JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
Tommy_The_Gun wrote: »JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
They already know what will happen as they did disabled cross healing in the past. What happened was the following: only ball groups left, most solo players and randoms stopped playing. There were even threads here on forums about ball group players complaining that all they fight are other ball groups...
...which was a hilarious karma twist in a way lol
Tommy_The_Gun wrote: »JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
They already know what will happen as they did disabled cross healing in the past. What happened was the following: only ball groups left, most solo players and randoms stopped playing. There were even threads here on forums about ball group players complaining that all they fight are other ball groups...
...which was a hilarious karma twist in a way lol
TechMaybeHic wrote: »Tommy_The_Gun wrote: »JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
They already know what will happen as they did disabled cross healing in the past. What happened was the following: only ball groups left, most solo players and randoms stopped playing. There were even threads here on forums about ball group players complaining that all they fight are other ball groups...
...which was a hilarious karma twist in a way lol
They disabled healing outside of group. I wonder what no outside heals beyond self healing would look like
TybaltKaine wrote: »Would you walk into a veteran hardmode trial without assembling a cohesive group that plays off of each other's strengths? No. Why would you walk into Cyrodiil that way?
Cyrodiil is designed for group play. You can enter solo, but you won't be able to take a keep or do much of anything else that way.
Solo PVP is in Imperial City. Yes, you occasionally get groups there, but the area is so much smaller and the NPC's so much more threatening that you can kite them into other encounters and mitigate their advantage, see how quick a group dissolves when a boss shows up and a gate opens.
You either adapt to the content you are playing or get left behind. It's that simple.
AuraNebula wrote: »TybaltKaine wrote: »Would you walk into a veteran hardmode trial without assembling a cohesive group that plays off of each other's strengths? No. Why would you walk into Cyrodiil that way?
Cyrodiil is designed for group play. You can enter solo, but you won't be able to take a keep or do much of anything else that way.
Solo PVP is in Imperial City. Yes, you occasionally get groups there, but the area is so much smaller and the NPC's so much more threatening that you can kite them into other encounters and mitigate their advantage, see how quick a group dissolves when a boss shows up and a gate opens.
You either adapt to the content you are playing or get left behind. It's that simple.
I'm going to start off by saying I have nothing against ball groups. They're great and are needed in PvP. They help make things exciting.
However Cyrodiil is not specifically for groups only. You can 1vx, 2vx, 3vx, 1v1, etc. It is pretty much designed for everyone and is not specifically for groups only.
I'm just tired of hearing this group only narrative. Solo play is just as valid as group play. Lots of solos are taking resources, making call outs, setting down camps, and helping to siege.
This change will not fix ballgroup crosshealing but make it even stronger(at least compared to self healing), while completely destroying solo healing, making ballgroups the only option in Cyrodiil.Tommy_The_Gun wrote: »JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
They already know what will happen as they did disabled cross healing in the past. What happened was the following: only ball groups left, most solo players and randoms stopped playing. There were even threads here on forums about ball group players complaining that all they fight are other ball groups...
...which was a hilarious karma twist in a way lol
Dunno. Ball group would just replace with spamming burst heals and shields. FWIW, Arcanist seems to be designed specifically for ball group use, lol. I expect to see balls of green beams b4 too long, with truly massive shield stacks, aoe roots, massive synergy bursts.
How you fix is simple, you scale heals and damage just like proc sets. Only max resource for heals and only max weap/spell damage for damage abilities. Get rid of health scaling heals completely, only damage shields scale from health (sorry tanks, but that is what healers are for). So a common damage build with 37K health, 20K mag/stam and ~7K spell damage has a radiating regen or vigor tick of like 50 and garbage burst heals.
SimonThesis wrote: »SimonThesis wrote: »You do realize that if you make the group size 24 again then there will be 24-man ballgroups, don't you?
When group size was 24, Drac and other prominent ballgroups only ran 10-12.
Yeah 12 man group size nearly killed PuG groups. When I was new player and played in PuGs in Kyne(u50 campaign, predecessor of icecap), there were 2 24 man groups in the evening in a campaign that is now completely dead. When one group had only 12 players, players considered it to small and weak and left to try get into the full 24 man PuG. Now all PuGs are capped at 12 man, 6 man PuGs are even more useless and often get 1vXed, but about the number of players typing lfg in chat. 6 man is also minimum size for a ballgroup and more like smallscale size.Turtle_Bot wrote: »Turtle_Bot wrote: »This is why the scaling of ball groups to solos/small scales is so disproportionate despite them technically scaling in a linear way. Yes both playstyles can technically fight an equivalent number of players, the issue is that when those numbers are scaled up to the size of a ball group, this scaled number of players that the group can go up against, exceeds the numbers cap placed on the zergs and unorganized groups via the population cap which creates this imbalance we are currently seeing.
I agree with this 100%. I appreciate you saying it honestly-- it feels like maybe we can understand eachother a little now. It is only because lag may be an issue (may in fact be part of THIS issue,) that I mentioned shrinking max group size instead of increasing overall pop cap.
The organized groups will simply adapt to the smaller group sizes and likely use things such as the target markers (or an addon) alongside discord to coordinate 2-3 small scale size groups to essentially keep their current size and power level, meanwhile the zergs of randoms will have their current power cut in half again due to how they are now limited to a group size the equivalent of a small scale group but they're either not skilled enough, not built right, or simply not organized enough to make that group size work so they will very likely just give up in frustration completely and just leave PvP, leaving everyone (ball groups, small scales and solos alike) with even less people to fight/farm than there currently is.
I think another important thing to be said around reducing group size is that the number of players willing to lead groups have not only dwindled, it become incredibly difficult to form any semblance of a capable PUG in Cyrodil since the 24 - 12 group size reduction.
When there were 24 man groups, the number of group leaders necessary to organize the faction was relatively small, which meant more players were coordinated (somewhat at least).
The reduction to 12 man limits effectively doubled the number of groups that could be run, but didn't also double the number of players willing to lead. To make matters worse, a semi-organized, well led 24 man PUG group could get things done in Cyrodil. Take keeps, defend keeps, take scrolls, etc. They'd wipe against organized groups, but their impact in combat was still effective. And even when they were not, a 24 man group could accomodate for lesser skilled players. When you have 24 people, if 4 of them are lesser skilled, those 4 can man siege or heal and not be too much of a burden on the group. With 12 people, that burden becomes far more exacerbated. Where lesser skilled players can make a PUG 12 man group effectively useless the moment they take any pressure.
With all of that, the number of people willing to actually run PUG groups in cyrodil has decreased because it is far harder to predict a favorable outcome with a bunch of players you know little about, skill wise.
Reduction to 6 man cap would effectively kill any kind of grouping outside of highly organized ball groups. No one is going to want to run PUG small scale groups with players who barely function together as a group.
JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
LordSkruff wrote: »Good Afternoon,
I would like to add a few points here i dont have much time for forums.
yes ballgroups are ridiculously overperforming.
Speaking from a long term competetive player and ballgroupers perspective.
they are like big fish in a little pool.
My 12 man is capable of tanking 90+ players if all roles are played perfectly.
It isnt special it has been done many times by several groups.
its clear that this isnt healthy for the longevity of the playerbase's existence in PvP.
Options that i think could be explored are as follows.
increase server cap ( Not great )
this would come with issues like the return of lag however the zergs might big big enough to have some influence. in general this isnt a healthy approach in my opinion. it doesnt resolve the Core problem that is the OVERBEARING odds ballgroups are able to face. eventually youll run into the same problem.
reduce group size max in cyrodill again ( Pretty good )
if group size were at max say 6. there would still be overwhelmingly powerful 6 man groups however they arent quite nearly as overbearing to fight against.
However... groups of 6 Max makes many fights impossible for many groups to co ordinate resulting in stagnant Map Activity.
significantly reduce the effectiveness of group buffing sets in PvP zones ( Great Idea )
One of the REAL problems of effective vs ineffective group play is just how much of a powerful tool group buff sets are...
many of them are JUST as good in solo gameplay as they are in group.
Rallying cry. Perfectly Viable in group sizes of 1+
Trans. Perfectly Viable in group sizes of 2+
Plaguebreak. Perfectly Viable in group sizes of 1+
Olorime. Perfectly Viable in group sizes of 1+
Spc. Perfectly Viable in group sizes of 1+
Powerful assault. Perfectly Viable in group sizes of 1+
Phoenix Moth. Perfectly Viable in group sizes of 1+
there are many more.
Saxhleel.
Pillager.
Sanctuary.
Ebon.
Worm.
Hircine.
And these are JUST BASIC SETS.
some of these sets to just name a few of a potential 50+ effective group play sets
are used even in SOLO gameplay extensively as a no brainer solution...
in a typical ballgroup you would have 10+ group buffing sets each of which are pushing the groups tankiness, sustain or damage for the group to a region of 10 - 25% gains PER SET depending on set chosen.
two ways of Interpreting a Potential fix to this i can think of.
if every GROUP buffing specific set was Dynamically Scaling in Power based on Group Size (reducing large groups power)
if every GROUP buffing specific set was nerfed by a blanket 50%
Solo players would remain unaffected (some sets perhaps arent viable anymore in option 2)
Smallscalers would have to decide wether the buff is actually worth it or not.
Large groups would still use said sets but would be massively easier to kill.
i know and appreciate that this would affect PVE greatly causing many sets to be dropped in dungeons completely.
however if there was a battle spirit debuff like group buff sets reduced by say a % proportional to your weight in a group that would be enough i think.
Ballgroups are exactly as everyone already said. organized. sometimes HYPER organized. if you reduce the impact that organization provides to the group. it can only help casual players, become a bigger part of a more interesting fight.
Crosshealing.
Crosshealing is often pointed at as the root of all evil. i think a Cap on how many Crossheals a player can recieve is a Perfect solution to such a Problem. IE ( 6 Echoing Vigors Max 6 Rad Regens Max )
Siege currently IS a massive anti player tool for the casual player.
i dont think you can go ahead and completely destroy crossheal without doing any of the following.
buffing siege shield to mitigate a larger amount of damage or Cover a Larger Area. depending on just HOW BADLY you nerf crossheal.
Similarly. on a more personal note,
i think in general a nerf to siege Damage is in order to let players feel some kind of benefit from actually playing the game and not just siege simulator.
i lose count of the amount of times players STOP what they are doing in the midst of killing or being killed by players. to PLACE A SIEGE to have a Far greater advantage then zerging does. i dont think this is right. it isnt fun for either party. Keeps currently if scounted effectively are almost Completely unapproachable for even organized 12 man groups. DESPITE how overpowered people seem to claim ballgroups are.
In short.
Ease up on the rewards gained for Hyper Optimization. let ballgroups feel up to say 40% less effect from their optimization
Cap the amount of Crossheals a Group can Recieve to Bridge a Gap Between Smaller and Larger groups to 6 of any given hot
Ease up on siege effectiveness flat by 40%
everyone wins.
Let me know what people think.
Regards,
a long term fan.
LordSkruff.
@LordSkruff Well said sir.
I'm not a supporter of the idea to limit HoT stacks. But it is obviously one solution. And I think you laid out all the solutions nicely.
I think the best solution you proposed is to shrink the max group size. It effectively accomplishes the 2nd best solution-- which is limiting the effect of group buff sets-- but it does it without wrecking PvE.
@LordSkruff Well said sir.
I'm not a supporter of the idea to limit HoT stacks. But it is obviously one solution. And I think you laid out all the solutions nicely.
I think the best solution you proposed is to shrink the max group size. It effectively accomplishes the 2nd best solution-- which is limiting the effect of group buff sets-- but it does it without wrecking PvE.
LordSkruff wrote: »I would like to add that group buff sets should most certainly prevail as the best option
for groups in general
I’ll pick a random set
Sanctuary
12% healing received
In solo this doesn’t compete with some of the other options such as.
Old Maras balm
Hist sap
And fairly so.
However if you have 12 players all benefiting from such a buff it quickly turns into an extreme advantage which no other set can compare to.
Even if this set were 4-6% maybe even less it would still hold out great value and be incorporated into many optimized 12 man groups.
Every set like this should just scale down for each person in your group.
You already have the advantage of having an entire extra player to provide a massive effect on damage healing etc, whatever the role is
Does he really need to bring 12% healing with him?
Isn’t 4-6% enough to still outperform almost any other alternative?
LordSkruff wrote: »I would like to add that group buff sets should most certainly prevail as the best option
for groups in general
I’ll pick a random set
Sanctuary
12% healing received
In solo this doesn’t compete with some of the other options such as.
Old Maras balm
Hist sap
And fairly so.
However if you have 12 players all benefiting from such a buff it quickly turns into an extreme advantage which no other set can compare to.
Even if this set were 4-6% maybe even less it would still hold out great value and be incorporated into many optimized 12 man groups.
Every set like this should just scale down for each person in your group.
You already have the advantage of having an entire extra player to provide a massive effect on damage healing etc, whatever the role is
Does he really need to bring 12% healing with him?
Isn’t 4-6% enough to still outperform almost any other alternative?
My question is why should ZOS do this change there is already a campaign where sets like Sanctuary have 0 buff!
LordSkruff wrote: »Good Afternoon,
I would like to add a few points here i dont have much time for forums.
yes ballgroups are ridiculously overperforming.
Speaking from a long term competetive player and ballgroupers perspective.
they are like big fish in a little pool.
My 12 man is capable of tanking 90+ players if all roles are played perfectly.
It isnt special it has been done many times by several groups.
its clear that this isnt healthy for the longevity of the playerbase's existence in PvP.
Options that i think could be explored are as follows.
increase server cap ( Not great )
this would come with issues like the return of lag however the zergs might big big enough to have some influence. in general this isnt a healthy approach in my opinion. it doesnt resolve the Core problem that is the OVERBEARING odds ballgroups are able to face. eventually youll run into the same problem.
reduce group size max in cyrodill again ( Pretty good )
if group size were at max say 6. there would still be overwhelmingly powerful 6 man groups however they arent quite nearly as overbearing to fight against.
However... groups of 6 Max makes many fights impossible for many groups to co ordinate resulting in stagnant Map Activity.
significantly reduce the effectiveness of group buffing sets in PvP zones ( Great Idea )
One of the REAL problems of effective vs ineffective group play is just how much of a powerful tool group buff sets are...
many of them are JUST as good in solo gameplay as they are in group.
Rallying cry. Perfectly Viable in group sizes of 1+
Trans. Perfectly Viable in group sizes of 2+
Plaguebreak. Perfectly Viable in group sizes of 1+
Olorime. Perfectly Viable in group sizes of 1+
Spc. Perfectly Viable in group sizes of 1+
Powerful assault. Perfectly Viable in group sizes of 1+
Phoenix Moth. Perfectly Viable in group sizes of 1+
there are many more.
Saxhleel.
Pillager.
Sanctuary.
Ebon.
Worm.
Hircine.
And these are JUST BASIC SETS.
some of these sets to just name a few of a potential 50+ effective group play sets
are used even in SOLO gameplay extensively as a no brainer solution...
in a typical ballgroup you would have 10+ group buffing sets each of which are pushing the groups tankiness, sustain or damage for the group to a region of 10 - 25% gains PER SET depending on set chosen.
two ways of Interpreting a Potential fix to this i can think of.
if every GROUP buffing specific set was Dynamically Scaling in Power based on Group Size (reducing large groups power)
if every GROUP buffing specific set was nerfed by a blanket 50%
Solo players would remain unaffected (some sets perhaps arent viable anymore in option 2)
Smallscalers would have to decide wether the buff is actually worth it or not.
Large groups would still use said sets but would be massively easier to kill.
i know and appreciate that this would affect PVE greatly causing many sets to be dropped in dungeons completely.
however if there was a battle spirit debuff like group buff sets reduced by say a % proportional to your weight in a group that would be enough i think.
Ballgroups are exactly as everyone already said. organized. sometimes HYPER organized. if you reduce the impact that organization provides to the group. it can only help casual players, become a bigger part of a more interesting fight.
Crosshealing.
Crosshealing is often pointed at as the root of all evil. i think a Cap on how many Crossheals a player can recieve is a Perfect solution to such a Problem. IE ( 6 Echoing Vigors Max 6 Rad Regens Max )
Siege currently IS a massive anti player tool for the casual player.
i dont think you can go ahead and completely destroy crossheal without doing any of the following.
buffing siege shield to mitigate a larger amount of damage or Cover a Larger Area. depending on just HOW BADLY you nerf crossheal.
Similarly. on a more personal note,
i think in general a nerf to siege Damage is in order to let players feel some kind of benefit from actually playing the game and not just siege simulator.
i lose count of the amount of times players STOP what they are doing in the midst of killing or being killed by players. to PLACE A SIEGE to have a Far greater advantage then zerging does. i dont think this is right. it isnt fun for either party. Keeps currently if scounted effectively are almost Completely unapproachable for even organized 12 man groups. DESPITE how overpowered people seem to claim ballgroups are.
In short.
Ease up on the rewards gained for Hyper Optimization. let ballgroups feel up to say 40% less effect from their optimization
Cap the amount of Crossheals a Group can Recieve to Bridge a Gap Between Smaller and Larger groups to 6 of any given hot
Ease up on siege effectiveness flat by 40%
everyone wins.
Let me know what people think.
Regards,
a long term fan.
LordSkruff.
Turtle_Bot wrote: »LordSkruff wrote: »I would like to add that group buff sets should most certainly prevail as the best option
for groups in general
I’ll pick a random set
Sanctuary
12% healing received
In solo this doesn’t compete with some of the other options such as.
Old Maras balm
Hist sap
And fairly so.
However if you have 12 players all benefiting from such a buff it quickly turns into an extreme advantage which no other set can compare to.
Even if this set were 4-6% maybe even less it would still hold out great value and be incorporated into many optimized 12 man groups.
Every set like this should just scale down for each person in your group.
You already have the advantage of having an entire extra player to provide a massive effect on damage healing etc, whatever the role is
Does he really need to bring 12% healing with him?
Isn’t 4-6% enough to still outperform almost any other alternative?
My question is why should ZOS do this change there is already a campaign where sets like Sanctuary have 0 buff!
because that campaign is dead outside of strictly middle of prime time and MYM events.
Majority of players go into CP campaigns (GH/BR) because like it or not, for better or worse, people want to use more than just stat sets when playing and no CP doesn't allow for this.
The rest of the player-base should not be forced to move into a completely different version of PvP just because some ball group members don't want to be balanced for the current state of the game.
I'll propose an alternative question for you. If you want to use the excuse of the no CP campaigns existence just to not receive any much needed nerfs, then why don't ball groups ask for ZOS to create an entirely new campaign that is specifically designed for ball groups only and the only way you can enter there is to be in a premade group of 12 (like a trial, but its PvP) and the only other players you fight there are other ball groups and the NPCs are adjusted to match ball groups power level, that way ball groups can have their own campaign to play in without ruining the PvP experience for other players. Or will ball groups simply ignore that campaign because the easy farm/main action is still on the main campaign (GH) or BR if GH is too laggy/full.
Turtle_Bot wrote: »LordSkruff wrote: »I would like to add that group buff sets should most certainly prevail as the best option
for groups in general
I’ll pick a random set
Sanctuary
12% healing received
In solo this doesn’t compete with some of the other options such as.
Old Maras balm
Hist sap
And fairly so.
However if you have 12 players all benefiting from such a buff it quickly turns into an extreme advantage which no other set can compare to.
Even if this set were 4-6% maybe even less it would still hold out great value and be incorporated into many optimized 12 man groups.
Every set like this should just scale down for each person in your group.
You already have the advantage of having an entire extra player to provide a massive effect on damage healing etc, whatever the role is
Does he really need to bring 12% healing with him?
Isn’t 4-6% enough to still outperform almost any other alternative?
My question is why should ZOS do this change there is already a campaign where sets like Sanctuary have 0 buff!
because that campaign is dead outside of strictly middle of prime time and MYM events.
Majority of players go into CP campaigns (GH/BR) because like it or not, for better or worse, people want to use more than just stat sets when playing and no CP doesn't allow for this.
The rest of the player-base should not be forced to move into a completely different version of PvP just because some ball group members don't want to be balanced for the current state of the game.
I'll propose an alternative question for you. If you want to use the excuse of the no CP campaigns existence just to not receive any much needed nerfs, then why don't ball groups ask for ZOS to create an entirely new campaign that is specifically designed for ball groups only and the only way you can enter there is to be in a premade group of 12 (like a trial, but its PvP) and the only other players you fight there are other ball groups and the NPCs are adjusted to match ball groups power level, that way ball groups can have their own campaign to play in without ruining the PvP experience for other players. Or will ball groups simply ignore that campaign because the easy farm/main action is still on the main campaign (GH) or BR if GH is too laggy/full.
Non-CP were the main campaign on PC/EU about 2 years ago, until the introduction of the non-proc condition, first to leave were most ball groups and smallscalers. I think the reason were obvious, balls and smallscalers got less powerful. Now most people on this thread seems to agree that balls and good smallscalers are to strong for the health of the game on CP campaigns. So if the pvpers discussing in this thread, really want to change the state of pvp why don't you choose the best existing solution, if you move, many casual players will move to. I don't understand how ZOS can take these suggestions serious as long as most people prefere the present state.
Tommy_The_Gun wrote: »I think someone already said this, but I think that the only decent solution to tone down ball groups (and only ball groups, without nerfing everything else) is to add a cap on how many positive effects of the same type one player can have stacked.
There is this screenshot floating around of a ball group player having like 11 Vigors and some Radiant Regeneration hots ticking all at the same time. Even with 0 investment in stam/mag and weapon/spell damage this is still something around 20K healing per second - even if battle spirit is active. To put that into perspective that is like having 40K health recovery (reduced by half in PvP so 20K health recovery).
Ball groups are technically not the issue, but rather the issue is that having stats like this is possible in a 1st place. Ball groups are a play style that just happens to enable this kind of stats. And tbh - it would be totally fine having stats like this if for example they will have troubles with killing some PvE NPC guards as usually increasing your defences means that you sacrifice your offensive capabilities. But with how ball groups do scale it is not the case.
So, Imagine if the cap was 3 for example (max 3 vigots etc). Solo players would not feel that. Solo "zerg surfers" would not feel that. Small Scale would not feel that. The only one that would - would be ball groups.
It is very unhealthy for the game to have one playstyle dominating over others even to the point where same playstyle can not counter itself - hence why you don't see ball groups fighting eachother, and if they do it is very rare, as they know they will just both waste time. It is actually kinda puzzling why zos is unable (or unwilling ?) to balance out ball groups as they already have solutions - like some sets that scale with group size & become weaker the larger the group is, or various ideas served on a plater by community.
There is also other issue - how big impact do ball groups have on the PvP community in the global aspect. I am pretty sure that there are way, way more players that have stopped PvP-ing (or potenial players who did not started PVP-ing) vs players who started and are playing ball groups - because they want to be as much competitive as possible and have as much advantage as possible.
Remember, eso was famous (or infamous) for having "play as you want" motto being true for the most part - unless you wanted to push for PvE scoreboards. But min-maxing meta stuff for PvE is maybe like 10% better at max. Ball Groups vs other PvP playstyles are totally incomparable, from different league & category.
There is also other more basic problem - risk vs reward. Ball groups for the most part are quite easy to play as. Just "follow the leader" and spam 1 or 2 buttons and occasionally do an ulti-dump when passing tight spot. Nothing too difficult as you almost can't die. Other playstyles have to actually do a skill combo and use terrain as cover (line of sight) to actually do something and they still get less AP for more effort. And what about people who for whatever reason have to fight vs Ball Group (like last scroll gate keep). They are not getting more AP if they deal with a ball group. And even if they do, chances are ball group already placed a camp & respawned at it.