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Lets get real on PVP

  • LPapirius
    LPapirius
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    Gabriel_H wrote: »
    They finally nerf ballgroups they'll improve the performance due to lag/people playing on older computers and cant handle the load

    The load is on the servers, not the client. Clients on older hardware will see FPS drops (which can be mitigated by turning graphics settings all the way down). THe issue of lag on skills firing, positional differences, rubber banding and all the other performance issues are server side. There are too many calcs. Hence Vengeance with reduced calcs.

    Or ZOS could make some adjustments to the most offending proc sets. ....yet another thing ZOS could do to improve performance in Cyrodiil that they haven't even tried to do as far as we can tell.
  • SundarahFr3akinrican
    SundarahFr3akinrican
    ✭✭✭✭
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.
    Edited by SundarahFr3akinrican on 28 May 2026 03:31
  • JohnRingo
    JohnRingo
    ✭✭✭
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.

    Grey Host represents end game PvP in a mature and fully developed game. Many players there, including myself, have been theory crafting and optimizing for 10+ years. Grey Host is currently the highest pressure ruleset in ESO. Not every player is supposed to thrive there. That is the nature of end-game PvP. It often surprises me that players expect casual accessibility.


  • Bernz007
    Bernz007
    ✭✭
    JohnRingo wrote: »
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.

    Grey Host represents end game PvP in a mature and fully developed game. Many players there, including myself, have been theory crafting and optimizing for 10+ years. Grey Host is currently the highest pressure ruleset in ESO. Not every player is supposed to thrive there. That is the nature of end-game PvP. It often surprises me that players expect casual accessibility.


    This is very well said! I think people expect to come into GH with the same effort they currently have in pve, where you can equip a few different sets and beam your way into end game...in fact I see at least one or two a week come into GH trying their beam builds lol
  • Demonwolff
    Demonwolff
    ✭✭✭
    JohnRingo wrote: »
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.

    Grey Host represents end game PvP in a mature and fully developed game. Many players there, including myself, have been theory crafting and optimizing for 10+ years. Grey Host is currently the highest pressure ruleset in ESO. Not every player is supposed to thrive there. That is the nature of end-game PvP. It often surprises me that players expect casual accessibility.

    Bernz007 wrote: »
    JohnRingo wrote: »
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.

    Grey Host represents end game PvP in a mature and fully developed game. Many players there, including myself, have been theory crafting and optimizing for 10+ years. Grey Host is currently the highest pressure ruleset in ESO. Not every player is supposed to thrive there. That is the nature of end-game PvP. It often surprises me that players expect casual accessibility.


    This is very well said! I think people expect to come into GH with the same effort they currently have in pve, where you can equip a few different sets and beam your way into end game...in fact I see at least one or two a week come into GH trying their beam builds lol

    This has nothing to do with the point here. Stop muddying the waters.
    Its Statements like this in a thread that throw it off its intended course.

    No one begrudges you your place to PVP so go there and PVP you don't need or want Vengeance so leave it to the ones that do.

    What we don't want is another GH or Blackreach.
    Vengeance is supposed to be that place where everyone can battle on even footing learn and grow skill without the broken gear and mythics.

    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
  • Kartalin
    Kartalin
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    ✭✭
    Vengeance is going to suffer the same problems that caused noproc to hemorrhage players and ultimately fail: as soon as population imbalances become too lopsided the whole thing is going to fall apart because there's no mechanics to overcome a significant deficit of numbers with skill.
  • Demonwolff
    Demonwolff
    ✭✭✭
    Kartalin wrote: »
    Vengeance is going to suffer the same problems that caused noproc to hemorrhage players and ultimately fail: as soon as population imbalances become too lopsided the whole thing is going to fall apart because there's no mechanics to overcome a significant deficit of numbers with skill.

    I don't disagree and actually brought this up in the u50 vengeance feedback.
    There are ways to eliminate or the least balance it more.
    No alliance should be allowed to have more than a 25-50 player advantage which could be accomplished by setting a rotating cap I.E. 100 AD 75 DC 60 EP Lock AD until the other teams get within the set limit, In order to keep the population active leave Blackreach and Ravenwatch up and allow quing for Vengeance from there and IC.

    However this doesn't address the issue of counterplay which can be solved by simply adding morphs to the abilities or/and Unlocking the perks that provide agency to the classes.

    We are always going to suffer lack of population until we can generate more interest in PVP AND stop hemorrhaging current players and that starts with a place that people can play and enjoy the experience while gaining skill and knowledge.
    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
  • Luneca
    Luneca
    ✭✭✭✭
    LPapirius wrote: »
    They finally nerf ballgroups they'll improve the performance due to lag/people playing on older computers and cant handle the load, both issues simultaneously in most cases, and get rid of annoying immortal players that eat siege and run in circles till zerged.

    Which just with the meager nerf to sticky heals we have now its already gotten easier to deal with ballgroups, but not easy enough.

    And now were back to the why hasn't ZOS tried limiting heal and shield stacking yet.

    They're trying to say they can't do anything to improve performance so they can raise the population caps, but it looks more like their not even trying.

    Neither limiting shield stacking or healing will work. You'll just lose power relative to the ball groups either way. They will just build more damage and you'll be destroyed faster.

    That's because the nerfs that people demand are never targeted to the specific skills they are using; they are applied globally and in a way that harms everyone, including those with builds that aren't OP and aren't in a ball group.

    Rather than waste time chasing an endless buff-nerf cycle where players that aren't grouped will still have the short end of the stick, why aren't players asking why things like siege are largely useless and mechanics like oblivion damage have been nerfed to the ground?

    Where's the oblivion damage siege to take on some of these groups pushing over 50K HP? Where's the negate siege? Actually, where's the counter to stacking HP in the first place?

    And then there's healing that works off of HP, that won't be hit as hard as all of the other healing when you get the nerfs you and others keep thinking will somehow harm the ball groups.

    No matter what you do, they will still be able to reduce damage more than you can and output more damage than you can alone. That means, that relatively, their power will never drop compared to yours when we start applying the nerf gun.

    That's why none of the previous nerfs matter or have had any real lasting effect. And it's also why any future ones will not.
  • aetherix8
    aetherix8
    ✭✭✭✭✭
    Demonwolff wrote: »
    JohnRingo wrote: »
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.

    Grey Host represents end game PvP in a mature and fully developed game. Many players there, including myself, have been theory crafting and optimizing for 10+ years. Grey Host is currently the highest pressure ruleset in ESO. Not every player is supposed to thrive there. That is the nature of end-game PvP. It often surprises me that players expect casual accessibility.

    Bernz007 wrote: »
    JohnRingo wrote: »
    I think the gap between the best builds (and when i say build i mean all of it, gear, Champ Points, skills, potions, poisons when synced well) and mediocre or bad builds, is far too vast. Where ya, its hard to tell if someone is gapping you because they are just that good, or if they have figured out a real nice set up that pushes them way beyone what you could ever do with your build.

    They need to figure out how to reel in the power of the best optimized builds to not be soooo far beyond anything else. There should still be a gap, so ther is always a chase to expirement and theory craft, but the gap is too wide right now with how powerful you can get if you utilize all the optimization possible.

    Grey Host represents end game PvP in a mature and fully developed game. Many players there, including myself, have been theory crafting and optimizing for 10+ years. Grey Host is currently the highest pressure ruleset in ESO. Not every player is supposed to thrive there. That is the nature of end-game PvP. It often surprises me that players expect casual accessibility.


    This is very well said! I think people expect to come into GH with the same effort they currently have in pve, where you can equip a few different sets and beam your way into end game...in fact I see at least one or two a week come into GH trying their beam builds lol

    This has nothing to do with the point here. Stop muddying the waters.
    Its Statements like this in a thread that throw it off its intended course.

    No one begrudges you your place to PVP so go there and PVP you don't need or want Vengeance so leave it to the ones that do.

    What we don't want is another GH or Blackreach.
    Vengeance is supposed to be that place where everyone can battle on even footing learn and grow skill without the broken gear and mythics.

    Reading your OP, I wasn't sure where you stood on Veng, TBH.

    I agree that what goes live with U50 doesn't look promising at all. For example, what makes the combat team think that Demoralizing Disruption or Battle Trauma are good ideas to implement in PvP is unfathomable.

    But isn't it a bit too early for such rants? I, personally, will start complaining when Veng is live, as it seems that doing it earlier is just a waste of energy. It appears to me that the devs take note of such early feedback but, in most cases, only act when things are actually live:

    Vengeance (Cyrodiil)
    • General [Feedback]: We want to thank everyone who hopped into the Vengeance campaign during the Update 50 PTS cycle. When Vengeance hits the live servers as a permanent campaign option alongside Gray Host, we will be closely monitoring feedback and performance and will adjust as needed. That includes opening additional campaigns if the population calls for it, making design changes if needed, etc. Vengeance is intended to be an evolving experience, and we will adjust as we go, based on your feedback. We do have some additional experimental changes planned for Vengeance later this year, such as turning on item sets to allow for the abilities to function in Vengeance but not the stats. This is all in the name of continuing to fine-tune a fun and rewarding Cyrodiil experience while retaining good server performance and higher population campaign numbers. More on this soon!

    https://forums.elderscrollsonline.com/en/discussion/692892/update-50-pts-week-5-summary/p1

    PC EU - V4hn1
  • Demonwolff
    Demonwolff
    ✭✭✭
    aetherix8 wrote: »


    Reading your OP, I wasn't sure where you stood on Veng, TBH.

    I agree that what goes live with U50 doesn't look promising at all. For example, what makes the combat team think that Demoralizing Disruption or Battle Trauma are good ideas to implement in PvP is unfathomable.

    But isn't it a bit too early for such rants? I, personally, will start complaining when Veng is live, as it seems that doing it earlier is just a waste of energy. It appears to me that the devs take note of such early feedback but, in most cases, only act when things are actually live:

    Vengeance (Cyrodiil)
    • General [Feedback]: We want to thank everyone who hopped into the Vengeance campaign during the Update 50 PTS cycle. When Vengeance hits the live servers as a permanent campaign option alongside Gray Host, we will be closely monitoring feedback and performance and will adjust as needed. That includes opening additional campaigns if the population calls for it, making design changes if needed, etc. Vengeance is intended to be an evolving experience, and we will adjust as we go, based on your feedback. We do have some additional experimental changes planned for Vengeance later this year, such as turning on item sets to allow for the abilities to function in Vengeance but not the stats. This is all in the name of continuing to fine-tune a fun and rewarding Cyrodiil experience while retaining good server performance and higher population campaign numbers. More on this soon!

    https://forums.elderscrollsonline.com/en/discussion/692892/update-50-pts-week-5-summary/p1

    I Think there is potential with vengeance but it should be tweaked before it goes live, The whole point of the PTS is to sus out issues and address them before live, but to your point that seldom happens. I think they are trying to listen, at least I want to believe that, however the culture is still the same. They listen and they disregard until its live, then lose players, go into damage control mode, Nurf or buff, and in some cases ignore issues. All the while compounding issues already present.

    As for the quote the lip service means very little at this point, the ones that Have been here a long while have heard this before, and while I could break the whole statement down I wont but the key parts if you have learned to read between the lines are telling you its going live and they know its not ready.

    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
  • Iriidius
    Iriidius
    ✭✭✭✭✭
    LadyGP wrote: »
    olsborg wrote: »
    Still dont understand why they put proccs back into NOCP ravenwatch, yea it wasnt the most active campaign, but it was active during prime time, enough to have action atleast, but after they put proccs back there, its 100% dead. When ravenwatch was noprocc it was atleast way more skillbased then regular proccodiil GH

    How many people were only there while they were waiting for their GH queue o pop?

    Sure, there were a handful of regs for each faction but most of the people I saw there were just waiting for the GH queue to pop.

    Most players from Greyhost probably rather played Blackreach where they could keep their Greyhost builds while waiting in queue rather than Ravenwatch where they needed different build.
    PC EU
  • BardokRedSnow
    BardokRedSnow
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    Gabriel_H wrote: »
    They finally nerf ballgroups they'll improve the performance due to lag/people playing on older computers and cant handle the load

    The load is on the servers, not the client.

    It is both. I know because I had to get a new pc recently and the "performance" of cyrodiil improved. I still get lag, i.e. ping spikes, but the things many players have falsely attributed to lag here and in game for me are gone, like the sound bug and the sudden picturesque movement due to loss of frames.

    Cyrodiil is both laggy and hard on systems. It is both. A twelve year old game shouldn't need a pc from 2026 to perform well but thats the reality.
    Edited by BardokRedSnow on 29 May 2026 13:49
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
    BardokRedSnow
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    This is also why people still report "lag" in vengeance. Its not just lag specifically that makes cyrodiil hard for people to play, it is also that eso has higher requirements for specs than previously expected, due to poor optimization of the game itself.

    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • aetherix8
    aetherix8
    ✭✭✭✭✭
    Demonwolff wrote: »
    aetherix8 wrote: »


    Reading your OP, I wasn't sure where you stood on Veng, TBH.

    I agree that what goes live with U50 doesn't look promising at all. For example, what makes the combat team think that Demoralizing Disruption or Battle Trauma are good ideas to implement in PvP is unfathomable.

    But isn't it a bit too early for such rants? I, personally, will start complaining when Veng is live, as it seems that doing it earlier is just a waste of energy. It appears to me that the devs take note of such early feedback but, in most cases, only act when things are actually live:

    Vengeance (Cyrodiil)
    • General [Feedback]: We want to thank everyone who hopped into the Vengeance campaign during the Update 50 PTS cycle. When Vengeance hits the live servers as a permanent campaign option alongside Gray Host, we will be closely monitoring feedback and performance and will adjust as needed. That includes opening additional campaigns if the population calls for it, making design changes if needed, etc. Vengeance is intended to be an evolving experience, and we will adjust as we go, based on your feedback. We do have some additional experimental changes planned for Vengeance later this year, such as turning on item sets to allow for the abilities to function in Vengeance but not the stats. This is all in the name of continuing to fine-tune a fun and rewarding Cyrodiil experience while retaining good server performance and higher population campaign numbers. More on this soon!

    https://forums.elderscrollsonline.com/en/discussion/692892/update-50-pts-week-5-summary/p1

    I Think there is potential with vengeance but it should be tweaked before it goes live, The whole point of the PTS is to sus out issues and address them before live, but to your point that seldom happens. I think they are trying to listen, at least I want to believe that, however the culture is still the same. They listen and they disregard until its live, then lose players, go into damage control mode, Nurf or buff, and in some cases ignore issues. All the while compounding issues already present.

    As for the quote the lip service means very little at this point, the ones that Have been here a long while have heard this before, and while I could break the whole statement down I wont but the key parts if you have learned to read between the lines are telling you its going live and they know its not ready.

    Yes, we would all prefer a finished, polished and balanced Veng than what goes live soon (I honestly think so). But, to be fair, some players are tired of one-week tests every three months or so, and we would like it to be available permanently, even if it is a bit of an unfinished mess. We just ask ZOS to keep working on it and improving it while taking into account players' feedback. Just to add a bit of context on why ZOS would decide to release Veng already, even if it's clearly unfinished.

    https://forums.elderscrollsonline.com/en/discussion/683053/request-permanent-vengeance-test-campaign/p1
    PC EU - V4hn1
  • Demonwolff
    Demonwolff
    ✭✭✭
    aetherix8 wrote: »
    Demonwolff wrote: »
    aetherix8 wrote: »


    Reading your OP, I wasn't sure where you stood on Veng, TBH.

    I agree that what goes live with U50 doesn't look promising at all. For example, what makes the combat team think that Demoralizing Disruption or Battle Trauma are good ideas to implement in PvP is unfathomable.

    But isn't it a bit too early for such rants? I, personally, will start complaining when Veng is live, as it seems that doing it earlier is just a waste of energy. It appears to me that the devs take note of such early feedback but, in most cases, only act when things are actually live:

    Vengeance (Cyrodiil)
    • General [Feedback]: We want to thank everyone who hopped into the Vengeance campaign during the Update 50 PTS cycle. When Vengeance hits the live servers as a permanent campaign option alongside Gray Host, we will be closely monitoring feedback and performance and will adjust as needed. That includes opening additional campaigns if the population calls for it, making design changes if needed, etc. Vengeance is intended to be an evolving experience, and we will adjust as we go, based on your feedback. We do have some additional experimental changes planned for Vengeance later this year, such as turning on item sets to allow for the abilities to function in Vengeance but not the stats. This is all in the name of continuing to fine-tune a fun and rewarding Cyrodiil experience while retaining good server performance and higher population campaign numbers. More on this soon!

    https://forums.elderscrollsonline.com/en/discussion/692892/update-50-pts-week-5-summary/p1

    I Think there is potential with vengeance but it should be tweaked before it goes live, The whole point of the PTS is to sus out issues and address them before live, but to your point that seldom happens. I think they are trying to listen, at least I want to believe that, however the culture is still the same. They listen and they disregard until its live, then lose players, go into damage control mode, Nurf or buff, and in some cases ignore issues. All the while compounding issues already present.

    As for the quote the lip service means very little at this point, the ones that Have been here a long while have heard this before, and while I could break the whole statement down I wont but the key parts if you have learned to read between the lines are telling you its going live and they know its not ready.

    Yes, we would all prefer a finished, polished and balanced Veng than what goes live soon (I honestly think so). But, to be fair, some players are tired of one-week tests every three months or so, and we would like it to be available permanently, even if it is a bit of an unfinished mess. We just ask ZOS to keep working on it and improving it while taking into account players' feedback. Just to add a bit of context on why ZOS would decide to release Veng already, even if it's clearly unfinished.

    https://forums.elderscrollsonline.com/en/discussion/683053/request-permanent-vengeance-test-campaign/p1

    I completely disagree. Most of us would prefer a finished product. I can provide proof. Just look at games like
    Vanguard , or New World. Want to go newer we can address Dune. All great games with massive potential released before they where ready. Where are they now?

    If you put out unfinished products your believability waivers. ZOS has a history with that to begin with. So, let's change that and get the base right first. Then working on it will mean more to the people that have lived these statements for years to no effect.

    A year of block bug. Persistant cc imunity issues. I can go on.

    Im fine with working on things once they go live, IF you started on the right foot.

    PTS is meant to fix issues before we go live so they can work old issues and address new ones that DONT compound. While dealing with QOL. That is actually what they told us.

    I love this game but I won't blindly buy what they sell anymore.
    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
  • reazea
    reazea
    ✭✭✭✭✭
    ✭✭
    Luneca wrote: »
    LPapirius wrote: »
    They finally nerf ballgroups they'll improve the performance due to lag/people playing on older computers and cant handle the load, both issues simultaneously in most cases, and get rid of annoying immortal players that eat siege and run in circles till zerged.

    Which just with the meager nerf to sticky heals we have now its already gotten easier to deal with ballgroups, but not easy enough.

    And now were back to the why hasn't ZOS tried limiting heal and shield stacking yet.

    They're trying to say they can't do anything to improve performance so they can raise the population caps, but it looks more like their not even trying.

    Neither limiting shield stacking or healing will work. You'll just lose power relative to the ball groups either way. They will just build more damage and you'll be destroyed faster.

    That's because the nerfs that people demand are never targeted to the specific skills they are using; they are applied globally and in a way that harms everyone, including those with builds that aren't OP and aren't in a ball group.

    Rather than waste time chasing an endless buff-nerf cycle where players that aren't grouped will still have the short end of the stick, why aren't players asking why things like siege are largely useless and mechanics like oblivion damage have been nerfed to the ground?

    Where's the oblivion damage siege to take on some of these groups pushing over 50K HP? Where's the negate siege? Actually, where's the counter to stacking HP in the first place?

    And then there's healing that works off of HP, that won't be hit as hard as all of the other healing when you get the nerfs you and others keep thinking will somehow harm the ball groups.

    No matter what you do, they will still be able to reduce damage more than you can and output more damage than you can alone. That means, that relatively, their power will never drop compared to yours when we start applying the nerf gun.

    That's why none of the previous nerfs matter or have had any real lasting effect. And it's also why any future ones will not.

    As someone who plays in a ball group I can say for certain you're just wrong. Heal and shield stacking is the #1 advantage to being in a ball group. Having 10 vigors, 10 radiating regens, 10 shields etc. on us at all times is what makes us unkillable. All ZOS has to do is limit players to only one instance of any given heal or shield at any time and problem solved. Ball groups will still be a lot stronger than individuals or an organized group, just not to the extreme they are now.
  • Demonwolff
    Demonwolff
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    reazea wrote: »
    Luneca wrote: »
    LPapirius wrote: »
    They finally nerf ballgroups they'll improve the performance due to lag/people playing on older computers and cant handle the load, both issues simultaneously in most cases, and get rid of annoying immortal players that eat siege and run in circles till zerged.

    Which just with the meager nerf to sticky heals we have now its already gotten easier to deal with ballgroups, but not easy enough.

    And now were back to the why hasn't ZOS tried limiting heal and shield stacking yet.

    They're trying to say they can't do anything to improve performance so they can raise the population caps, but it looks more like their not even trying.

    Neither limiting shield stacking or healing will work. You'll just lose power relative to the ball groups either way. They will just build more damage and you'll be destroyed faster.

    That's because the nerfs that people demand are never targeted to the specific skills they are using; they are applied globally and in a way that harms everyone, including those with builds that aren't OP and aren't in a ball group.

    Rather than waste time chasing an endless buff-nerf cycle where players that aren't grouped will still have the short end of the stick, why aren't players asking why things like siege are largely useless and mechanics like oblivion damage have been nerfed to the ground?

    Where's the oblivion damage siege to take on some of these groups pushing over 50K HP? Where's the negate siege? Actually, where's the counter to stacking HP in the first place?

    And then there's healing that works off of HP, that won't be hit as hard as all of the other healing when you get the nerfs you and others keep thinking will somehow harm the ball groups.

    No matter what you do, they will still be able to reduce damage more than you can and output more damage than you can alone. That means, that relatively, their power will never drop compared to yours when we start applying the nerf gun.

    That's why none of the previous nerfs matter or have had any real lasting effect. And it's also why any future ones will not.

    As someone who plays in a ball group I can say for certain you're just wrong. Heal and shield stacking is the #1 advantage to being in a ball group. Having 10 vigors, 10 radiating regens, 10 shields etc. on us at all times is what makes us unkillable. All ZOS has to do is limit players to only one instance of any given heal or shield at any time and problem solved. Ball groups will still be a lot stronger than individuals or an organized group, just not to the extreme they are now.

    This right here. Lol thank you.
    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
  • Luneca
    Luneca
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    reazea wrote: »

    As someone who plays in a ball group I can say for certain you're just wrong. Heal and shield stacking is the #1 advantage to being in a ball group. Having 10 vigors, 10 radiating regens, 10 shields etc. on us at all times is what makes us unkillable. All ZOS has to do is limit players to only one instance of any given heal or shield at any time and problem solved. Ball groups will still be a lot stronger than individuals or an organized group, just not to the extreme they are now.

    Except what ZOS will do is not target those few skills, they will do it on a global level that targets everyone. Right now, ball groups / organized/ whatever we want to call them are on the steps looking down on everyone else.

    When ZOS nerfs using a systemic approach like they did for HoTs, that means is that the field simply moves down a level, but you keep your positions on the steps and get to look down on everyone else.

    That's not fixing everything despite whatever argument you try to bring. It's clear it's not. The nerfs need to target the specific skills, but they won't do that because it takes server power to do it.

    Also your one ball group isn't the only one in existence. And probably isn't the best either.
  • Demonwolff
    Demonwolff
    ✭✭✭
    Luneca wrote: »
    reazea wrote: »

    As someone who plays in a ball group I can say for certain you're just wrong. Heal and shield stacking is the #1 advantage to being in a ball group. Having 10 vigors, 10 radiating regens, 10 shields etc. on us at all times is what makes us unkillable. All ZOS has to do is limit players to only one instance of any given heal or shield at any time and problem solved. Ball groups will still be a lot stronger than individuals or an organized group, just not to the extreme they are now.

    Except what ZOS will do is not target those few skills, they will do it on a global level that targets everyone. Right now, ball groups / organized/ whatever we want to call them are on the steps looking down on everyone else.

    When ZOS nerfs using a systemic approach like they did for HoTs, that means is that the field simply moves down a level, but you keep your positions on the steps and get to look down on everyone else.

    That's not fixing everything despite whatever argument you try to bring. It's clear it's not. The nerfs need to target the specific skills, but they won't do that because it takes server power to do it.

    Also your one ball group isn't the only one in existence. And probably isn't the best either.

    You Had me till the last line. I don't argue that ZOS has a habit of Nurffing the wrong things. You clearly understand that Ball groups are an issue, that sticky heals and stacked heals along with shields are an issue then you went and belittled someone that had an opinion. that's an issue in and of itself.

    You may be right, you might have better group. BUT what if you don't? What if when the field levels your group isn't what you thought? Im not saying this will happen but you know its more than likely.
    [Demonwolff]
    Don't be an A hole because then Ill be an A hole! Trust me I'm Better at it!
  • xR3ACTORx
    xR3ACTORx
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    Demonwolff wrote: »
    Not everyone plays because they have an ego and NEED to be the best, Many of us can handle a lose here and there without raging and quitting like the "top" players that bail when they are having adversity.


    Every person has an ego. Without an ego you would be nothing more than a soulless husk.

    Even dealing with a loss results from what's called the ego.

    Your decision to start ESO and log into the game also results from your ego.

    So... What's the point?
    Edited by xR3ACTORx on 30 May 2026 07:42
  • Iriidius
    Iriidius
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    Luneca wrote: »
    LPapirius wrote: »
    They finally nerf ballgroups they'll improve the performance due to lag/people playing on older computers and cant handle the load, both issues simultaneously in most cases, and get rid of annoying immortal players that eat siege and run in circles till zerged.

    Which just with the meager nerf to sticky heals we have now its already gotten easier to deal with ballgroups, but not easy enough.

    And now were back to the why hasn't ZOS tried limiting heal and shield stacking yet.

    They're trying to say they can't do anything to improve performance so they can raise the population caps, but it looks more like their not even trying.

    Neither limiting shield stacking or healing will work. You'll just lose power relative to the ball groups either way. They will just build more damage and you'll be destroyed faster.

    That's because the nerfs that people demand are never targeted to the specific skills they are using; they are applied globally and in a way that harms everyone, including those with builds that aren't OP and aren't in a ball group.

    Rather than waste time chasing an endless buff-nerf cycle where players that aren't grouped will still have the short end of the stick, why aren't players asking why things like siege are largely useless and mechanics like oblivion damage have been nerfed to the ground?

    Where's the oblivion damage siege to take on some of these groups pushing over 50K HP? Where's the negate siege? Actually, where's the counter to stacking HP in the first place?

    And then there's healing that works off of HP, that won't be hit as hard as all of the other healing when you get the nerfs you and others keep thinking will somehow harm the ball groups.

    No matter what you do, they will still be able to reduce damage more than you can and output more damage than you can alone. That means, that relatively, their power will never drop compared to yours when we start applying the nerf gun.

    That's why none of the previous nerfs matter or have had any real lasting effect. And it's also why any future ones will not.

    How will limiting heal and shield stacking hurt solo players more relative to ballgroups when solo players can‘t stack more than a few on their own? Even when zergsurfing a solo player doesn’t get more than a few heals and wont rely on them.
    Ballgroups building more dmg to destroy solo players even faster is not an issue because they cant kill you any faster if their burst already insta kill solo players threw blockheal. The few crossheals received from randoms wont save the solo player.
    But without heal and shieldstacking a ballgroup when getting hit by burstcombos that would kill every soloplayer while getting oiled/coldfired wont have every member survive anymore.
    A ballgroup would get killed after the first (few) burst by enemy faction rather than running around the keep for half an hour until a member gets disconnected or even the ballgroup gets bored.
    Previous nerfs to ballgroups were either not even intended to nerf ballgroups, weakened to appease ballgroup lobby, compensated by buffs elsewhere or were successful at weakening ballgroups but not enaugh to take them down.
    PC EU
  • JiubLeRepenti
    JiubLeRepenti
    ✭✭✭✭✭
    >When we ask for a system that brings back Light attack weaving (LAW) and a system that eliminates Ball groups and Meta builds what we get is Vengeance!

    That's even worse: they killed one of the only sets that could hurt BG (Azureblight).
    BE/FR l PC EU l CP2700
    TES III Morrowind biggest fan!
    A little snail once told me there were no place for debate anymore.
    Now, i'll simply MAKE FUN OF IT!
  • BXR_Lonestar
    BXR_Lonestar
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    Demonwolff wrote: »
    Kartalin wrote: »
    Vengeance is going to suffer the same problems that caused noproc to hemorrhage players and ultimately fail: as soon as population imbalances become too lopsided the whole thing is going to fall apart because there's no mechanics to overcome a significant deficit of numbers with skill.

    I don't disagree and actually brought this up in the u50 vengeance feedback.
    There are ways to eliminate or the least balance it more.
    No alliance should be allowed to have more than a 25-50 player advantage which could be accomplished by setting a rotating cap I.E. 100 AD 75 DC 60 EP Lock AD until the other teams get within the set limit, In order to keep the population active leave Blackreach and Ravenwatch up and allow quing for Vengeance from there and IC.

    However this doesn't address the issue of counterplay which can be solved by simply adding morphs to the abilities or/and Unlocking the perks that provide agency to the classes.

    We are always going to suffer lack of population until we can generate more interest in PVP AND stop hemorrhaging current players and that starts with a place that people can play and enjoy the experience while gaining skill and knowledge.

    I've been saying this for a long time. What needs to be done to incentivize people to play when outnumbered and to discourage zerging from the core mechanics of the game is to give scaling debuffs to the alliance that has the population advantage, and scaling buffs to the alliances that are at a population disadvantage. The buffs can be aimed at evening out combat effectiveness so that the outnumbered alliance has a fighting chance vs. overwhelming numbers.

    Keep in mind that even with these buffs, the alliance with the population disadvantage will still have a HUGE disadvantage by not having as many bodies to man siege, so going on the offensive is still going to be difficult, but at least they will stand a chance in those open-field battles or fighting on the pins.
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