IAmIcehouse wrote: »Mixed feelings. I liked the change originally, but also, what's the point of the reduced size with healing outside of group re-enabled?
At first I liked it, now I don't really care, because what's the difference?
I answered "yes" on this, but let me explain why. I must admit that I enjoy teaching new players how to survive in PvP. It is a lot different than the pve in this game, and I remember thinking, "I gotta find myself a guild!" after just one day in Cyro. The problem with just 12 players per group is that it is much harder to bring new-to-cyro players into the group. Where 24 people could carry a few newbies, too many newbs and your team is dead. As a result of this, many people end up leaving PvP because it's demoralizing to die every 2 seconds when you step outside a keep, or they just try survive solo.
Also, a 12-man group can't break up the huge faction stacks we are seeing out on the map alone. However, a 24-man raid could, with a lot of smart playing, give those faction stack zergs a run for their money, all while carrying a few new players in their ranks. If anything, going down to just 12 players in a group hasn't stopped faction stacks, zergs, or ball groups. It just penalized the new and solo players even more.
These opinions are my own and don't necessarily represent ZOS, other players, or anyone else, so don't jump on me for having my opinion.