For as long as I can remember, the PvP community has been complaining about Ball groups ruining PvP, specifically Cyrodiil PvP. But even with ZoS trying to implement mechanics to counter ball groups and straight up nerfing them at times, such as the changes to harmony, proximity detonation, plaguebreak, among many others, all they did was hurt solo and small scale players even more, by removing burst mechanics that excel at killing stacks of people such as the aforementioned ones all they do is hurt solo Bombers and Small scale bomb groups because now they basically have no chance of standing up to a ball group even if the group is bad or below average, by having 12 people and no ways of countering hard stacks like the version of proximity detonation we had years ago ball groups can run rampant in PvP with very little counter play.
I do not believe the play style should be eradicated but definitely should be counterable by more than 1 way, the only solution at the moment is azureblight stacking which puts a lot of pressure into these groups but it requires you to fully spec into a play style that does 1 thing and 1 thing only, kill ball groups. Outside of that it’s really hard to kill any half competent group due to how easy it is to hot stack in this game that even a bad group of 12 can’t be killed by a really good group of 4-5-6 players because of how lacking the game is atm on reliable anti stacking mechanics.
In my personal opinion, a good way of fixing this issue is to either bring back the old morph of proximity detonation, so that solo tether bombing ball groups is possible once again and that a small bomb squad has a chance of killing these groups again (obviously a good 12 man should have an advantage against a good smaller group, but this will hit harder for the non as good ball groups that are carried by the play style). And some people might say this will also buff ball groups even more but the reality is, they already have the damage to kill you so even more damage really won’t make a difference, but in that case another good solution is to change proximity detonation this way: buff the base value of the skill by a fairly big margin so that it’s basically a decent skill, nowadays it only hits harder with more than 10 people stacked compared to its previous iteration, and make that base value go down for each member the player has in group, like how rallying cry works. This will bring back small/medium scale vs ball groups back and solo bombing ball groups back by giving them a fighting chance, while still understanding that a coordinated 12 man should outperform smaller cooordinated groups if they play correctly.