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Should ball groups violate TOS?

Asdara
Asdara
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ZOS has repeatedly stated that fair play and game balance are core principles of ESO. However, the continued presence of organized "ball groups" in Cyrodiil and Battlegrounds represents a direct contradiction to these principles and may even violate the game's Terms of Service.

Ball groups exploit unintended interactions between skills, stacking healing, mitigation, and synergy effects in a way that eliminates meaningful counterplay. The result is a gameplay experience that discourages new players, frustrates small-scale PvPers, and leads to significant server performance degradation. In this regard, ball grouping is functionally identical to multiboxing, which ZOS has already classified as a bannable exploit.

Multiboxing is prohibited because it grants an unfair advantage by synchronizing multiple characters to act as a single, unbreakable force, overwhelming normal players through sheer coordination. Ball groups achieve the exact same result ,not through software, but through meticulously organized play that abuses AoE healing, mitigation, and synergy stacking to create an unstoppable, lag-inducing cluster of players. Just as multiboxing removes meaningful counterplay and damages server performance, so too does ball grouping.

ZOS has implemented multiple balance patches aimed at reducing the effectiveness of these groups, proving that they recognize the issue. Yet, the core mechanics enabling them persist. Given the repeated efforts to limit this playstyle, it is reasonable to argue that ball groups are, in essence, exploiting the game.

ESO’s Terms of Service prohibit the use of exploits or game mechanics in unintended ways that give an unfair advantage. If ZOS is serious about this policy, then organized ball grouping must be classified as a violation. Either ZOS needs to implement hard restrictions to eliminate the playstyle or take direct enforcement action against players and groups abusing these mechanics.

It’s time to demand a fairer, more competitive PvP experience that does not rely on server-breaking exploits.

ZOS, we need clear enforcement!! when will you act?!
Edited by ZOS_Kraken on March 6, 2025 5:23PM
Imagine a game with stackable maps, furniture bag, decon furniture
  • JavaRen
    JavaRen
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    So your position is that organized teamwork should be prohibited? Just looking for clarification.
  • sans-culottes
    sans-culottes
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    Asdara wrote: »
    ZOS has repeatedly stated that fair play and game balance are core principles of ESO. However, the continued presence of organized "ball groups" in Cyrodiil and Battlegrounds represents a direct contradiction to these principles and may even violate the game's Terms of Service.

    Ball groups exploit unintended interactions between skills, stacking healing, mitigation, and synergy effects in a way that eliminates meaningful counterplay. The result is a gameplay experience that discourages new players, frustrates small-scale PvPers, and leads to significant server performance degradation. In this regard, ball grouping is functionally identical to multiboxing, which ZOS has already classified as a bannable exploit.

    Multiboxing is prohibited because it grants an unfair advantage by synchronizing multiple characters to act as a single, unbreakable force, overwhelming normal players through sheer coordination. Ball groups achieve the exact same result ,not through software, but through meticulously organized play that abuses AoE healing, mitigation, and synergy stacking to create an unstoppable, lag-inducing cluster of players. Just as multiboxing removes meaningful counterplay and damages server performance, so too does ball grouping.

    ZOS has implemented multiple balance patches aimed at reducing the effectiveness of these groups, proving that they recognize the issue. Yet, the core mechanics enabling them persist. Given the repeated efforts to limit this playstyle, it is reasonable to argue that ball groups are, in essence, exploiting the game.

    ESO’s Terms of Service prohibit the use of exploits or game mechanics in unintended ways that give an unfair advantage. If ZOS is serious about this policy, then organized ball grouping must be classified as a violation. Either ZOS needs to implement hard restrictions to eliminate the playstyle or take direct enforcement action against players and groups abusing these mechanics.

    It’s time to demand a fairer, more competitive PvP experience that does not rely on server-breaking exploits.

    ZOS, we need clear enforcement!! when will you act?!

    I don’t think coordinated groups are a ToS violation.
  • DragonRacer
    DragonRacer
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    JavaRen wrote: »
    So your position is that organized teamwork should be prohibited? Just looking for clarification.

    Guess the highly-coordinated and synergizing vet trial HM trifecta runners are the OP's next target? It's the same concept, right, just PvE rather than PvP?
    PS5 NA. GM of The PTK's - a free trading guild (CP 500+). Also a werewolf, bites are free when they're available. PSN = DragonRacer13
  • valenwood_vegan
    valenwood_vegan
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    Yikes, do I have to cancel tomorrow's trial run? I mean there are 12 of us and we coordinate in voice, I don't wanna break any rules.

    Just to clarify, I don't enjoy ball groups either, it's a big part of why I don't pvp much and I'll usually just log off and play something else if I run into them. But I don't think coordinated teamwork violates the ToS, sorry. These groups aren't using cheats or secret tools that are unavailable to others. Maybe the underlying mechanics that allow these groups to be so powerful in pvp should be addressed.
    Edited by valenwood_vegan on March 6, 2025 7:30PM
  • SaffronCitrusflower
    SaffronCitrusflower
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    JavaRen wrote: »
    So your position is that organized teamwork should be prohibited? Just looking for clarification.

    I read the OP's post as claiming that the insane heal and shield stacking in groups could be and probably should be considered an exploit of the inherent systems ZOS put in place for groups. This is fine for PvE situations, but it is killing PvP. Ball groups as they are today and for the last year plus are indestructible. There is no way to defend against them and thus far ZOS has refused to address the issue in any capacity (despite daily posts on this forum about the problem) beyond reducing group size to half what it should be for PvP guild raids.

  • Dack_Janiels
    Dack_Janiels
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    Your argument hinges on the idea that “ball grouping” is an exploit akin to multiboxing, but this comparison is fundamentally flawed. Multiboxing is a software-based automation that allows a single player to control multiple characters simultaneously, circumventing normal player limitations. Ball grouping, on the other hand, is just coordinated team play—the same kind of teamwork that exists in every MMO’s competitive PvP.

    The idea that stacking healing, mitigation, and synergies is “unintended” is simply incorrect. ESO’s mechanics were designed to allow groups to synergize and support each other, and every player has access to these same tools. Just because some players organize more effectively doesn’t mean they’re cheating—it means they’re playing the game well.

    You also claim that ball groups have “no meaningful counterplay,” which is objectively false. There are numerous strategies to counter them:
    • Deny their sustain: Pressure them with high burst damage, coordinated negates, and defile effects.
    • Exploit their movement: Ball groups rely on tight formations, making them vulnerable to slows, snares, and displacement abilities.
    • Use siege weapons effectively: Oils, trebuchets, and cold fire ballistae shred ball groups if used properly.

    ZOS has repeatedly adjusted game balance, but balance changes don’t mean something is an exploit—they mean the devs are fine-tuning the meta, as they do for every playstyle. If ball groups were truly “against the rules,” they’d be explicitly prohibited. But they aren’t, because they are just well-coordinated teams playing effectively within the game’s mechanics.

    The real issue here isn’t fairness—it’s frustration. People don’t like fighting well-organized groups because they require more effort and coordination to beat. But that’s not an exploit, and it’s certainly not comparable to multiboxing. It’s just good PvP.

    If you want ZOS to take action, maybe focus on actual exploits—like desync abuses or latency manipulation—rather than complaining about players who play the game better than you.
  • Renato90085
    Renato90085
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    So if I play my necro tank solo queue BG for daily and met other 7 good group member, I am cheat?
    But whyyyyyy
  • wazzz56
    wazzz56
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    Is this satire?
    GM Tig Ole Critties ps5 NA small scale PvP guild


    "After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
  • SaffronCitrusflower
    SaffronCitrusflower
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    Your argument hinges on the idea that “ball grouping” is an exploit akin to multiboxing, but this comparison is fundamentally flawed. Multiboxing is a software-based automation that allows a single player to control multiple characters simultaneously, circumventing normal player limitations. Ball grouping, on the other hand, is just coordinated team play—the same kind of teamwork that exists in every MMO’s competitive PvP.

    The idea that stacking healing, mitigation, and synergies is “unintended” is simply incorrect. ESO’s mechanics were designed to allow groups to synergize and support each other, and every player has access to these same tools. Just because some players organize more effectively doesn’t mean they’re cheating—it means they’re playing the game well.

    You also claim that ball groups have “no meaningful counterplay,” which is objectively false. There are numerous strategies to counter them:
    • Deny their sustain: Pressure them with high burst damage, coordinated negates, and defile effects.
    • Exploit their movement: Ball groups rely on tight formations, making them vulnerable to slows, snares, and displacement abilities.
    • Use siege weapons effectively: Oils, trebuchets, and cold fire ballistae shred ball groups if used properly.

    ZOS has repeatedly adjusted game balance, but balance changes don’t mean something is an exploit—they mean the devs are fine-tuning the meta, as they do for every playstyle. If ball groups were truly “against the rules,” they’d be explicitly prohibited. But they aren’t, because they are just well-coordinated teams playing effectively within the game’s mechanics.

    The real issue here isn’t fairness—it’s frustration. People don’t like fighting well-organized groups because they require more effort and coordination to beat. But that’s not an exploit, and it’s certainly not comparable to multiboxing. It’s just good PvP.

    If you want ZOS to take action, maybe focus on actual exploits—like desync abuses or latency manipulation—rather than complaining about players who play the game better than you.

    At present there is no meaningful counter to ball groups. That's just the way it is. The ONLY chance is a more experienced and organized ball group. But ball groups only very rarely fight each other. They focus on farming pugs and and trolling keeps.

    Siege weapons do NOTHING to ball groups now days with all the heal and shield stacking. You can hit a ball group dead center with a cold fire ballista and do less than 1k damage to 2 players most of the time and the same mischaracterizations made about other possible counters are equally disingenuous. There is no counter to ball groups in Cyro now days other than a bigger, badder ball group.

  • ZOS_Kraken
    ZOS_Kraken
    admin
    Hello! We have changed the title of the post to more appropriately reflect the nature of the discussion.
    Staff Post
  • Vaqual
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    The issue is coming mostly from deviations from their own formula. They started out with generic buffs/debuffs to avoid support power creep and then they kept adding unique buffs/debuffs from sets and abilities to offer more diversity for team support. Each unique or stackable buffs, heal or debuff will thereby help to scale a ball groups power. The obvious solution is to return to the more generic system, by reworking certain buffs/heals/debuffs to occupy a slot like "blessing", "stance" or "formation" and thereby limit the group power scaling to a lower level compared to the current state (limited only by group size and gear/ability slots).

    Of course a coordinated group of players will and must be stronger than unorganized or solo players of equal caliber, anything else just doesn't make sense.
  • IncultaWolf
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    I just hope vengeance tests yield positive results, you won't see unkillable ball groups in that campaign as it stands right now.

    I have no issue with large zerg vs zerg fights as when I'm playing solo I can pick off some players in the back of the group with enough burst damage, but you can't even touch ballgroups with how many shields and barriers they stack on top of the incoming 10k hps. I don't think it should violate TOS for what they're doing, but just know that you are ruining the experience and degrading the gameplay for many other players and nobody outside your ball has any respect for you :#
  • redlink1979
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    You just need to break up the group using sets and/or skills.
    E.g.:
    Skills - Negate
    Sets: Snake in the Stars set.
    5th bonus: "Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 4 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 1170 Oblivion Damage, up to once every 0.1 seconds. An enemy can only be affected by one instance of Star Venom every 12 seconds"

    Obs: You can't block/shield/mitigate Oblivion damage.

    Can also use siege when in Cyro (meatbags, cold fire ballista, oil)
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2360 CP
    • Daggerfall's Mightiest | Eternal Champions | Legacy | Tamriel Melting Pot [PS][NA] 2190 CP
    • SweetTrolls | Spring Rose | Daggerfall Royal Legion | Tinnitus Delux [PC][EU] 2345 CP
    • Bacon Rats | Silverlight Brotherhood | Canis Root Tea Party | Vincula Doloris [PC][NA] 2090 CP
  • Artim_X
    Artim_X
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    No, if no cheats are being used, then everthing is fair play. It is on ZOS to monitor player feedback, in-game numbers, and ideally play the game themselves to see if changes need to be made.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Soraka
    Soraka
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    For real?
  • crappyjazz1964
    crappyjazz1964
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    I know it's frustrating to fight them. So I joined one. There is so much work and coordination that goes into them, it's really quite beautiful.
  • acastanza_ESO
    acastanza_ESO
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    "Teamwork is cheating"
  • LadyGP
    LadyGP
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    I’ve been running with a ball group for a while now, and I wanted to chime in on this discussion. I get where the frustration comes from—PvP can feel overwhelming sometimes—but I don’t think ball groups are violating the Terms of Service or ruining the game. Honestly, I see it as us playing within the tools ZOS gave us, and there are plenty of ways to take us on if you know where to look.

    First off, the way we stack heals, mitigation, and synergies isn’t some glitch or exploit. It’s just group coordination, using mechanics that have been in ESO forever. AoE healing and buffs are designed to support teamwork—that’s why they exist. We’re not doing anything the game doesn’t allow; we’re just leaning hard into the systems and practicing a lot to make it work. It’s less about “unintended interactions” and more about understanding how skills can complement each other when you’ve got a tight crew.

    I’ve seen folks say there’s no counterplay, but from my experience, that’s not really the case. There are solid options out there if you’re up for trying them. Stuff like Negate Magic can shut down our momentum, siege weapons can hit us hard when we’re clumped up, or even a small bomb group with good timing can break us apart. We’ve been wiped plenty of times by people who coordinate and focus their attacks—it’s not like we’re untouchable. It just takes a different approach than, say, fighting a solo player or a loose zerg. Also - have you tried not chasing/walking in a straight line to a choke point?

    The multiboxing comparison comes up a lot, but I don’t think it fits. Multiboxing was about one person controlling a bunch of accounts with software, which gave an unfair edge. Ball groups are actual players working together, talking, and reacting in real time. It’s not automated or artificial—it’s just teamwork dialed up to eleven.

    Speaking of patches, I get that some see those as proof ball groups are a problem. To me, it’s more like ZOS tweaking things to keep PvP fresh for everyone, not a sign they’re trying to ban us. They’ve adjusted mechanics over time, sure, but the core of what we do—group play—is still here, which tells me it’s part of their vision for ESO.

    Server performance is a tough one, no doubt. Lag hits us all, and I feel it too when things get hectic. But big fights have always strained the servers, whether it’s us, a zerg, or a massive keep siege. I don’t think ball groups are the root cause—it’s more about how the game handles lots of players in one spot. There are lots of good things coming out from the lag thread here: https://forums.elderscrollsonline.com/en/discussion/658253/zos-massive-spike-in-ping-lag-in-recent-days-what-gives#latest

    Look, I’m not saying ball groups are perfect or that PvP doesn’t need work. But calling for bans or hard restrictions feels like it misses the point. ESO’s PvP thrives on variety—solo players, small crews, zergs, and yes, ball groups too. If you’re struggling against us, I’d say give some of those counters a shot or team up with folks to try a new strategy. We’re not here to ruin anyone’s fun; we’re just playing the game we love in a way that clicks for us. Maybe ZOS could clarify their stance, but until then, I think there’s room for all of us in Cyrodiil.
    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.
  • sans-culottes
    sans-culottes
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    LadyGP wrote: »
    I’ve been running with a ball group for a while now, and I wanted to chime in on this discussion. I get where the frustration comes from—PvP can feel overwhelming sometimes—but I don’t think ball groups are violating the Terms of Service or ruining the game. Honestly, I see it as us playing within the tools ZOS gave us, and there are plenty of ways to take us on if you know where to look.

    First off, the way we stack heals, mitigation, and synergies isn’t some glitch or exploit. It’s just group coordination, using mechanics that have been in ESO forever. AoE healing and buffs are designed to support teamwork—that’s why they exist. We’re not doing anything the game doesn’t allow; we’re just leaning hard into the systems and practicing a lot to make it work. It’s less about “unintended interactions” and more about understanding how skills can complement each other when you’ve got a tight crew.

    I’ve seen folks say there’s no counterplay, but from my experience, that’s not really the case. There are solid options out there if you’re up for trying them. Stuff like Negate Magic can shut down our momentum, siege weapons can hit us hard when we’re clumped up, or even a small bomb group with good timing can break us apart. We’ve been wiped plenty of times by people who coordinate and focus their attacks—it’s not like we’re untouchable. It just takes a different approach than, say, fighting a solo player or a loose zerg. Also - have you tried not chasing/walking in a straight line to a choke point?

    The multiboxing comparison comes up a lot, but I don’t think it fits. Multiboxing was about one person controlling a bunch of accounts with software, which gave an unfair edge. Ball groups are actual players working together, talking, and reacting in real time. It’s not automated or artificial—it’s just teamwork dialed up to eleven.

    Speaking of patches, I get that some see those as proof ball groups are a problem. To me, it’s more like ZOS tweaking things to keep PvP fresh for everyone, not a sign they’re trying to ban us. They’ve adjusted mechanics over time, sure, but the core of what we do—group play—is still here, which tells me it’s part of their vision for ESO.

    Server performance is a tough one, no doubt. Lag hits us all, and I feel it too when things get hectic. But big fights have always strained the servers, whether it’s us, a zerg, or a massive keep siege. I don’t think ball groups are the root cause—it’s more about how the game handles lots of players in one spot. There are lots of good things coming out from the lag thread here: https://forums.elderscrollsonline.com/en/discussion/658253/zos-massive-spike-in-ping-lag-in-recent-days-what-gives#latest

    Look, I’m not saying ball groups are perfect or that PvP doesn’t need work. But calling for bans or hard restrictions feels like it misses the point. ESO’s PvP thrives on variety—solo players, small crews, zergs, and yes, ball groups too. If you’re struggling against us, I’d say give some of those counters a shot or team up with folks to try a new strategy. We’re not here to ruin anyone’s fun; we’re just playing the game we love in a way that clicks for us. Maybe ZOS could clarify their stance, but until then, I think there’s room for all of us in Cyrodiil.

    Good post. The multiboxing comparison is unfair. While these can be annoying for other players, they take coordination, etc. Having said that, it’d be nice to have some tools to counter ball groups more effectively.
    Edited by sans-culottes on March 6, 2025 6:51PM
  • peacenote
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    I disagree. Ball groups shouldn't and don't violate the TOS and are a valid, enjoyable way to play for many. They also can be countered. Yes, there may be some balance issues but we have balance issues everywhere. It's too big of a leap to TOS violation.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • wilykcat
    wilykcat
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    Yes
  • LadyGP
    LadyGP
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    wilykcat wrote: »
    Yes

    Genuinely curious, why do you think ball groups are violating ToS?
    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.
  • sans-culottes
    sans-culottes
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    wilykcat wrote: »
    Yes

    Any reason you feel this is a ToS violation? I’m not sure how this would qualify.
  • spartaxoxo
    spartaxoxo
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    No. People should not be punished for grouping together as allowed and using sets as they're designed. What kind of question is that?
  • valenwood_vegan
    valenwood_vegan
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    wilykcat wrote: »
    Yes

    So if I pvp'd with an uncoordinated group of randos, would that be against the ToS? What if a couple of us happened to have radiating regen on our backbars and we cross-healed each other? What if we got in voice and coordinated our attacks? What if we talked before going into pvp and picked classes and builds that compliment each other?

    Just curious, when does it suddenly become a ToS violation? Are groups and teamwork allowed? As long as they're not that good at what they're doing?
  • Grizzbeorn
    Grizzbeorn
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    Ball groups are not a violation of TOS.
      PC/NA Warden Main
    • Veinblood1965
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      I do not agree. I do not play in a ball group but if someone practices until they are that coordinated then there is nothing stopping me from getting my guild together with a few negates in the group and some great dps which we do on occasion if a BG is just a being a pain. Only draw back is ball groups are just a here and there thing and by the time I get everyone to switch skills etc they are usually dead. More power to them IMO as there are counters to them if you know how. Solo, no. In a group yes.
      Edited by Veinblood1965 on March 6, 2025 8:05PM
    • Sluggy
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      As much as I generally dislike ballgroups in Cyrodiil I have to say this argument is totally in bad faith. There's nothing wrong with teaming up, coordinating efforts, and communicating to make the most effective use of that teamwork. That's not an exploit or unintended in any way.

      If you want to argue that there are far too many sets that provide far too many bonuses for groups or that stacking of HoTs is too strong to allow for reasonable counter play then to such groups I'm all in on that stance but please don't pollute the argument with false equivalencies, paranoia, and conspiracies.
    • Pixiepumpkin
      Pixiepumpkin
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      JavaRen wrote: »
      So your position is that organized teamwork should be prohibited? Just looking for clarification.

      Guess the highly-coordinated and synergizing vet trial HM trifecta runners are the OP's next target? It's the same concept, right, just PvE rather than PvP?

      But in that context, pvp vs pve yes, its massively different.

      "Winning" against NPC's is not exactly the same as "Winning" against other players by having a severe advantage over them.
      "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
    • spartaxoxo
      spartaxoxo
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      JavaRen wrote: »
      So your position is that organized teamwork should be prohibited? Just looking for clarification.

      Guess the highly-coordinated and synergizing vet trial HM trifecta runners are the OP's next target? It's the same concept, right, just PvE rather than PvP?

      But in that context, pvp vs pve yes, its massively different.

      "Winning" against NPC's is not exactly the same as "Winning" against other players by having a severe advantage over them.

      In this particular context, which is whether or not coordination is an exploit, no it is not massively different. In fact, it is not different at all. They are both supported behavior by Zenimax and involve using the tools of the game as they are designed to be used.

      Ball groups are not cheating. Full stop.
      Edited by spartaxoxo on March 6, 2025 9:13PM
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