I'm AdamusBlade, a PvP raid leader and GM of a PvP guild. I've been playing since launch, PvPing for 8-9 years, and raid-leading for over 7 years. Primarily PvPing in large groups, I also appreciate my pre-raid solo time.
Healing in PvP
Healing Springs is a ground AoE skill that used to work a bit differently at game launch. You used to be able to place multiple AoEs of the skill on the ground, with each cast living out the life of the skill, allowing a 'ripple' effect for the caster to create a path of heals. However, it was rumored to have created a few issues with performance if too many players cast the skill in a single place. And now we have a version that removes previous ground effects once a new one is placed. I bring this up to draw attention to Echoing Vigor and its use in PvP. With the number of sources in the game for healing, there is no need to have a healing skill that can stack endlessly like Echoing Vigor does. If overwhelming a single location with a multitude of healing springs in a single location hurt performance, the 144+ Echoing Vigors in a group of 12 must be creating a similar strain on performance. This is only one skill; it does not take into account the number of other HoTs, AoEs, burst heals, and sets that are used. In general, healing is over tuned, not from a percentage standpoint but more of a number of sources issue. Only 6 Vigors would be a good start.
Shield Stacking
Shield stacking has gotten a bit out of control when all you see hitting some groups is (shield) with every attack. Either from cast or set, there is an endless supply of shields, where players take (0) damage in situations they should have been taken down. The time it takes to get through every layer of shields, their cooldown has already passed and reset. 60k+ shields is not unheard of, the multiple sources allow other shields to cover gaps while cooldowns from others recover. Cutting through 60k+ is one thing, but then you need to cut through 35-40k of health behind resistances/defenses supported by heals that outperform most damage. Any set that could be used to counter this has been nerfed beyond balanced, probably due to their effectiveness.
CC & Movement
CC immunity is over buffed in a way that does not account for large-scale combat in Cyrodiil. With the extended timer to CC immunity & free breakfrees in CP, immoveable potions, jewelry enchant potion timer reduction, and immunity from skills & sets. One skill can cancel an entire groups assault of immovability attacks. At any sight of weakness, with enough swift traits, CP speed boasts, expedition buffs, and speed caps can be reached even while wearing Snow Treaders. Lockdowns have been a time tested counter to stacking tactics, the original rapids was essential for most organized groups, as it would remove immoralities from the entire group and buffed speed. It almost seemed fitting that CC immunity and movement was the first thing to be buffed out of balance.
Inadequate Counters
The counters for over healing, shield stacking, and minimal CC windows are few and far between. The debuff Defile was nerfed during the previous CP system that included Defile amplifiers in CP, amplifiers that are now removed, but this is only one named debuff; it doesn't stack, and it can be easily removed. It does so little, it's even applied with a class skill that heals. There have been other attempts, like heal absorption, but that's one set and can be considered useless due to the manner in which it is triggered. It requires you to do melee damage and puts the effect on the ground with a timer. No damage until the shields are gone; PvP groups are in constant movement with almost no CC window, and if it does hit, it takes maybe 1/3 of the time off 1/4 of the active Vigor heals. Another attempt, Snake in the Stars, was nerfed before it even made it to live. And most recently Azureblight, a set being used to counter the over healed, over shielded groups currently running in Cyrodiil. Where Plaguebreak is failing with it being ignored or purged & healed/shielded like it wasn't there. Azureblight was stripping those shields and cutting down the over healing. In it's nerf spoiler for the pts, it says there's 'no clear counter play'. Try not stacking, spread your group, purge, don't stand in red circles and use line of sight, just don't stack in one place. Azureblight is only being applied because DoTs are applying it. Azureblight has been a counter play for a tactic I see some groups overuse, but maybe that's why it's being nerfed into the ground. If the amount of over healing and shield stacking isn't going to be addressed, other than introducing new sources of healing and additional shields to stack, consider sets like Azureblight as a direction to balancing.
Stacking Tactics
Stacking heals & shields may be one issue, but stacking a full group is another. Grouping up in a single place is a long-standing tactic in ESO, and I do believe it has a place in PvP. I often use it as a tactic when I'm leading a group, but for me it is only a single tactic and not the backbone of a group's structure. Stack and burn is how some bosses are defeated in PvE, but not every boss can be taken down this way; the same philosophy should be brought to PvP. Ballgroups (PvP stack groups) take full advantage of the above, speed-capped, limited CC windows, shield stacking, and over healing; if there is an overpowered set or skill they will find it and use it. They have always adapted in different ways, and I would often adapt in turn. As of late, almost every counter to this tactic has been nerfed while adding new aspects that assist the tactic. At which point does the pendulum start to swing in the other direction? 'No clear counter play' is a reason Azureblight is being nerfed; where's the counter play to groups that overuse stacking tactics? Because Azureblight has been the counter play in live, other sets are thought to be.
Not All Good Fights are Victories
Our group tends to get into massive fights, typically with the entire server. Sometimes we hold, and sometimes we are overrun, but in the end, the best fights are ones you don't know the outcome of, win or lose. Working together as a team and striving to improve and be better players are not unique attributes of ballgroups, they are fundamentals of any group that plays together. The power creep given to stacking from limiting counters, movement buffs, over healing, and shield stacking has gotten out of hand and is beyond unbalanced gameplay. It does an unfair injustice to players who are looking for a challenging fight and look to improve their skills as a group. Players cannot improve if the game continues to remove challenges while making it easier to run one tactic uncontested.
Final Notes
I will admit the coming nerf to Azureblight has prompted this post, but it has been along time coming with the constant attention to buffing stacking tactics and nerfing any counter play. If Azureblight is so effective that it needs to be removed from PvP in the manor proposed in the PTS, what does it say about the groups it's used on as an effective counter to? Maybe Azureblight isn't overpowered, maybe it is; maybe it's all the other unused sets are underpowered, nerfed under older CP & combat systems that isn't relevant anymore. Ballgroups are not bad, but the lack of counters, CC immunities, and stacking of heals & shields, there is fading evidence they are good either. The constant support for this tactic with each update, intentional or unintentional, robs these players of any credibility of being end game top tier, by removing any challenge, threat, or danger to their stacking tactics in PvP.
Adamus
Army of the Pact (AP) - GM | NA-PC