Maintenance for the week of June 8:
• [IN PROGRESS] PC/Mac: NA and EU megaservers for patch maintenance – June 8, 1:00AM EDT (5:00 UTC) - 12:00PM EDT (16:00 UTC)
• [IN PROGRESS] Xbox: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 12:00PM EDT (16:00 UTC)
• [IN PROGRESS] PlayStation®: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 12:00PM EDT (16:00 UTC)
Maintenance for the week of June 8:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – June 8, 1:00AM EDT (5:00 UTC) - 12:00PM EDT (16:00 UTC)
• [EXTENDED] Xbox: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 4:00PM EDT (2000 UTC)
• [EXTENDED] PlayStation®: NA and EU megaservers for patch maintenance – June 7, 10:00PM EDT (June 8, 2:00 UTC) - June 8, 4:00PM EDT (20:00 UTC)
Gently Discourage Over-Healing
The Ball-Group grievance has been going strong for years now. And yet, it's a pillar of what makes Cyrodiil a unique gameplay experience. Large groups enable those with less experience to meaningfully contribute to the campaign, even if all they do is spam Vigor and heavy attack.
Personally, I believe it's something we shouldn't dispose with out of hand. I believe this because of my previous contributions to the Cyrodiil discussion, suggestions to reduce the scope and preserving the objective-based gameplay, which were largely not received well. As far as I can tell, people won't accept reducing the population; the campaigns need to be lively and in-line with the advertised experience. Hordes of players wailing on each other all at once.
So, how do we address the ball-group grievance while maintaining the scope of the Cyrodiil experience?
People have suggested capping healing stacks; making sure you can only get healing from unique sources. I think that would work nicely, but it would also limit the effect supportive and casual players can offer in the campaign, which as far as I can tell, is a hard-and-fast design point for the dev team.
I suggest a different approach: ramping healing cost, the same as dodge roll and streak / ball-lightning. But only when your target is over-healed.
Pre-emptive Vigors would still be useful, but trains of players spamming heals and not fighting tactically would enter fights with spent resources, and quickly run out as they heal targets at full health. Casual players could still contribute the same way they had before, but must manage their resources, and will be metered by the ramping cost. It could even encourage them to find different ways to contribute, which would on its own make large-scale, public-grouped combat a bit more tactical.
And for the PvE'rs in the thread, we can limit this effect to battle-spirit so PvE activities aren't affected.
Thoughts? Criticisms?
edit: title. Punish -> Discourage
Edited by Credible_Joe on October 3, 2024 4:14PM
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