Been a healer and not been in group has been one of the best ways to get easy and fast AP in this game, basically your a leacher following zergs. If you like to solo, then you should have dps and heals to be able to defeat enemy players and survive, expecting for random people to heal you is poitless and brings hell of problem when your actual heals goes to the lowest health target instead of you or your group members.
Ask any solo sorceror or magicka nightblade or actually anyone that had to sppam hes healing ward or heals to actually heal up (him, as solo) beacuse it ends in some random folk 20 yards away with no competence to heal him self.
If you want to be a full time healer, find a group and heal YOUR group, thats team work and how it suppouse to be in the first place.
Ghost-Shot wrote: »GreatWhite000 wrote: »No, because there are guilds out there right now that actually run multiple groups. So, instead of 1 group of 16 people (all in the same guild or whatever), you'd just have 2 groups of 8 and the "problem" would still persist.
I don't think zerging is the issue. It's the lack of ability to fight zergs with smaller numbers.
Really? How do you beat 24 people with only 4 people in your group?
You cant, beacuse those 24 people sppam 1 skill each, like it is a work or something, "yo, you have to sppam BoL, you 6 jesus beam, and you 4 bombard..."
I dont expect to survive that many if my group is way way smaller beacuse theres no point behind it, its not logic. Yet, the goal of this poll/discussion is to reduce the lag issues by restricting the amount of players per group to 8 (small scale) and avoid getting buffs or heals from random people (restrict it to your self (solo) or group).
Who remember Barrier before Thieves guild? free +20k shield to everyone. mhm... wrong
Yes, this is a social game and it suppouse to be running with more people, but it should be limited to your group not to everyone else.
Even if they stack 3 groups of 8 (24 people), the heals and buff will be limited to that independent group, hence its dfferent than now where any healer nearby will actually help out the zerg.
The better question is why do you think 4 should be able to beat 24 competent players? How does that even make sense?
And FYI if you find a group of 24 that are honestly spamming 1 skill, you can kill those because they are all bad.
Wouldn't change a thing, like blobs said these mega zergs are already multiple groups,
The group size is a max of 24 yet I see red/yellow zergs of 40-60 people on an almost daily basis, and I'm sure other factions experience the same with blues,
My record amount of reds in one keep (glade) was 107 I think I hit in total