyone is grouped up, so it's less lag overall? That's simply not a sustainable way to combat performance issues. We can not rely on players doing the wrong thing (not being grouped, casting things only on themselves) in order to maintain smooth gameplay. Eventually you'll get too many players acting intelligently and the server flops on its face.
Am I wrong?
[DC/NA]