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Incredibly long group SC pops

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Daknallbomb
Posts: 1781

Re: Incredibly long group SC pops

Post#131 » Sat Jul 01, 2017 12:44 pm

Well can be Hard in pug to solve who is heal and who not :)
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Druin
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Posts: 1120

Re: Incredibly long group SC pops

Post#132 » Sat Jul 01, 2017 1:19 pm

Daknallbomb wrote:Well can be Hard in pug to solve who is heal and who not :)
Not really.
Pretty much always afk or tabbed out.

Daknallbomb
Posts: 1781

Re: Incredibly long group SC pops

Post#133 » Sat Jul 01, 2017 1:28 pm

Not? Than its a cool idea
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freshour
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Posts: 835

Re: Incredibly long group SC pops

Post#134 » Sat Jul 01, 2017 2:42 pm

#MakeMeleeGreatAgain

Mystry
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Re: Incredibly long group SC pops

Post#135 » Sat Jul 01, 2017 11:51 pm

Unless I'm mistaken, I don't think the queue is able to tell the difference between DPS healers and healer healers. It doesn't seem to be able to tell the difference between me, in full strength gear, a 2 hander, and almost entirely wrath specced, and a different WP who has a book, willpower gear, and is full salvation.

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anarchypark
Posts: 2085

Re: Incredibly long group SC pops

Post#136 » Sun Jul 02, 2017 1:48 pm

more rewards = more group play? nope.
groups already yield more rewards than solo.
that option is already in place and ppl still don't group up.

there are hundreds of reasons ppl doing pug SC.
i think major reasons are :
1. freedom to do whatever they want.
2. quick easy access to fight.
3. language.

it's the problem of human preference. can't really solve that.

some ppl like strategic objective play. some don't.
some likes assist killing, some don't.
my preference is not others.

it's hard to make team with same taste. maybe because player pool is small

penalizing pug or solo queue may encourage grouping.
would it help server? i don't know.
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peterthepan3
Posts: 6509

Re: Incredibly long group SC pops

Post#137 » Sun Jul 02, 2017 2:50 pm

Penalising pug play would just result in a huge uproar from said pugs/arguments about how inherently important pugs are to keeping the server up. Not worth the hassle.

More rewards would = more group play. Spoken to several groups who queue scenarios and they echo those thoughts.

Lair bosses: pre-rewards/BL, noone did; introduction of BL/rewards, everyone doing them.
RvR: golden bags dropping conqueror/subjugator = more groups and warbands coordinating.

It's all about carrots, amigo. But I shan't carry on prodding as War/Torque have already shown (with patch yday) that they are listening (which we appreciate), so we'll see how it goes.
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