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Stop Balancing ESO Around Group Size

  • LoganSpencer1
    LoganSpencer1
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    Vulkunne wrote: »
    The upcoming Update 51 shield changes are a perfect example of what I think is becoming a really unhealthy direction for ESO's PvP balance.

    If a mechanic is available to every player, then the baseline assumption should be that every player is allowed to use that mechanic effectively. Balance the mechanic itself if it is too strong — don't arbitrarily make it weaker because someone decided to bring more people.

    The scaling shield nerf based on group size is especially difficult to understand. Once you get into the 10–12 player range, you're effectively being told that shielding becomes dramatically less effective simply because you have more people around you.

    Why?

    ...

    I'm not sure what the problem is as ball groups have always adapted to virtually every single type of constraint designed to curb their power.

    Regarding your argument in general, I think, my 'advice' is you guys need to decide which lane you're in. Because you can't approach this subject claiming how things affect solo players is an appropriate parallel to how things work in a computerized meta group (ie ball group). These two things, that is to say, these two experiences are not the same.

    Your computerized meta group has dedicated resources and other set/ability elements that are exploiting the group functionality established by ZOS. That is to say, in part, the computer is basically providing more power to each person than what would normally be available to a regular organized, non-meta group/solo player making decisions without that level of support. See this is why you cannot compare solos or even other organized groups, to fabricated computerized meta groups.

    There's just no truth in that comparison. While in group, a ball group member is at notable advantage over everyone else and it shows. I think this is a good start, however, more nerfs and reasonable adjustments need to be made to restore balance between computerized meta groups and the rest of us.

    More works needs to be done to protect everyone else from these exploiters. to also ensure the community has confidence and a good understanding that PvP is for everyone and not enabling a few egos and bad actors to continue to abuse the PvP community in so many ways as has gone on for so many years now.

    Exploiting = using things that are given to use and useable by the game? Very hot take there. Also, people choose to play solo, and choose to chase around ballgroups. They have no sense of "this fight is not for me, i should go do something i can handle" instead they will just bash their head against a wall and cry that everything is an exploit and just not fair because they cant kill a coordinated group in an MMO where coordinated groups are to be expected and encouraged. And speaking of difference experiences, we do not share the same experience, youre right. We're fighting entire faction stacks, other coordinated groups, guilds with 40 people in one discord call; you have no actual idea what is going on to make sure we dont die to all of those things, all you know is "OMG I CANT KILL THEM, THEYRE TOO STRONG FOR ME AS A SOLO PLAYER SO OBVIOUSLY THEY MUST BE NERFED!!!" which is an unbelievably bottom of the barrel way of thinking about the game.
  • Vulkunne
    Vulkunne
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    Also catering to delusional ppl who call everything an exploit or "computerized" (lol) and have no actual idea what is going on is exactly how you roll a game off a cliff

    I assume this is meant for me. Let me tell you something.

    No, I'm not the sharpest knife in the drawer, being an Orc and all. But one more thing I know.

    When you begin resorting to personal attacks, ie, calling folks 'delusional' and saying we have no actual idea what is going on, that sends a strong indication that it is you who are frustrated and are losing the argument.

    Both others on here as well as myself have played PvP and experienced the wrath of ball group for many years now. The corruption stemming from allowing ball groups to have exclusive power over everyone else has made them hateful, nasty, liars and just a cancer in PvP.

    That is not a personal attack. That has been my experience from them when doing the following:

    1) Asking for help with a scroll run (ie playing by 'their' rules)
    2) Getting rezzed
    3) Expecting ball groups to share priorities with the rest of the faction
    4) Invite to ball groups and other 'exclusive' groups
    5) Getting in general, any meaningful support or even faction reps getting an acknowledgement out of them for anything.
    6) PvPing normally with everyone else

    You see, ball groups need to fall. Or else, expect Cyrodiil PvP to run the course of New World wars. Because it was all so exclusive no one else outside of their clique could participate.

    I will never defend anyone who has abused both my time, as well as others to such an extent, especially when they are very clearly in the wrong from the very beginning.
    Edited by Vulkunne on 1 September 2026 03:56
    Today Victory is mines... Long Live the Empire. - From a galaxy far far away.
  • Alchimiste1
    Alchimiste1
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    @LoganSpencer1

    No defense?

    Are you not taking into consideration the other 8 more people the 12 man group has over the 4 ?
    That's 8 people worth of more hots, a few more defense sets, and at least double the negates a 4 man group would have. And you still have shields.

    The 12 man group should win even with the shield change lol.
    Edited by Alchimiste1 on 1 September 2026 03:52
  • Vulkunne
    Vulkunne
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    Vulkunne wrote: »
    The upcoming Update 51 shield changes are a perfect example of what I think is becoming a really unhealthy direction for ESO's PvP balance.

    If a mechanic is available to every player, then the baseline assumption should be that every player is allowed to use that mechanic effectively. Balance the mechanic itself if it is too strong — don't arbitrarily make it weaker because someone decided to bring more people.

    The scaling shield nerf based on group size is especially difficult to understand. Once you get into the 10–12 player range, you're effectively being told that shielding becomes dramatically less effective simply because you have more people around you.

    Why?

    ...

    I'm not sure what the problem is as ball groups have always adapted to virtually every single type of constraint designed to curb their power.

    Regarding your argument in general, I think, my 'advice' is you guys need to decide which lane you're in. Because you can't approach this subject claiming how things affect solo players is an appropriate parallel to how things work in a computerized meta group (ie ball group). These two things, that is to say, these two experiences are not the same.

    Your computerized meta group has dedicated resources and other set/ability elements that are exploiting the group functionality established by ZOS. That is to say, in part, the computer is basically providing more power to each person than what would normally be available to a regular organized, non-meta group/solo player making decisions without that level of support. See this is why you cannot compare solos or even other organized groups, to fabricated computerized meta groups.

    There's just no truth in that comparison. While in group, a ball group member is at notable advantage over everyone else and it shows. I think this is a good start, however, more nerfs and reasonable adjustments need to be made to restore balance between computerized meta groups and the rest of us.

    More works needs to be done to protect everyone else from these exploiters. to also ensure the community has confidence and a good understanding that PvP is for everyone and not enabling a few egos and bad actors to continue to abuse the PvP community in so many ways as has gone on for so many years now.

    Exploiting = using things that are given to use and useable by the game? Very hot take there. Also, people choose to play solo, and choose to chase around ballgroups. They have no sense of "this fight is not for me, i should go do something i can handle" instead they will just bash their head against a wall and cry that everything is an exploit and just not fair because they cant kill a coordinated group in an MMO where coordinated groups are to be expected and encouraged. And speaking of difference experiences, we do not share the same experience, youre right. We're fighting entire faction stacks, other coordinated groups, guilds with 40 people in one discord call; you have no actual idea what is going on to make sure we dont die to all of those things, all you know is "OMG I CANT KILL THEM, THEYRE TOO STRONG FOR ME AS A SOLO PLAYER SO OBVIOUSLY THEY MUST BE NERFED!!!" which is an unbelievably bottom of the barrel way of thinking about the game.

    Let me put it this way. If I walk into a Keep and its a Full Siege and I get hit with some Cold Fires, a couple Lancers, other normal Sieges, then uh... well I might have to halt my advance and heal. Right? So in your examples, that is what a regular DK would have to do no?

    When a ball group goes running in there, no one has to do anything because the heals are already so strong. This is kin to saying, they don't have to care because they are 'above' the normal gameplay in Cyrodiil PvP.

    Tell me more about how they're not exploiters. All of them should be given a warning about exploiting group mechanics as well as a copy of the TOS so they can understand how to treat their fellows gamers and the fact needs to be drilled in they are not, not now and have never been above anyone else. In fact, well, if you're the greatest players in the game, why do u need to exploit and hide behind a computer matching set bonuses from 7 to 15 or more people.

    Again, please go ahead and tell me how that's not an exploit. And don't be afraid of little old me, I'm just an Orc who has got whatever he has got. Not 15 people to buff my DC character while I take on the AD Wulf group at the Nikel mile gate and wipe them all by myself.
    Edited by Vulkunne on 1 September 2026 03:58
    Today Victory is mines... Long Live the Empire. - From a galaxy far far away.
  • hollow_winds
    hollow_winds
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    This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).

    @LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)

    People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.

    Things to change:

    1. Set scaling in groups
    2. HoT Stacking / Power of HoTs
    3. AOE shields scaling on HP
    4. The power of ulti gain in groups (sets and buffs available)

    For the small-scale groups in the example you gave, you are barely affected by the current version of the shield nerfs in the first place. The meaningful penalties only start becoming significant as group size increases, so using casual small-scale groups as the main argument against group-based shield scaling is pretty misleading.

    Agreed. Most PUGS aren’t running strict comped builds with a dedicated shielder in their group let alone all of them running their own shield. Some PUGS may be affected but not in the way ballgroups will be

    yes nerf things just because pugs cant figure out how to use them too!!!!! omg why didnt they think of this earlier!!!

    The way you respond to comments here without actually reading the comment and instead twist it into something that fits your own narrative comes across as trolling/rage bait. As someone pointed out here, the second you start indulging in insults, getting angry and talking down to people really shows that you’re losing the argument. 🤷🏼‍♂️
    PC NA
    Necro & NB Main
    1vX & Bowgank Style
  • Viridian_Wizard
    Gonna get nerfed just like ww and dk.
  • Valkanos
    Valkanos
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    12 vs 8? 2 vs 10? I don't see the problem.

    At the Battle of Thermopylae, 300 Spartans stood against a Persian army numbering in the tens of thousands. They knew they were massively outnumbered, yet they fought anyway.
    Meanwhile, some ESO players see 11 vs 5 and act like they've just witnessed a war crime. Being outnumbered is part of warfare. It's part of PvP. It's part of the challenge.
    If every battle had perfectly equal numbers and perfect balance, it wouldn't be a war.

  • Nemesis7884
    Nemesis7884
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    Balancing is done around power levels and group size is obviously a factor for power.

    Edited by Nemesis7884 on 1 September 2026 09:15
  • Dovahmiim
    Dovahmiim
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    This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).

    @LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)

    People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.

    Things to change:

    1. Set scaling in groups
    2. HoT Stacking / Power of HoTs
    3. AOE shields scaling on HP
    4. The power of ulti gain in groups (sets and buffs available)

    Thank you, but group scaling shouldnt be a thing period. If group scaling is going to be a thing, why is even playing in groups allowed? Just as a consolation? This is an MMO, not a 1 on 1 fighter game. Many people play explicitly FOR the group coordination and optimization. What is the point of attempting any of that if people want to say it shouldn't be allowed? Why should healers not be able to play the game... and uh heal people in their group?

    Also people keep making discussions about shields scaling off hp; well what should they scale off of? Offensive stats? Then you just have 90% of cyrodiil being unkillable magsorcs who also 2 shot you. Which one do you want? The 50k hp tank who cant do anything but stand there, or the 10k spell damage sorc who also is spamming 40k hardened wards on itself?

    I'm only seeing a lot of people basically just complain that people play in groups and that it shouldn't be allowed, which in this type of game is just such a nonsensical argument.

    It’s not about group play “not being allowed.” You’re just wrong about what people are actually arguing for.

    Yes, some people play Cyrodiil specifically for group coordination and optimization, but plenty of people don’t—in fact, most players aren’t running around in optimized 12-man groups. Cyrodiil has to be enjoyable for those players too.

    The proposed changes also aren’t suddenly going to make ball groups incapable of farming unoptimized pugs. You’ll still be stronger, you’ll still have the advantages of communication, composition, support sets, ult coordination, healing, movement, target selection, and everything else that comes with organized play. So if part of the appeal is inflating your ego by smurfing unoptimized pugs, don’t worry—you’ll still be able to do that. The difference is that the gap might finally become a little less absurd.

    And if your group is actually half decent, you should be completely fine. Judging by your negate thread, though, where you were complaining about counterplay while playing inside a 12-man ball group, I can understand why you feel so strongly about anything that reduces that advantage.

    That’s the whole point: Cyrodiil has to be fun for everyone, not just you and not just highly optimized groups. Group coordination should give you an advantage. It just shouldn’t give you such an overwhelming, multiplicative advantage that the majority of the campaign population exists primarily as content for organized groups to farm.

    "most people are bad, so youre not allowed to be good, or the bad players will quit!!!!" omg oh noooo!!!!

    What a weirdly out of touch comment. The entire idea behind ballgrouping is to build the most egregious possible numerical advantage for your group, in practice it just enables mid tier players to use coordination to become immortal. It isn't just limited to ballgroups obviously, but when the build / composition gap becomes so large that much better players cant touch these ball groups unless they also build a ball group, its a design choice that makes Cyrodiil offputting to basically everyone who doesn't want to play this build carried playstyle. As for newer players trying to learn the ropes, they'll just quit.
    PvP should be decided by skill, not by build/composition advantage, keep that *** in PvE.
    I'm better.
  • Daoin
    Daoin
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    theres nothing wrong with believing you are a good medium or bad player, players feel good on first clears in pve and in pvp when going solo and ending up winning aa 1v1 fight in which they were attacked, cyro groups can feel good about thier groups. but when the game is being optomized around those very few players in optomized groups 10% of the population benefit and 90% being good medium or bad players dont, and 10% in a generous number. sounds more like in realistic terms a guys killed 10 people then one person came along and killed them so the whole game had to change n favour of the guy winning 1/10 to make it a 10/10 streak, it is also an advantage seen as cheating to stay at the top, theres a long list but lets start with somethiny to understand, premier league footballers do not play non division ranked teams to score points, ect, ect while only known to them advantages are being added
    Edited by Daoin on 1 September 2026 10:29
  • SerafinaWaterstar
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    Just want to add that the last couple of nights in Cyro on PSEU, there haven't been the usual ball groups and oh my GODS it makes a difference!

    Fights were fun, as you are not getting steam rolled by 12 (or more) bots spamming heals & shields. Keeps fights could go either way, depending on tactics & skill, it was genuinely excellent gaming!

    So anything that diminishes the ‘strength’ of ball groups is to be welcomed.

  • SerafinaWaterstar
    SerafinaWaterstar
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    Valkanos wrote: »
    12 vs 8? 2 vs 10? I don't see the problem.

    At the Battle of Thermopylae, 300 Spartans stood against a Persian army numbering in the tens of thousands. They knew they were massively outnumbered, yet they fought anyway.
    Meanwhile, some ESO players see 11 vs 5 and act like they've just witnessed a war crime. Being outnumbered is part of warfare. It's part of PvP. It's part of the challenge.
    If every battle had perfectly equal numbers and perfect balance, it wouldn't be a war.

    Not sure what point you are trying to make but the history pedant in me feels the need to correct your comment.

    The Greek force numbered some 7000 or so, and where they were fighting gave them a huge advantage. When the Persians learnt of the ‘back way’, yes, 300 Spartans did stay behind to hold the line. But with them were 700 Thespians, 400 Thebans plus - always forgotten - 900 helots, Spartan slaves, who did not have a choice.

    Personally I find defending a keep can be more like the Battle of Helm’s Deep: overwhelming forces gathered against the plucky defenders, who are looking to the horizon for help to come…..
  • Daoin
    Daoin
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    for movie purposes though it was three hundred, and the only reason the persians won was because of a hunchbacked traitor uglier than a goblin, that stabs his empire in the back by ponting out the only weakspot in the greeks phlanx, which happens to be a hidden path ending up just in the right and only place to break them
    Edited by Daoin on 1 September 2026 11:31
  • LadyGP
    LadyGP
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    Vulkunne wrote: »
    Also catering to delusional ppl who call everything an exploit or "computerized" (lol) and have no actual idea what is going on is exactly how you roll a game off a cliff

    I assume this is meant for me. Let me tell you something.

    No, I'm not the sharpest knife in the drawer, being an Orc and all. But one more thing I know.

    When you begin resorting to personal attacks, ie, calling folks 'delusional' and saying we have no actual idea what is going on, that sends a strong indication that it is you who are frustrated and are losing the argument.

    Both others on here as well as myself have played PvP and experienced the wrath of ball group for many years now. The corruption stemming from allowing ball groups to have exclusive power over everyone else has made them hateful, nasty, liars and just a cancer in PvP.

    That is not a personal attack. That has been my experience from them when doing the following:

    1) Asking for help with a scroll run (ie playing by 'their' rules)
    2) Getting rezzed
    3) Expecting ball groups to share priorities with the rest of the faction
    4) Invite to ball groups and other 'exclusive' groups
    5) Getting in general, any meaningful support or even faction reps getting an acknowledgement out of them for anything.
    6) PvPing normally with everyone else

    You see, ball groups need to fall. Or else, expect Cyrodiil PvP to run the course of New World wars. Because it was all so exclusive no one else outside of their clique could participate.

    I will never defend anyone who has abused both my time, as well as others to such an extent, especially when they are very clearly in the wrong from the very beginning.

    Again, don't waste your time. That person knows the problem, knows the end result of this current iteration of ball groups continuing for years. (no one left to play), and is not trying to have an honest conversation at all.

    There is a world where the top ball groups can still exist (and still be the top) but the skill gap/dmg gap is compressed slightly so they aren't as top tier.

    Example - instead of it taking 30-40 people chasing the top ball groups for 20-30 minutes around a keep to kill them (and they only really wipe because one of them got knocked out).. maybe it takes the same 30-40 only 10 minutes now.

    No one is saying ball groups shouldn't exist flat out (and if they are thats the wrong mindset IMO go play vengence).. but I do think if we are truly being honest the current state of ball groups with the shielding scaling off of health, the stacking of it, etc, it's almost impossible to kill some of these top groups. You never see their health move but for a millisecond and when it does it's instantlly covered up again with endless shields. They don't wipe because you got their health down.. they wipe because one got pulled to far so shields dropped, one got knocked out, etc.

    No one can say this is healthy for the longevity of Cyro. You're already having people just log out when certain groups show up because of how annoying/near impossible to kill they are.

    Sure, you can say get good..skill issue... but if you expect the 85% of PvPers that make up and carry PvP games to be as good as the top 5%.. well then also expect to have a dead game that the top 5% can'y enjoy anymore. They will just go to the next mmo, grief,troll and farm casuals.. and the cycle repeats itself.

    Every single game has had a problem like ESO is having now. The ones that decided to deal with it.. are mostly still around. The ones that didn't died.. .and there are countless examples of the top 5% killing their own game they loved.

    So yeah, keep screaming skill issue.. get good.. you're just mad you died. You're damn right, people are mad they died.. and they are mad there is pretty much nothing 30-40 people attacking a group of 8-12 can do about it. If you think thats good game mechanics and makes for a healthy game... you don't understand the even simplest game design philosophy.

    Yes balance around group since because that is 100% the problem. While we are at it.. go even harder against it.

    - xCatGuy
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Vulkunne
    Vulkunne
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    LadyGP wrote: »
    Vulkunne wrote: »
    Also catering to delusional ppl who call everything an exploit or "computerized" (lol) and have no actual idea what is going on is exactly how you roll a game off a cliff

    I assume this is meant for me. Let me tell you something.

    No, I'm not the sharpest knife in the drawer, being an Orc and all. But one more thing I know.

    When you begin resorting to personal attacks, ie, calling folks 'delusional' and saying we have no actual idea what is going on, that sends a strong indication that it is you who are frustrated and are losing the argument.

    Both others on here as well as myself have played PvP and experienced the wrath of ball group for many years now. The corruption stemming from allowing ball groups to have exclusive power over everyone else has made them hateful, nasty, liars and just a cancer in PvP.

    That is not a personal attack. That has been my experience from them when doing the following:

    1) Asking for help with a scroll run (ie playing by 'their' rules)
    2) Getting rezzed
    3) Expecting ball groups to share priorities with the rest of the faction
    4) Invite to ball groups and other 'exclusive' groups
    5) Getting in general, any meaningful support or even faction reps getting an acknowledgement out of them for anything.
    6) PvPing normally with everyone else

    You see, ball groups need to fall. Or else, expect Cyrodiil PvP to run the course of New World wars. Because it was all so exclusive no one else outside of their clique could participate.

    I will never defend anyone who has abused both my time, as well as others to such an extent, especially when they are very clearly in the wrong from the very beginning.

    Again, don't waste your time. That person knows the problem, knows the end result of this current iteration of ball groups continuing for years. (no one left to play), and is not trying to have an honest conversation at all.

    There is a world where the top ball groups can still exist (and still be the top) but the skill gap/dmg gap is compressed slightly so they aren't as top tier.

    Example - instead of it taking 30-40 people chasing the top ball groups for 20-30 minutes around a keep to kill them (and they only really wipe because one of them got knocked out).. maybe it takes the same 30-40 only 10 minutes now.

    No one is saying ball groups shouldn't exist flat out (and if they are thats the wrong mindset IMO go play vengence).. but I do think if we are truly being honest the current state of ball groups with the shielding scaling off of health, the stacking of it, etc, it's almost impossible to kill some of these top groups. You never see their health move but for a millisecond and when it does it's instantlly covered up again with endless shields. They don't wipe because you got their health down.. they wipe because one got pulled to far so shields dropped, one got knocked out, etc.

    No one can say this is healthy for the longevity of Cyro. You're already having people just log out when certain groups show up because of how annoying/near impossible to kill they are.

    Sure, you can say get good..skill issue... but if you expect the 85% of PvPers that make up and carry PvP games to be as good as the top 5%.. well then also expect to have a dead game that the top 5% can'y enjoy anymore. They will just go to the next mmo, grief,troll and farm casuals.. and the cycle repeats itself.

    Every single game has had a problem like ESO is having now. The ones that decided to deal with it.. are mostly still around. The ones that didn't died.. .and there are countless examples of the top 5% killing their own game they loved.

    So yeah, keep screaming skill issue.. get good.. you're just mad you died. You're damn right, people are mad they died.. and they are mad there is pretty much nothing 30-40 people attacking a group of 8-12 can do about it. If you think thats good game mechanics and makes for a healthy game... you don't understand the even simplest game design philosophy.

    Yes balance around group since because that is 100% the problem. While we are at it.. go even harder against it.

    - xCatGuy

    Thanks for sharing your observations as well, I do believe your posts are both meaningful and of real value.

    That said, I share your appraisal of the situation however please understand, I am doing this as like a matter of record. The message has been delivered. clarity has been provided; I have provided my 'testimony' to the jury. That is what this is as I am not the judge and have no authority to fix the problems at hand, yet I have a responsibility, that I feel the need to provide my evidence. As you too are probably aware, many probably share a similar opinion yet won't speak up.

    At this point, it seems not enough has or ever will be done. I just owe it to myself as well as others I've engaged with to represent their feelings but it's an awkward situation when they will not speak up, so I agree with you on that. If those who can do what is right won't, then at least I have ok. It's not all about me either but when you have this level of blatant unapologetic corruption and knowing what they think about everyone else, it's in everyone's best interest to resist and bite because they can't be reasoned with and no one it seems is willing to do the right thing anymore.

    Lastly, regarding myself, too often in this game, I have had some rather 'harsh' feelings leveled at me for things less than this. For telling jokes even. Some know what I mean. And that on a personal level, just gets at me because they can login and exploit and play the role and get away with so much, promoting themselves at everyone else's expense, yet I've been here for years, a strong solo player held in contempt for the crime of being myself and not falling in line like a good little lemming to hold someone's ego on a pedestal. I come from old ESO and none of this was going on back then. It wasn't ok then what happened now? Where are the pillars of the community here to move their own version of this argument forward? Where are they? And the answer is the ball groupers are their 'friends' so that makes that ok.

    End of the day, I offer them no apology and if it's just me and a few others standing up to this type of corruption then so be it. If it gets fixed, great but my opinion will never change and their opinion and hateful way of doing will also never change as long as they can keep getting away with it. If that classifies me as an R word or um lol whatever then help yourselves cause some of you out there have not heard the truth in so long it must sting like the fire from a thousand suns.
    Edited by Vulkunne on 1 September 2026 13:48
    Today Victory is mines... Long Live the Empire. - From a galaxy far far away.
  • hollow_winds
    hollow_winds
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    Vulkunne wrote: »
    LadyGP wrote: »
    Vulkunne wrote: »
    Also catering to delusional ppl who call everything an exploit or "computerized" (lol) and have no actual idea what is going on is exactly how you roll a game off a cliff

    I assume this is meant for me. Let me tell you something.

    No, I'm not the sharpest knife in the drawer, being an Orc and all. But one more thing I know.

    When you begin resorting to personal attacks, ie, calling folks 'delusional' and saying we have no actual idea what is going on, that sends a strong indication that it is you who are frustrated and are losing the argument.

    Both others on here as well as myself have played PvP and experienced the wrath of ball group for many years now. The corruption stemming from allowing ball groups to have exclusive power over everyone else has made them hateful, nasty, liars and just a cancer in PvP.

    That is not a personal attack. That has been my experience from them when doing the following:

    1) Asking for help with a scroll run (ie playing by 'their' rules)
    2) Getting rezzed
    3) Expecting ball groups to share priorities with the rest of the faction
    4) Invite to ball groups and other 'exclusive' groups
    5) Getting in general, any meaningful support or even faction reps getting an acknowledgement out of them for anything.
    6) PvPing normally with everyone else

    You see, ball groups need to fall. Or else, expect Cyrodiil PvP to run the course of New World wars. Because it was all so exclusive no one else outside of their clique could participate.

    I will never defend anyone who has abused both my time, as well as others to such an extent, especially when they are very clearly in the wrong from the very beginning.

    Again, don't waste your time. That person knows the problem, knows the end result of this current iteration of ball groups continuing for years. (no one left to play), and is not trying to have an honest conversation at all.

    There is a world where the top ball groups can still exist (and still be the top) but the skill gap/dmg gap is compressed slightly so they aren't as top tier.

    Example - instead of it taking 30-40 people chasing the top ball groups for 20-30 minutes around a keep to kill them (and they only really wipe because one of them got knocked out).. maybe it takes the same 30-40 only 10 minutes now.

    No one is saying ball groups shouldn't exist flat out (and if they are thats the wrong mindset IMO go play vengence).. but I do think if we are truly being honest the current state of ball groups with the shielding scaling off of health, the stacking of it, etc, it's almost impossible to kill some of these top groups. You never see their health move but for a millisecond and when it does it's instantlly covered up again with endless shields. They don't wipe because you got their health down.. they wipe because one got pulled to far so shields dropped, one got knocked out, etc.

    No one can say this is healthy for the longevity of Cyro. You're already having people just log out when certain groups show up because of how annoying/near impossible to kill they are.

    Sure, you can say get good..skill issue... but if you expect the 85% of PvPers that make up and carry PvP games to be as good as the top 5%.. well then also expect to have a dead game that the top 5% can'y enjoy anymore. They will just go to the next mmo, grief,troll and farm casuals.. and the cycle repeats itself.

    Every single game has had a problem like ESO is having now. The ones that decided to deal with it.. are mostly still around. The ones that didn't died.. .and there are countless examples of the top 5% killing their own game they loved.

    So yeah, keep screaming skill issue.. get good.. you're just mad you died. You're damn right, people are mad they died.. and they are mad there is pretty much nothing 30-40 people attacking a group of 8-12 can do about it. If you think thats good game mechanics and makes for a healthy game... you don't understand the even simplest game design philosophy.

    Yes balance around group since because that is 100% the problem. While we are at it.. go even harder against it.

    - xCatGuy

    Thanks for sharing your observations as well, I do believe your posts are both meaningful and of real value.

    That said, I share your appraisal of the situation however please understand, I am doing this as like a matter of record. The message has been delivered. clarity has been provided; I have provided my 'testimony' to the jury. That is what this is as I am not the judge and have no authority to fix the problems at hand, yet I have a responsibility, that I feel the need to provide my evidence. As you too are probably aware, many probably share a similar opinion yet won't speak up.

    At this point, it seems not enough has or ever will be done. I just owe it to myself as well as others I've engaged with to represent their feelings but it's an awkward situation when they will not speak up, so I agree with you on that. If those who can do what is right won't, then at least I have ok. It's not all about me either but when you have this level of blatant unapologetic corruption and knowing what they think about everyone else, it's in everyone's best interest to resist and bite because they can't be reasoned with and no one it seems is willing to do the right thing anymore.

    Lastly, regarding myself, too often in this game, I have had some rather 'harsh' feelings leveled at me for things less than this. For telling jokes even. Some know what I mean. And that on a personal level, just gets at me because they can login and exploit and play the role and get away with so much, promoting themselves at everyone else's expense, yet I've been here for years, a strong solo player held in contempt for the crime of being myself and not falling in line like a good little lemming to hold someone's ego on a pedestal. I come from old ESO and none of this was going on back then. It wasn't ok then what happened now? Where are the pillars of the community here to move their own version of this argument forward? Where are they? And the answer is the ball groupers are their 'friends' so that makes that ok.

    End of the day, I offer them no apology and if it's just me and a few others standing up to this type of corruption then so be it. If it gets fixed, great but my opinion will never change and their opinion and hateful way of doing will also never change as long as they can keep getting away with it. If that classifies me as an R word or um lol whatever then help yourselves cause some of you out there have not heard the truth in so long it must sting like the fire from a thousand suns.

    Great write up.

    Unfortunately, the OP of this post refuses to take the time to read these well written, thought out comments that could provide some decent, civil discussions on why this shield nerf is taking place and instead would rather hurl out insults, talk down to people, make crazy assumptions and act in bad faith.

    I'm for this shield nerf, it's a long time coming and it's long overdue. With that being said. I think ballgroups have a place in Cyrodiil, same as pugs, same as bombers, gankers, siegers and the like...Cyrodiil should never just be nothing but ballgroups, if so you'll lose a large chunk of the population that's already on the decline. It definitely feels like these current day ballgroups never played Cyrodiil back before ballgroups were even a thing. They sure wouldn't survive back in those days when ball groups started gaining traction. No pull sets, no insane group buff sets, no unbreakable shields and they definitely didn't last as long as they do now. Ball groups have a place in this game, sure, but they shouldn't be the unkillable, Godlike problem that they currently are and I'll always stand by that. It's not healthy for the game, it makes players quit and logout, some never return. They can say "unskilled solos!!!" all they want but eventually, there won't be any solos for these groups to farm and it'll just be ballgroups vs ballgroups...Doesn't sound that fun to me but to each their own I suppose
    PC NA
    Necro & NB Main
    1vX & Bowgank Style
  • RedMamba
    RedMamba
    ✭✭✭
    The upcoming Update 51 shield changes are a perfect example of what I think is becoming a really unhealthy direction for ESO's PvP balance.

    If a mechanic is available to every player, then the baseline assumption should be that every player is allowed to use that mechanic effectively. Balance the mechanic itself if it is too strong — don't arbitrarily make it weaker because someone decided to bring more people.

    The scaling shield nerf based on group size is especially difficult to understand. Once you get into the 10–12 player range, you're effectively being told that shielding becomes dramatically less effective simply because you have more people around you.

    Why?

    Those players aren't exploiting some external system. They're using abilities and mechanics that the game explicitly gives them. If shields are too strong, then nerf shields. If a particular interaction is broken, fix that interaction. But creating a separate ruleset where a mechanic becomes increasingly ineffective depending on how many people are grouped together is a terrible precedent.

    And it creates an absolutely bizarre balance situation.

    A group of 4–9 players could potentially become more effective and harder to kill than a full 12-player group, simply because the larger group is being subjected to stronger scaling penalties.

    Think about how backwards that is.

    You could have 12 coordinated players fighting a smaller group of 6 or 7. The 12-player group has more people, more damage, more healing, more resources and more potential coordination — yet because of artificial group-size scaling, they can have a harder time surviving and a harder time killing the smaller group.

    Meanwhile, the smaller group gets to use those same mechanics more effectively.

    So the larger group is simultaneously less effective defensively while still being the larger target.

    And then you're potentially creating situations where the smaller group has an easier time killing the larger group than the larger group has killing them.

    How does that make sense?

    If the goal is to discourage large groups from overwhelming smaller groups, this isn't necessarily accomplishing that. You're just creating a situation where the optimal group size becomes some arbitrary number below the maximum.

    Why would 8 players be entitled to significantly better functionality than 12?

    Why should the game encourage players to split a group into smaller groups purely to avoid mechanical penalties?

    That's not addressing the underlying balance problem. It's incentivizing players to manipulate group size.

    And this is where the inconsistency becomes even more obvious.

    How is it reasonable that a solo player can use Magma Shell and become effectively immortal against a coordinated 12-player group, while that same solo player can potentially use an overtuned DK leap-bomb setup and instantly wipe or devastate that entire group?

    What exactly is the balance philosophy there?

    If the argument is that large groups shouldn't be able to overwhelm individual players, then why is it acceptable for individual players to have mechanics that can completely invalidate a large group?

    You can't have it both ways.

    A 12-player group isn't automatically abusing the game simply because it has 12 players. Coordinating that many people, positioning correctly, communicating, maintaining buffs, managing resources, and actually functioning as a group is itself a gameplay investment. If there are mechanics that make organized groups too powerful, then those mechanics should be addressed directly.

    Don't punish the player for taking advantage of a system the game intentionally put at their disposal.

    And if ZOS is going to start balancing mechanics around "group size," then they need to actually consider what group size means in ESO.

    Because a 12-player group isn't necessarily 12 isolated people.

    There are plenty of large "zerg guilds" where multiple full groups are communicating together in the same Discord call. You can have three full 12-player groups — roughly 36 players — operating together, communicating targets, coordinating pushes, and synchronizing abilities.

    There are groups that do exactly this.

    And some of these groups can coordinate things like repeated Negate usage and other extremely powerful group mechanics across multiple parties.

    So what exactly is the meaningful distinction here?

    If ZOS is concerned about the power of a coordinated 12-player group, then why would the solution be to disproportionately nerf mechanics for that one group size while ignoring the fact that multiple 12-player groups can operate as one larger coordinated force?

    If three groups are effectively functioning as a single 36-player organization because they're all communicating in the same Discord, then the problem clearly isn't as simple as "12 people in a group = bad."

    You can't solve a coordination problem by looking exclusively at the number displayed in someone's group roster.

    And that's why I think the philosophy behind these changes needs to be reconsidered.

    Balance needs to be for ALL players.

    Not just 12-man groups.

    Not just solo players.

    Not just small groups.

    And certainly not based on whichever group of players happens to complain the loudest on the forums.

    There is a huge difference between saying:

    "This mechanic is too strong and needs to be nerfed."

    and saying:

    "I can't solo kill a coordinated group of players, therefore that group needs to be mechanically nerfed."

    The second argument is ridiculous.

    Of course you can't necessarily solo kill a coordinated group.

    They're coordinated. That's the entire point of grouping.

    You shouldn't be entitled to kill a competent group of players simply because you're playing solo. If someone wants to play solo, that's completely fine. But the game shouldn't be redesigned around the expectation that a solo player must have a reasonable chance of killing a coordinated group simply because they don't want to group themselves.

    Likewise, a coordinated group shouldn't be punished for coordinating.

    If shields are too strong, nerf shields.

    If Magma Shell is too strong, address Magma Shell.

    If DK leap-bomb is too strong, fix DK leap-bomb.

    If Negate stacking is too powerful, address Negate stacking.

    If a particular interaction is broken, fix the interaction.

    But don't take a perfectly functional mechanic and arbitrarily make it worse because more players are using it.

    This is also why I think the direction of these changes is a slippery slope.

    Today it's shields and group size.

    Tomorrow it could be another perfectly legitimate mechanic that gets artificially weakened because a certain number of players are using it together.

    Eventually we're not balancing abilities anymore. We're balancing around the complaints of whoever is most upset about losing to them.

    And that's a dangerous way to design a PvP game.

    The loudest players on the forums shouldn't determine balance simply by complaining the most frequently. PvP is complicated. There are interactions, counters, builds, coordination, positioning, resource management and a huge number of variables that don't show up in a simple "this killed me, therefore it's broken" argument.

    If something is genuinely overpowered, nerf the thing.

    Don't create increasingly convoluted restrictions based on whether someone is solo, in a small group, or in a large group.

    ESO should have a consistent ruleset where players are encouraged to understand the systems, build around them, and use them intelligently. If a mechanic is available to everyone, players shouldn't be penalized for learning how to exploit its strengths within the rules of the game.

    Otherwise, we're going to end up with a PvP environment where the answer to every balance problem is simply:

    "You used this mechanic with too many people, so now it doesn't really work."

    That's not good balance.

    That's just putting artificial limitations on gameplay instead of fixing the underlying problems, just because some people who don't even understand the game won't stop complaining that a coordinated group is killing them when they aren't putting in even nearly half the effort to learn the mechanics of the game themselves.

    Balance the mechanics, not the number of people using them. And stop penalizing the players who actually put the most time and investment into learning and mastering your game's systems.

    The severe penalties should start at 4 and not 12 actually for group shields. That's the new ball group size 4-6 players.
  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
    ✭✭✭✭✭
    RedMamba wrote: »
    The upcoming Update 51 shield changes are a perfect example of what I think is becoming a really unhealthy direction for ESO's PvP balance.

    If a mechanic is available to every player, then the baseline assumption should be that every player is allowed to use that mechanic effectively. Balance the mechanic itself if it is too strong — don't arbitrarily make it weaker because someone decided to bring more people.

    The scaling shield nerf based on group size is especially difficult to understand. Once you get into the 10–12 player range, you're effectively being told that shielding becomes dramatically less effective simply because you have more people around you.

    Why?

    Those players aren't exploiting some external system. They're using abilities and mechanics that the game explicitly gives them. If shields are too strong, then nerf shields. If a particular interaction is broken, fix that interaction. But creating a separate ruleset where a mechanic becomes increasingly ineffective depending on how many people are grouped together is a terrible precedent.

    And it creates an absolutely bizarre balance situation.

    A group of 4–9 players could potentially become more effective and harder to kill than a full 12-player group, simply because the larger group is being subjected to stronger scaling penalties.

    Think about how backwards that is.

    You could have 12 coordinated players fighting a smaller group of 6 or 7. The 12-player group has more people, more damage, more healing, more resources and more potential coordination — yet because of artificial group-size scaling, they can have a harder time surviving and a harder time killing the smaller group.

    Meanwhile, the smaller group gets to use those same mechanics more effectively.

    So the larger group is simultaneously less effective defensively while still being the larger target.

    And then you're potentially creating situations where the smaller group has an easier time killing the larger group than the larger group has killing them.

    How does that make sense?

    If the goal is to discourage large groups from overwhelming smaller groups, this isn't necessarily accomplishing that. You're just creating a situation where the optimal group size becomes some arbitrary number below the maximum.

    Why would 8 players be entitled to significantly better functionality than 12?

    Why should the game encourage players to split a group into smaller groups purely to avoid mechanical penalties?

    That's not addressing the underlying balance problem. It's incentivizing players to manipulate group size.

    And this is where the inconsistency becomes even more obvious.

    How is it reasonable that a solo player can use Magma Shell and become effectively immortal against a coordinated 12-player group, while that same solo player can potentially use an overtuned DK leap-bomb setup and instantly wipe or devastate that entire group?

    What exactly is the balance philosophy there?

    If the argument is that large groups shouldn't be able to overwhelm individual players, then why is it acceptable for individual players to have mechanics that can completely invalidate a large group?

    You can't have it both ways.

    A 12-player group isn't automatically abusing the game simply because it has 12 players. Coordinating that many people, positioning correctly, communicating, maintaining buffs, managing resources, and actually functioning as a group is itself a gameplay investment. If there are mechanics that make organized groups too powerful, then those mechanics should be addressed directly.

    Don't punish the player for taking advantage of a system the game intentionally put at their disposal.

    And if ZOS is going to start balancing mechanics around "group size," then they need to actually consider what group size means in ESO.

    Because a 12-player group isn't necessarily 12 isolated people.

    There are plenty of large "zerg guilds" where multiple full groups are communicating together in the same Discord call. You can have three full 12-player groups — roughly 36 players — operating together, communicating targets, coordinating pushes, and synchronizing abilities.

    There are groups that do exactly this.

    And some of these groups can coordinate things like repeated Negate usage and other extremely powerful group mechanics across multiple parties.

    So what exactly is the meaningful distinction here?

    If ZOS is concerned about the power of a coordinated 12-player group, then why would the solution be to disproportionately nerf mechanics for that one group size while ignoring the fact that multiple 12-player groups can operate as one larger coordinated force?

    If three groups are effectively functioning as a single 36-player organization because they're all communicating in the same Discord, then the problem clearly isn't as simple as "12 people in a group = bad."

    You can't solve a coordination problem by looking exclusively at the number displayed in someone's group roster.

    And that's why I think the philosophy behind these changes needs to be reconsidered.

    Balance needs to be for ALL players.

    Not just 12-man groups.

    Not just solo players.

    Not just small groups.

    And certainly not based on whichever group of players happens to complain the loudest on the forums.

    There is a huge difference between saying:

    "This mechanic is too strong and needs to be nerfed."

    and saying:

    "I can't solo kill a coordinated group of players, therefore that group needs to be mechanically nerfed."

    The second argument is ridiculous.

    Of course you can't necessarily solo kill a coordinated group.

    They're coordinated. That's the entire point of grouping.

    You shouldn't be entitled to kill a competent group of players simply because you're playing solo. If someone wants to play solo, that's completely fine. But the game shouldn't be redesigned around the expectation that a solo player must have a reasonable chance of killing a coordinated group simply because they don't want to group themselves.

    Likewise, a coordinated group shouldn't be punished for coordinating.

    If shields are too strong, nerf shields.

    If Magma Shell is too strong, address Magma Shell.

    If DK leap-bomb is too strong, fix DK leap-bomb.

    If Negate stacking is too powerful, address Negate stacking.

    If a particular interaction is broken, fix the interaction.

    But don't take a perfectly functional mechanic and arbitrarily make it worse because more players are using it.

    This is also why I think the direction of these changes is a slippery slope.

    Today it's shields and group size.

    Tomorrow it could be another perfectly legitimate mechanic that gets artificially weakened because a certain number of players are using it together.

    Eventually we're not balancing abilities anymore. We're balancing around the complaints of whoever is most upset about losing to them.

    And that's a dangerous way to design a PvP game.

    The loudest players on the forums shouldn't determine balance simply by complaining the most frequently. PvP is complicated. There are interactions, counters, builds, coordination, positioning, resource management and a huge number of variables that don't show up in a simple "this killed me, therefore it's broken" argument.

    If something is genuinely overpowered, nerf the thing.

    Don't create increasingly convoluted restrictions based on whether someone is solo, in a small group, or in a large group.

    ESO should have a consistent ruleset where players are encouraged to understand the systems, build around them, and use them intelligently. If a mechanic is available to everyone, players shouldn't be penalized for learning how to exploit its strengths within the rules of the game.

    Otherwise, we're going to end up with a PvP environment where the answer to every balance problem is simply:

    "You used this mechanic with too many people, so now it doesn't really work."

    That's not good balance.

    That's just putting artificial limitations on gameplay instead of fixing the underlying problems, just because some people who don't even understand the game won't stop complaining that a coordinated group is killing them when they aren't putting in even nearly half the effort to learn the mechanics of the game themselves.

    Balance the mechanics, not the number of people using them. And stop penalizing the players who actually put the most time and investment into learning and mastering your game's systems.

    The severe penalties should start at 4 and not 12 actually for group shields. That's the new ball group size 4-6 players.

    Calling a 4-man a ball group is a bit of a stretch. Five players can maybe start playing like one, but they’ll still struggle. Six is really where a group of very good players can start feeling, from a pug’s perspective, like you’re fighting a solid 9–12 man ball group.

    Four- and five-man groups usually just don’t have enough bodies, healing, sets, or even damage to reliably survive for long inside keeps when they’re getting genuinely faction-stacked.

    Either way, I agree that shields should at the very least always be capped at your max HP. The penalties should also be more severe for smaller groups while still retaining the current downscaling, since right now it only really becomes noticeable once you reach around 10 players.
    TO THE PVP COMMUNITY: OUR ABSENCE IS FEEDBACK. DO NOT PARTICIPATE IN THE JULY 20TH VENGEANCE TESTS.
  • ceruulean
    ceruulean
    ✭✭✭✭✭
    ZOS would have to do a battle spirit renovation at this point. If they cared about competitive integrity then they would disallow group buff sets. In other games like Overwatch, League, and CSGO all group buffs are player actions that needs a button pressed, not static passive gear buffs for just existing. Most of the time nobody has a group buff if they're off to the side skirmishing. The advantage of being in a coordinated group is already an advantage without mathematical increases from gear. Also most of the group buffs have a cooldown or limitation in those games.

    It should be the same in ESO. Either make group shields scale off magicka/stamina (build limitation) or give them a cooldown. Since ESO players love their builds so much, the option to build a shielder who is squishy with less HP makes the most sense. Otherwise the game is currently a joke with infinite sustain, how some classes have no cooldowns nor limitations, and why nobody enjoys unbalanced pvp.

    I actually kinda agree with OP, that arbitrarily nerfing things based on group size is the wrong way to go about it. The base skills themselves need a mechanics overhaul. And devs should answer the question: should group buff sets should be stackable in this day and age? Right now groups already have a leg up through natural behavior. The game rewards grouping becaus buff skills can be shared more efficiently. Should sets provide yet a 3rd layer of advantage? I don't think so.
  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
    ✭✭✭✭✭
    ceruulean wrote: »
    ZOS would have to do a battle spirit renovation at this point. If they cared about competitive integrity then they would disallow group buff sets. In other games like Overwatch, League, and CSGO all group buffs are player actions that needs a button pressed, not static passive gear buffs for just existing. Most of the time nobody has a group buff if they're off to the side skirmishing. The advantage of being in a coordinated group is already an advantage without mathematical increases from gear. Also most of the group buffs have a cooldown or limitation in those games.

    It should be the same in ESO. Either make group shields scale off magicka/stamina (build limitation) or give them a cooldown. Since ESO players love their builds so much, the option to build a shielder who is squishy with less HP makes the most sense. Otherwise the game is currently a joke with infinite sustain, how some classes have no cooldowns nor limitations, and why nobody enjoys unbalanced pvp.

    I actually kinda agree with OP, that arbitrarily nerfing things based on group size is the wrong way to go about it. The base skills themselves need a mechanics overhaul. And devs should answer the question: should group buff sets should be stackable in this day and age? Right now groups already have a leg up through natural behavior. The game rewards grouping becaus buff skills can be shared more efficiently. Should sets provide yet a 3rd layer of advantage? I don't think so.

    Unfortunately, the game is fundamentally built around support sets and group buffs in both PvE and PvP, and asking ZOS to completely overhaul how all of those sets function under Battle Spirit is a massive ask. Realistically, the way forward is through targeted Battle Spirit changes like this one, because as you’ve probably noticed, this game simply does not have the resources being poured into balance to constantly redesign systems and properly separate PvP from PvE.

    Honestly, all the development time they spent on Vengeance would have been much better spent overhauling the existing PvP environment and finally creating a meaningful separation between PvE and PvP balance. Instead, they technically separated the two by turning Vengeance into a dumbed-down alpha-style version of the game that almost nobody was asking for.

    And now that all that time has already been spent, I don’t realistically expect them to go back and individually redesign support sets, shields, healing, and every other problematic mechanic for PvP without affecting endgame PvE. That would require exactly the kind of PvE/PvP separation they should have been working toward in the first place.

    So at this point, targeted and relatively simple Battle Spirit changes and nerfs are probably the most realistic thing we can hope for, and that’s where I think feedback should be focused. It might not be the theoretically perfect solution, but it is far more achievable than expecting a complete mechanical overhaul of the game.
    TO THE PVP COMMUNITY: OUR ABSENCE IS FEEDBACK. DO NOT PARTICIPATE IN THE JULY 20TH VENGEANCE TESTS.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    PVP perspective.

    Shield nerfs = 100% warranted. However, it is also damage sets like Vicious Death and Plaguebreak that also need a group scaling effect similar to Rallying Cry.

    Vicious Death is the main source of damage used to wipe entire servers by Ball Groups, where solos running Vicious Death now can barely touch the health of players running 100k shields in comped groups.

    I dont want to see a nerf to sets like VD, because they have merit, but should have diminished scaling the larger your group size is.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).

    @LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)

    People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.

    Things to change:

    1. Set scaling in groups
    2. HoT Stacking / Power of HoTs
    3. AOE shields scaling on HP
    4. The power of ulti gain in groups (sets and buffs available)

    For the small-scale groups in the example you gave, you are barely affected by the current version of the shield nerfs in the first place. The meaningful penalties only start becoming significant as group size increases, so using casual small-scale groups as the main argument against group-based shield scaling is pretty misleading.

    Agreed. Most PUGS aren’t running strict comped builds with a dedicated shielder in their group let alone all of them running their own shield. Some PUGS may be affected but not in the way ballgroups will be

    yes nerf things just because pugs cant figure out how to use them too!!!!! omg why didnt they think of this earlier!!!

    Individual shields are not the same as comped groups running multiple shields with 100% uptime, usually up to 100k in shields defense versus one player maaaaybe being able to competently build for a 30k shield.
    However, that same solo would be spamming shields 100% of their gcds instead of playing offensive.
  • LoganSpencer1
    LoganSpencer1
    ✭✭
    Dovahmiim wrote: »
    This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).

    @LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)

    People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.

    Things to change:

    1. Set scaling in groups
    2. HoT Stacking / Power of HoTs
    3. AOE shields scaling on HP
    4. The power of ulti gain in groups (sets and buffs available)

    Thank you, but group scaling shouldnt be a thing period. If group scaling is going to be a thing, why is even playing in groups allowed? Just as a consolation? This is an MMO, not a 1 on 1 fighter game. Many people play explicitly FOR the group coordination and optimization. What is the point of attempting any of that if people want to say it shouldn't be allowed? Why should healers not be able to play the game... and uh heal people in their group?

    Also people keep making discussions about shields scaling off hp; well what should they scale off of? Offensive stats? Then you just have 90% of cyrodiil being unkillable magsorcs who also 2 shot you. Which one do you want? The 50k hp tank who cant do anything but stand there, or the 10k spell damage sorc who also is spamming 40k hardened wards on itself?

    I'm only seeing a lot of people basically just complain that people play in groups and that it shouldn't be allowed, which in this type of game is just such a nonsensical argument.

    It’s not about group play “not being allowed.” You’re just wrong about what people are actually arguing for.

    Yes, some people play Cyrodiil specifically for group coordination and optimization, but plenty of people don’t—in fact, most players aren’t running around in optimized 12-man groups. Cyrodiil has to be enjoyable for those players too.

    The proposed changes also aren’t suddenly going to make ball groups incapable of farming unoptimized pugs. You’ll still be stronger, you’ll still have the advantages of communication, composition, support sets, ult coordination, healing, movement, target selection, and everything else that comes with organized play. So if part of the appeal is inflating your ego by smurfing unoptimized pugs, don’t worry—you’ll still be able to do that. The difference is that the gap might finally become a little less absurd.

    And if your group is actually half decent, you should be completely fine. Judging by your negate thread, though, where you were complaining about counterplay while playing inside a 12-man ball group, I can understand why you feel so strongly about anything that reduces that advantage.

    That’s the whole point: Cyrodiil has to be fun for everyone, not just you and not just highly optimized groups. Group coordination should give you an advantage. It just shouldn’t give you such an overwhelming, multiplicative advantage that the majority of the campaign population exists primarily as content for organized groups to farm.

    "most people are bad, so youre not allowed to be good, or the bad players will quit!!!!" omg oh noooo!!!!

    What a weirdly out of touch comment. The entire idea behind ballgrouping is to build the most egregious possible numerical advantage for your group, in practice it just enables mid tier players to use coordination to become immortal. It isn't just limited to ballgroups obviously, but when the build / composition gap becomes so large that much better players cant touch these ball groups unless they also build a ball group, its a design choice that makes Cyrodiil offputting to basically everyone who doesn't want to play this build carried playstyle. As for newer players trying to learn the ropes, they'll just quit.
    PvP should be decided by skill, not by build/composition advantage, keep that *** in PvE.

    it should be both, its an MMORPG not Mortal Kombat lmao. [snip]

    so far i still only see super special 1vx youtubers mad they cant solo kill a coordinated group, out of touch people calling playing in groups an "exploit" and groups of 4 players are "ballgroups", or people saying that its not feasible that an uncoordinated zerg spamming lightning heavies at a comped group who is also utiziling LoS is barely doing damage to them!!! [snip]

    again, Im saying shields DO need nerfed, but they have a place in surviving coordinated burst (which pugs and randoms and zergs lack, which is why you cant kill ballgroups, not because theyre "exploiting" or using group sets) and saying that an 8 man is now going to have an easier time bursting down a 12 while the 12 is going to have a much harder time doing it to the smaller group, or that some full damage dk leap bomber can now solo wipe a coordinated 12 man is absolutely asinine
    [edited for trolling]
    Edited by ZOS_Icy on 4 September 2026 11:31
  • hollow_winds
    hollow_winds
    ✭✭✭
    Dovahmiim wrote: »
    This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).

    @LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)

    People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.

    Things to change:

    1. Set scaling in groups
    2. HoT Stacking / Power of HoTs
    3. AOE shields scaling on HP
    4. The power of ulti gain in groups (sets and buffs available)

    Thank you, but group scaling shouldnt be a thing period. If group scaling is going to be a thing, why is even playing in groups allowed? Just as a consolation? This is an MMO, not a 1 on 1 fighter game. Many people play explicitly FOR the group coordination and optimization. What is the point of attempting any of that if people want to say it shouldn't be allowed? Why should healers not be able to play the game... and uh heal people in their group?

    Also people keep making discussions about shields scaling off hp; well what should they scale off of? Offensive stats? Then you just have 90% of cyrodiil being unkillable magsorcs who also 2 shot you. Which one do you want? The 50k hp tank who cant do anything but stand there, or the 10k spell damage sorc who also is spamming 40k hardened wards on itself?

    I'm only seeing a lot of people basically just complain that people play in groups and that it shouldn't be allowed, which in this type of game is just such a nonsensical argument.

    It’s not about group play “not being allowed.” You’re just wrong about what people are actually arguing for.

    Yes, some people play Cyrodiil specifically for group coordination and optimization, but plenty of people don’t—in fact, most players aren’t running around in optimized 12-man groups. Cyrodiil has to be enjoyable for those players too.

    The proposed changes also aren’t suddenly going to make ball groups incapable of farming unoptimized pugs. You’ll still be stronger, you’ll still have the advantages of communication, composition, support sets, ult coordination, healing, movement, target selection, and everything else that comes with organized play. So if part of the appeal is inflating your ego by smurfing unoptimized pugs, don’t worry—you’ll still be able to do that. The difference is that the gap might finally become a little less absurd.

    And if your group is actually half decent, you should be completely fine. Judging by your negate thread, though, where you were complaining about counterplay while playing inside a 12-man ball group, I can understand why you feel so strongly about anything that reduces that advantage.

    That’s the whole point: Cyrodiil has to be fun for everyone, not just you and not just highly optimized groups. Group coordination should give you an advantage. It just shouldn’t give you such an overwhelming, multiplicative advantage that the majority of the campaign population exists primarily as content for organized groups to farm.

    "most people are bad, so youre not allowed to be good, or the bad players will quit!!!!" omg oh noooo!!!!

    What a weirdly out of touch comment. The entire idea behind ballgrouping is to build the most egregious possible numerical advantage for your group, in practice it just enables mid tier players to use coordination to become immortal. It isn't just limited to ballgroups obviously, but when the build / composition gap becomes so large that much better players cant touch these ball groups unless they also build a ball group, its a design choice that makes Cyrodiil offputting to basically everyone who doesn't want to play this build carried playstyle. As for newer players trying to learn the ropes, they'll just quit.
    PvP should be decided by skill, not by build/composition advantage, keep that *** in PvE.

    it should be both, its an MMORPG not Mortal Kombat lmao. [snip]

    so far i still only see super special 1vx youtubers mad they cant solo kill a coordinated group, out of touch people calling playing in groups an "exploit" and groups of 4 players are "ballgroups", or people saying that its not feasible that an uncoordinated zerg spamming lightning heavies at a comped group who is also utiziling LoS is barely doing damage to them!!! [snip]

    again, Im saying shields DO need nerfed, but they have a place in surviving coordinated burst (which pugs and randoms and zergs lack, which is why you cant kill ballgroups, not because theyre "exploiting" or using group sets) and saying that an 8 man is now going to have an easier time bursting down a 12 while the 12 is going to have a much harder time doing it to the smaller group, or that some full damage dk leap bomber can now solo wipe a coordinated 12 man is absolutely asinine

    Again.

    Show us where any of us said a "super special 1vx youtubers" should be able to kill a coordinated group. You keep making these insane assumptions with no credibility to back any of them up
    [edited to remove quote]
    Edited by ZOS_Icy on 4 September 2026 11:43
    PC NA
    Necro & NB Main
    1vX & Bowgank Style
  • Alchimiste1
    Alchimiste1
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    @LoganSpencer1

    how about you stop ignoring what I said and address it.

    Do you really think that the shield changes are going to make it so 4-man comps are killing 12 mans ?
    if you die in a 12 man to a 4 man even with the pts shield changes you just got outplayed. You weren't as good. Its that simple.

    And no defense ? what an exaggeration. MORE defense sets, more hots, more negates, more damage.

    cry me a river
    Edited by Alchimiste1 on 1 September 2026 22:50
  • JustLovely
    JustLovely
    ✭✭✭✭✭
    ✭✭
    Just limit everyone to only one instance of shield or heal at any given time. That will be very detrimental to ball groups while doing little to hurt solo and small group play.

    WHY CAN'T ZOS TAKE THIS ADVICE! IT'S WHAT PLAYERS HAVE BEEN ASKING FOR SINCE 2018.

    @ZOS_BrianWheeler
    @ZOS_Kevin
    @ZOS_JessicaFolsom
    Edited by JustLovely on 2 September 2026 00:34
  • jle30303
    jle30303
    ✭✭✭✭✭
    It makes kind of sense that things which affect multiple people, are spread out so that each person gets less. If you only have enough butter for 4 slices of bread, and try to spread it over 12, some of the bread is not going to be covered.
  • Oblivion_Protocol
    Oblivion_Protocol
    ✭✭✭✭✭
    @LoganSpencer1 Do you genuinely believe that, with the shield changes, a 4-man group could put out enough damage to wipe a 12-man group, despite the fact that it was never possible for that to happen even before shields became truly widespread thanks to Scribing? Do you actually think that a skilled and communicative 12-man group can’t overcome a pug group half their size solely because the bigger group has slightly smaller shields?
  • DestroyerPewnack
    DestroyerPewnack
    ✭✭✭✭✭
    If a mechanic is available to every player, then the baseline assumption should be that every player is allowed to use that mechanic effectively.

    Yeah, but that's not what's happening. Not all 12 players have Barrier and whatever other shielding skills slotted on their bars. 1 or 2 players do. So, you're not using the mechanic effectively. It is being used on you effectively. And not every player has access to that, like people in a ballgroup do.
    The scaling shield nerf based on group size is especially difficult to understand. Once you get into the 10–12 player range, you're effectively being told that shielding becomes dramatically less effective simply because you have more people around you.

    Yes, that's exactly what you're being told. Where's the problem? You have 11 people passively healing you, 2 or 3 of them actively shielding you. People can't target you because you're stacked on top of another 11 players. What are you even complaining about?

    Coordinated play means you move together, you ulti-dump together, you push together and you retreat together. It doesn't mean you must be unkillable. No one should be unkillable in a PvP environment.

    As others have said, this nerf isn't even close to enough. Ballgroups will still dominate, and more nerfs will need to be considered going forward, such as HoT-stacking. The only difference is you won't be as unkillable.
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it

    No, the argument is that even with this nerf, ball groups have almost 3 times the stats of a normal player and will still end up having way more survivability and effective health than 80% or more of Cyrodiil players. Coordination already provides a massive edge to other players. Compounding that with the insane amount of stats you get from stacking every unnamed buff under the sun and abusing the absurd amount of survivability ZOS has added to the game the past 3 years is not good for the game.

    Survivability is at an all time high, and is at the point where it is actively unhealthy. The only time a ball group can die outside of another ball group is when THEY make a massive mistake, which should not be the case. You need to have agency in counterplay.

    Guess what? Ballgroups were still nearly unkillable by the vast majority of players before shields became a thing. They're gonna be just fine. Adapt.
    Edited by CameraBeardThePirate on 2 September 2026 16:28
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