CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
HP scaling shields are a bad mechanic and need removal IMO. There is absolutely nothing skillful about a group of people spamming one skill that gives them absolute immunity from damage except in "ideal" conditions where it can be countered.
Groups were already powerful stacking HP long before shields came into play. Scribing and the changes that ZOS has made over the last 5 years brought them up to another level.
Having a complete defensive solution with the click of a button isn't skill nor skill-based at all. It's a systematic advantage that creates a gulf that cannot realistically be overcome with skill at any point in time.
And this is why it's getting nerfed. Becasue the SYSTEM does not have a proper counter to HP stacking in the first place already, and with shields added, there isn't any counter at all.
For anyone in a ball group that thinks it isn't an issue, why don't you just try a simple task: go and wipe another ball group stacking shields and HP, except do it while you aren't with your group and alone in a "zerg".
We all know what's going to happen. You aren't going to do it. And you aren't going to do it because it isn't something experience can overcome: either the right combination is present or it's not. And when it's not, then there is nothing that can be done with skill at all versus shield stacking.
I know it's hard for players to admit and accept that they've been carried by a balance issue, but reality is not something you can always avert your eyes from just because it's inconvienient.
Making the argument that you spent time optimizing is a pointless one when no one knows the validity of that statement. I spent over 7/10 of my time on the game optimising builds and finding broken things, does that mean ZOS should never nerf my builds and let me cheese with things like that recursive static reverbation build that just got cut? No way.
Skill arguments? Come on. Buddy, please explain how it's skillful for someone to play in a way that has ZERO real counter and every advantage possible versus those that don't? The game is inherently unbalanced at its core and when ZOS tries to adjust a mechanic that is problematic, you want to bring up the skill argument? Explain how it's skillful. Because no one outside of the people using said mechanic to overpower and win without any real threat of losing thinks it is skillful.
Lastly, the "40-man zerg" argument falls flat on its face for a number of reasons. Here's the biggest one: because there is strength in numbers, regardless of the method. <-- This same argument is used all the time by ball groups to justify group sets and advantages gained from things that should only be in PvE, so let's use that exact logic right now.
There's strength in numbers. It's up to you to use SKILL to overcome that. Now ballgroups have an avenue to demonstrate it to everyone the absolute pinnacle of skill they've always gone on and on about on these forums, and instead we have a call to nerf everyone else so the ball groups stay relatively more powerful than everyone else?
No way. Complete disagree.
LoganSpencer1 wrote: »While it is widely agreed upon by high-end PvPers that damage shields need a rebalance, the current group-scaling approach on the PTS sets a dangerous precedent. Targeting damage shields based strictly on group size doesn't fix a balance issue—it actively penalizes player organization, skill expression, and optimization.
If shields are overperforming, they should receive a flat-value, absolute nerf for everyone. Here is why the current group-scaling model is a step in the wrong direction:
1. It Penalizes the Hours Invested in Optimization
High-end, coordinated groups do not just "win" by default. Behind every successful small-to-mid-sized group are dozens of hours spent:
Theorycrafting: Endlessly tweaking group compositions, gear sets, and skill bars.
Recruitment: Finding and vetting players who possess the mechanical skill and willingness to execute a specific role.
Log Review: Spending hours analyzing combat logs to fix positioning errors, resource management issues, and rotational gaps.
Shotcalling & Execution: Managing real-time battlefield positioning while coordinating up to 7 damage or support abilities to fire off at the exact same split-second. This level of synergy is a definitive skill in and of itself.
2. The Equity Illusion: Catering to the Skill Floor
The current scaling model attempts to create "equity" for casual players and uncoordinated zergs who refuse to put critical thought into their own builds or group synergy. Expecting a casual solo player or an uncoordinated group to compete with a tightly optimized team that treats PvP with high competitive seriousness is a fundamental misunderstanding of PvP progression. Highly optimized groups make up less than 1% of the total PvP population; systematically dismantling their toolkit just to appease the loudest voices on the forums harms the competitive health of Cyrodiil.
3. The Double Standard: The 40-Man Negate Carpet
The most glaring issue with this change is the blatant double standard regarding what is deemed "broken."
Coordinated Groups: Get hit with compounding penalties (previous HoT limits, and now Update 51's aggressive shield-scaling cap down to 60%).
Massive Zergs: Are continually allowed to stack health-scaling heals and abuse zero-skill tactics. A 40-man discord zerg carpet-bombing a zone with dozens of concurrent Negates—completely turning off game mechanics for everyone else—is treated as perfectly acceptable.
By tying the Battle Spirit shield cap to group size, ZOS is punishing coordination while actively rewarding numerical weight. If shields (or anything else) are mathematically overpowered, apply a flat-value nerf across the board. Make everyone play by the exact same baseline rules. Stop artificially raising the floor for uncoordinated play while introducing math ceilings designed to break the players who actually spent the time to master your game’s systems.
LoganSpencer1 wrote: »While it is widely agreed upon by high-end PvPers that damage shields need a rebalance, the current group-scaling approach on the PTS sets a dangerous precedent. Targeting damage shields based strictly on group size doesn't fix a balance issue—it actively penalizes player organization, skill expression, and optimization.
If shields are overperforming, they should receive a flat-value, absolute nerf for everyone. Here is why the current group-scaling model is a step in the wrong direction:
1. It Penalizes the Hours Invested in Optimization
High-end, coordinated groups do not just "win" by default. Behind every successful small-to-mid-sized group are dozens of hours spent:
Theorycrafting: Endlessly tweaking group compositions, gear sets, and skill bars.
Recruitment: Finding and vetting players who possess the mechanical skill and willingness to execute a specific role.
Log Review: Spending hours analyzing combat logs to fix positioning errors, resource management issues, and rotational gaps.
Shotcalling & Execution: Managing real-time battlefield positioning while coordinating up to 7 damage or support abilities to fire off at the exact same split-second. This level of synergy is a definitive skill in and of itself.
2. The Equity Illusion: Catering to the Skill Floor
The current scaling model attempts to create "equity" for casual players and uncoordinated zergs who refuse to put critical thought into their own builds or group synergy. Expecting a casual solo player or an uncoordinated group to compete with a tightly optimized team that treats PvP with high competitive seriousness is a fundamental misunderstanding of PvP progression. Highly optimized groups make up less than 1% of the total PvP population; systematically dismantling their toolkit just to appease the loudest voices on the forums harms the competitive health of Cyrodiil.
3. The Double Standard: The 40-Man Negate Carpet
The most glaring issue with this change is the blatant double standard regarding what is deemed "broken."
Coordinated Groups: Get hit with compounding penalties (previous HoT limits, and now Update 51's aggressive shield-scaling cap down to 60%).
Massive Zergs: Are continually allowed to stack health-scaling heals and abuse zero-skill tactics. A 40-man discord zerg carpet-bombing a zone with dozens of concurrent Negates—completely turning off game mechanics for everyone else—is treated as perfectly acceptable.
By tying the Battle Spirit shield cap to group size, ZOS is punishing coordination while actively rewarding numerical weight. If shields (or anything else) are mathematically overpowered, apply a flat-value nerf across the board. Make everyone play by the exact same baseline rules. Stop artificially raising the floor for uncoordinated play while introducing math ceilings designed to break the players who actually spent the time to master your game’s systems.
LoganSpencer1 wrote: »HP scaling shields are a bad mechanic and need removal IMO. There is absolutely nothing skillful about a group of people spamming one skill that gives them absolute immunity from damage except in "ideal" conditions where it can be countered.
Groups were already powerful stacking HP long before shields came into play. Scribing and the changes that ZOS has made over the last 5 years brought them up to another level.
Having a complete defensive solution with the click of a button isn't skill nor skill-based at all. It's a systematic advantage that creates a gulf that cannot realistically be overcome with skill at any point in time.
And this is why it's getting nerfed. Becasue the SYSTEM does not have a proper counter to HP stacking in the first place already, and with shields added, there isn't any counter at all.
For anyone in a ball group that thinks it isn't an issue, why don't you just try a simple task: go and wipe another ball group stacking shields and HP, except do it while you aren't with your group and alone in a "zerg".
We all know what's going to happen. You aren't going to do it. And you aren't going to do it because it isn't something experience can overcome: either the right combination is present or it's not. And when it's not, then there is nothing that can be done with skill at all versus shield stacking.
I know it's hard for players to admit and accept that they've been carried by a balance issue, but reality is not something you can always avert your eyes from just because it's inconvienient.
Making the argument that you spent time optimizing is a pointless one when no one knows the validity of that statement. I spent over 7/10 of my time on the game optimising builds and finding broken things, does that mean ZOS should never nerf my builds and let me cheese with things like that recursive static reverbation build that just got cut? No way.
Skill arguments? Come on. Buddy, please explain how it's skillful for someone to play in a way that has ZERO real counter and every advantage possible versus those that don't? The game is inherently unbalanced at its core and when ZOS tries to adjust a mechanic that is problematic, you want to bring up the skill argument? Explain how it's skillful. Because no one outside of the people using said mechanic to overpower and win without any real threat of losing thinks it is skillful.
Lastly, the "40-man zerg" argument falls flat on its face for a number of reasons. Here's the biggest one: because there is strength in numbers, regardless of the method. <-- This same argument is used all the time by ball groups to justify group sets and advantages gained from things that should only be in PvE, so let's use that exact logic right now.
There's strength in numbers. It's up to you to use SKILL to overcome that. Now ballgroups have an avenue to demonstrate it to everyone the absolute pinnacle of skill they've always gone on and on about on these forums, and instead we have a call to nerf everyone else so the ball groups stay relatively more powerful than everyone else?
No way. Complete disagree.
this is the most "i have no actual idea what's going on, i just hate group players!!!!" type post I've ever seen.
TheAwesomeChimpanzee wrote: »LoganSpencer1 wrote: »While it is widely agreed upon by high-end PvPers that damage shields need a rebalance, the current group-scaling approach on the PTS sets a dangerous precedent. Targeting damage shields based strictly on group size doesn't fix a balance issue—it actively penalizes player organization, skill expression, and optimization.
If shields are overperforming, they should receive a flat-value, absolute nerf for everyone. Here is why the current group-scaling model is a step in the wrong direction:
1. It Penalizes the Hours Invested in Optimization
High-end, coordinated groups do not just "win" by default. Behind every successful small-to-mid-sized group are dozens of hours spent:
Theorycrafting: Endlessly tweaking group compositions, gear sets, and skill bars.
Recruitment: Finding and vetting players who possess the mechanical skill and willingness to execute a specific role.
Log Review: Spending hours analyzing combat logs to fix positioning errors, resource management issues, and rotational gaps.
Shotcalling & Execution: Managing real-time battlefield positioning while coordinating up to 7 damage or support abilities to fire off at the exact same split-second. This level of synergy is a definitive skill in and of itself.
2. The Equity Illusion: Catering to the Skill Floor
The current scaling model attempts to create "equity" for casual players and uncoordinated zergs who refuse to put critical thought into their own builds or group synergy. Expecting a casual solo player or an uncoordinated group to compete with a tightly optimized team that treats PvP with high competitive seriousness is a fundamental misunderstanding of PvP progression. Highly optimized groups make up less than 1% of the total PvP population; systematically dismantling their toolkit just to appease the loudest voices on the forums harms the competitive health of Cyrodiil.
3. The Double Standard: The 40-Man Negate Carpet
The most glaring issue with this change is the blatant double standard regarding what is deemed "broken."
Coordinated Groups: Get hit with compounding penalties (previous HoT limits, and now Update 51's aggressive shield-scaling cap down to 60%).
Massive Zergs: Are continually allowed to stack health-scaling heals and abuse zero-skill tactics. A 40-man discord zerg carpet-bombing a zone with dozens of concurrent Negates—completely turning off game mechanics for everyone else—is treated as perfectly acceptable.
By tying the Battle Spirit shield cap to group size, ZOS is punishing coordination while actively rewarding numerical weight. If shields (or anything else) are mathematically overpowered, apply a flat-value nerf across the board. Make everyone play by the exact same baseline rules. Stop artificially raising the floor for uncoordinated play while introducing math ceilings designed to break the players who actually spent the time to master your game’s systems.LoganSpencer1 wrote: »While it is widely agreed upon by high-end PvPers that damage shields need a rebalance, the current group-scaling approach on the PTS sets a dangerous precedent. Targeting damage shields based strictly on group size doesn't fix a balance issue—it actively penalizes player organization, skill expression, and optimization.
If shields are overperforming, they should receive a flat-value, absolute nerf for everyone. Here is why the current group-scaling model is a step in the wrong direction:
1. It Penalizes the Hours Invested in Optimization
High-end, coordinated groups do not just "win" by default. Behind every successful small-to-mid-sized group are dozens of hours spent:
Theorycrafting: Endlessly tweaking group compositions, gear sets, and skill bars.
Recruitment: Finding and vetting players who possess the mechanical skill and willingness to execute a specific role.
Log Review: Spending hours analyzing combat logs to fix positioning errors, resource management issues, and rotational gaps.
Shotcalling & Execution: Managing real-time battlefield positioning while coordinating up to 7 damage or support abilities to fire off at the exact same split-second. This level of synergy is a definitive skill in and of itself.
2. The Equity Illusion: Catering to the Skill Floor
The current scaling model attempts to create "equity" for casual players and uncoordinated zergs who refuse to put critical thought into their own builds or group synergy. Expecting a casual solo player or an uncoordinated group to compete with a tightly optimized team that treats PvP with high competitive seriousness is a fundamental misunderstanding of PvP progression. Highly optimized groups make up less than 1% of the total PvP population; systematically dismantling their toolkit just to appease the loudest voices on the forums harms the competitive health of Cyrodiil.
3. The Double Standard: The 40-Man Negate Carpet
The most glaring issue with this change is the blatant double standard regarding what is deemed "broken."
Coordinated Groups: Get hit with compounding penalties (previous HoT limits, and now Update 51's aggressive shield-scaling cap down to 60%).
Massive Zergs: Are continually allowed to stack health-scaling heals and abuse zero-skill tactics. A 40-man discord zerg carpet-bombing a zone with dozens of concurrent Negates—completely turning off game mechanics for everyone else—is treated as perfectly acceptable.
By tying the Battle Spirit shield cap to group size, ZOS is punishing coordination while actively rewarding numerical weight. If shields (or anything else) are mathematically overpowered, apply a flat-value nerf across the board. Make everyone play by the exact same baseline rules. Stop artificially raising the floor for uncoordinated play while introducing math ceilings designed to break the players who actually spent the time to master your game’s systems.
I strongly disagree. At the moment, ball groups are arguably the strongest they have ever been, perhaps only slightly weaker than they were before the sticky HoT/Battle Spirit changes.
Shields are a major problem, but I think the more fundamental issue is how group sets scale. By their nature, group sets become disproportionately more valuable as you add players. Take Powerful Assault as a simple example: in a 3-man, that 307 Weapon and Spell Damage is benefiting three players; in a 12-man, it is benefiting twelve. The individual bonus is the same, but the total value the set provides to the group goes from 307×3 to 307×12. The same principle applies to most of the support sets and group-wide buffs used in optimized ball groups.
Because of that, a 12-man is not merely “twice as strong” as a 6-man. It has access to far more overlapping group buffs, support sets, healing, mitigation, ultimates, synergies, and specialized roles. The game’s mechanics actively reward stacking more coordinated players together, and after years of adding increasingly powerful support sets, that scaling has gotten out of hand—especially in 10–12 player groups.
I agree that coordinated and optimized players should outperform uncoordinated players. They should absolutely be rewarded for good compositions, min-maxing, positioning, and execution. I play in ball groups myself. But there is a difference between rewarding coordination and designing systems where simply adding more members causes the group’s effective power to scale disproportionately.
For that reason, I actually think larger groups should receive penalties in more than one area as additional members are added. The game already gives them enormous multiplicative advantages through group mechanics, so some counter-scaling is reasonable. Ideally, I would rather see the underlying way group sets scale reworked entirely, but until then, mechanics like the shield cap are a reasonable way of addressing part of the problem.
That said, I do think the current shield scaling is too aggressive. I would rather see something like a 100% cap at 5 players, followed by roughly a 7% reduction per additional group member up to 12. Five- and six-man groups can already use shields extremely effectively, so I don’t think they should be almost completely exempt, but the penalty also shouldn’t fall off a cliff simply because a group reaches 10–12 players.
spartaxoxo wrote: »A diminishing return on stacking up effects is necessary for balance. Competitive game design shouldn't be balanced around what people do when they lack coordination and skill. But around what the peak potential at the highest end skill looks like.
That uncoordinated groups would be impacted too is something to keep in mind but not something that should prevent necessary balancing. And no they shouldn't nerf something that isn't over powered because a strategy that is overpowered got a nerf. Nerfs should be targeted towards problem areas not blankets that don't address the underlying problem because it didn't change the fundamental problem with tipping of the scales.
LoganSpencer1 wrote: »While it is widely agreed upon by high-end PvPers that damage shields need a rebalance, the current group-scaling approach on the PTS sets a dangerous precedent. Targeting damage shields based strictly on group size doesn't fix a balance issue—it actively penalizes player organization, skill expression, and optimization.
If shields are overperforming, they should receive a flat-value, absolute nerf for everyone. Here is why the current group-scaling model is a step in the wrong direction:
1. It Penalizes the Hours Invested in Optimization
High-end, coordinated groups do not just "win" by default. Behind every successful small-to-mid-sized group are dozens of hours spent:
Theorycrafting: Endlessly tweaking group compositions, gear sets, and skill bars.
Recruitment: Finding and vetting players who possess the mechanical skill and willingness to execute a specific role.
Log Review: Spending hours analyzing combat logs to fix positioning errors, resource management issues, and rotational gaps.
Shotcalling & Execution: Managing real-time battlefield positioning while coordinating up to 7 damage or support abilities to fire off at the exact same split-second. This level of synergy is a definitive skill in and of itself.
2. The Equity Illusion: Catering to the Skill Floor
The current scaling model attempts to create "equity" for casual players and uncoordinated zergs who refuse to put critical thought into their own builds or group synergy. Expecting a casual solo player or an uncoordinated group to compete with a tightly optimized team that treats PvP with high competitive seriousness is a fundamental misunderstanding of PvP progression. Highly optimized groups make up less than 1% of the total PvP population; systematically dismantling their toolkit just to appease the loudest voices on the forums harms the competitive health of Cyrodiil.
3. The Double Standard: The 40-Man Negate Carpet
The most glaring issue with this change is the blatant double standard regarding what is deemed "broken."
Coordinated Groups: Get hit with compounding penalties (previous HoT limits, and now Update 51's aggressive shield-scaling cap down to 60%).
Massive Zergs: Are continually allowed to stack health-scaling heals and abuse zero-skill tactics. A 40-man discord zerg carpet-bombing a zone with dozens of concurrent Negates—completely turning off game mechanics for everyone else—is treated as perfectly acceptable.
By tying the Battle Spirit shield cap to group size, ZOS is punishing coordination while actively rewarding numerical weight. If shields (or anything else) are mathematically overpowered, apply a flat-value nerf across the board. Make everyone play by the exact same baseline rules. Stop artificially raising the floor for uncoordinated play while introducing math ceilings designed to break the players who actually spent the time to master your game’s systems.
TheAwesomeChimpanzee wrote: »
I strongly disagree. At the moment, ball groups are arguably the strongest they have ever been, perhaps only slightly weaker than they were before the sticky HoT/Battle Spirit changes.
Shields are a major problem, but I think the more fundamental issue is how group sets scale. By their nature, group sets become disproportionately more valuable as you add players. Take Powerful Assault as a simple example: in a 3-man, that 307 Weapon and Spell Damage is benefiting three players; in a 12-man, it is benefiting twelve. The individual bonus is the same, but the total value the set provides to the group goes from 307×3 to 307×12. The same principle applies to most of the support sets and group-wide buffs used in optimized ball groups.
Because of that, a 12-man is not merely “twice as strong” as a 6-man. It has access to far more overlapping group buffs, support sets, healing, mitigation, ultimates, synergies, and specialized roles. The game’s mechanics actively reward stacking more coordinated players together, and after years of adding increasingly powerful support sets, that scaling has gotten out of hand—especially in 10–12 player groups.
I agree that coordinated and optimized players should outperform uncoordinated players. They should absolutely be rewarded for good compositions, min-maxing, positioning, and execution. I play in ball groups myself. But there is a difference between rewarding coordination and designing systems where simply adding more members causes the group’s effective power to scale disproportionately.
For that reason, I actually think larger groups should receive penalties in more than one area as additional members are added. The game already gives them enormous multiplicative advantages through group mechanics, so some counter-scaling is reasonable. Ideally, I would rather see the underlying way group sets scale reworked entirely, but until then, mechanics like the shield cap are a reasonable way of addressing part of the problem.
That said, I do think the current shield scaling is too aggressive. I would rather see something like a 100% cap at 5 players, followed by roughly a 7% reduction per additional group member up to 12. Five- and six-man groups can already use shields extremely effectively, so I don’t think they should be almost completely exempt, but the penalty also shouldn’t fall off a cliff simply because a group reaches 10–12 players.
CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
Not every group is a ball group. This hurts pug groups while doing little to hinder comped groups.
Changes like this make it seem like nobody at ZOS plays PvP or they'd have a better understanding or what changes will and will not work to achieve balance.
CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
Not every group is a ball group. This hurts pug groups while doing little to hinder comped groups.
Changes like this make it seem like nobody at ZOS plays PvP or they'd have a better understanding or what changes will and will not work to achieve balance.
Turtle_Bot wrote: »CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
Not every group is a ball group. This hurts pug groups while doing little to hinder comped groups.
Changes like this make it seem like nobody at ZOS plays PvP or they'd have a better understanding or what changes will and will not work to achieve balance.
This change will directly hit ball groups more then PuGs because PuGs aren't the ones abusing shield stacking mechanics the same way ball groups are and any claim to the contrary is just completely disingenuous and/or completely misinformed.
Sure, the good ball groups will adapt and change their strategies, but none will be able to rely on having 100k shields up at all times anymore to be essentially immortal while they steamroll their way across the map. They will have to use skill, movement, coordination, communication and other defensive mechanics to survive, or significantly lower their damage output to compensate, and doing any of this will allow other counterplay options in the game the chance to do their intended jobs without needing to try and push through 100k worth of constantly refreshing shields.
Turtle_Bot wrote: »CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
Not every group is a ball group. This hurts pug groups while doing little to hinder comped groups.
Changes like this make it seem like nobody at ZOS plays PvP or they'd have a better understanding or what changes will and will not work to achieve balance.
This change will directly hit ball groups more then PuGs because PuGs aren't the ones abusing shield stacking mechanics the same way ball groups are and any claim to the contrary is just completely disingenuous and/or completely misinformed.
Sure, the good ball groups will adapt and change their strategies, but none will be able to rely on having 100k shields up at all times anymore to be essentially immortal while they steamroll their way across the map. They will have to use skill, movement, coordination, communication and other defensive mechanics to survive, or significantly lower their damage output to compensate, and doing any of this will allow other counterplay options in the game the chance to do their intended jobs without needing to try and push through 100k worth of constantly refreshing shields.
100% this.
The vast majority of groups aren't hitting the cap anyways and are simply seeing "12 person groups" getting a nerf and they are screaming about it.
This change will have a slight impact (wish they went harder to be honest) on maybe... 8 groups who are 100% hitting the cap.
It's pretty simple, make all sets only affect the wearer and not the entire group. That way the group's skill is more important than the gear. It won't affect small groups much because they tend to run solo builds and aren't too coordinated. It would reign in the free stats from large groups. There's still scribing and class mastery to give free stats to groups.
Turtle_Bot wrote: »TheAwesomeChimpanzee wrote: »
I strongly disagree. At the moment, ball groups are arguably the strongest they have ever been, perhaps only slightly weaker than they were before the sticky HoT/Battle Spirit changes.
Shields are a major problem, but I think the more fundamental issue is how group sets scale. By their nature, group sets become disproportionately more valuable as you add players. Take Powerful Assault as a simple example: in a 3-man, that 307 Weapon and Spell Damage is benefiting three players; in a 12-man, it is benefiting twelve. The individual bonus is the same, but the total value the set provides to the group goes from 307×3 to 307×12. The same principle applies to most of the support sets and group-wide buffs used in optimized ball groups.
Because of that, a 12-man is not merely “twice as strong” as a 6-man. It has access to far more overlapping group buffs, support sets, healing, mitigation, ultimates, synergies, and specialized roles. The game’s mechanics actively reward stacking more coordinated players together, and after years of adding increasingly powerful support sets, that scaling has gotten out of hand—especially in 10–12 player groups.
I agree that coordinated and optimized players should outperform uncoordinated players. They should absolutely be rewarded for good compositions, min-maxing, positioning, and execution. I play in ball groups myself. But there is a difference between rewarding coordination and designing systems where simply adding more members causes the group’s effective power to scale disproportionately.
For that reason, I actually think larger groups should receive penalties in more than one area as additional members are added. The game already gives them enormous multiplicative advantages through group mechanics, so some counter-scaling is reasonable. Ideally, I would rather see the underlying way group sets scale reworked entirely, but until then, mechanics like the shield cap are a reasonable way of addressing part of the problem.
That said, I do think the current shield scaling is too aggressive. I would rather see something like a 100% cap at 5 players, followed by roughly a 7% reduction per additional group member up to 12. Five- and six-man groups can already use shields extremely effectively, so I don’t think they should be almost completely exempt, but the penalty also shouldn’t fall off a cliff simply because a group reaches 10–12 players.
To add on to this point as well, since it's not just the scaling power of group sets, but the opportunity cost of running those sets that also scales the larger a group gets.
A single 5 piece set in a 3 man group is 5 pieces out of 42 total slots (assuming all 3 are in some front bar, back bar, mythic, monster, 1 pc trainee, setup), or roughly 12% of that groups total slots available for sets.
A single 5 piece set in a 12 man group is 5 out of 168 total slots (again, assuming all 12 are on the front bar, back bar layout above), or roughly 3% of the 12 man groups total slots available for sets.
This is a key aspect that often gets overlooked, but if a solo player were to have access to this kind of opportunity cost in their build, every single individual gear piece they slot would have to have the equivalent of 2.5 full 5 piece sets worth of power/effects just to match 12 man ball groups opportunity cost in running 1 single group set (this also ignores that these group sets scale in total power value for each group member as you originally pointed out).
It's compounded scaling and it has really been one of the big drivers behind why ball groups power (and group set power in general) scales so aggressively the bigger the group gets.
Turtle_Bot wrote: »CatalinaWineMixer2 wrote: »This is the direct result of Ball Groups. I'd rather see the game randomly assign Groups on top of this. Even then, the population is so low it's likely people would just end up with the same people over and over again anyway. This is a good change. I like the idea that Ball Groups and Guilds should be worried about Solo Players. I was surprised to see this, but it tells me Zos is finally coming to grips with an 11 year problem.
Not every group is a ball group. This hurts pug groups while doing little to hinder comped groups.
Changes like this make it seem like nobody at ZOS plays PvP or they'd have a better understanding or what changes will and will not work to achieve balance.
This change will directly hit ball groups more then PuGs because PuGs aren't the ones abusing shield stacking mechanics the same way ball groups are and any claim to the contrary is just completely disingenuous and/or completely misinformed.
Sure, the good ball groups will adapt and change their strategies, but none will be able to rely on having 100k shields up at all times anymore to be essentially immortal while they steamroll their way across the map. They will have to use skill, movement, coordination, communication and other defensive mechanics to survive, or significantly lower their damage output to compensate, and doing any of this will allow other counterplay options in the game the chance to do their intended jobs without needing to try and push through 100k worth of constantly refreshing shields.
It's pretty simple, make all sets only affect the wearer and not the entire group. That way the group's skill is more important than the gear. It won't affect small groups much because they tend to run solo builds and aren't too coordinated. It would reign in the free stats from large groups. There's still scribing and class mastery to give free stats to groups.