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The 3 things needed to defeat unkillable ball groups that wont break the game...

Playnice
Playnice
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1) A heal absorption set that scales up based on number of enemies within it's radius (or something like X amount of heal absorption per second which would be a direct counter to layering of HoTs);

2) A counter to race against time / immovable spamming. Maybe something like: Attempting to immobilize an enemy that is already immovable causes them to be Cursed. Cursed enemies have their duration of immobilizations reduced by 50% for X seconds;

3) A set that allows you to steal or negate enemy synergies.
Playing since Feb 2015 / TES fan since 2002
Main alliance: Ebonheart Pact
All classes, all specs, 21 characters / 2 accounts
  • Karm1cOne
    Karm1cOne
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    The skill your looking for is negate. You cant balance pvp with sets. ZOS has learned (and forgotten) this lesson many times.
  • finehair
    finehair
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    There is already a heal absorption set that drops from rewards for the worthy. They need to change that to something like plaguebreak, increasing absorption with number of players in the area
  • Playnice
    Playnice
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    Karm1cOne wrote: »
    The skill your looking for is negate. You cant balance pvp with sets. ZOS has learned (and forgotten) this lesson many times.

    I was thinking of some kind of non-ultimate ability with a cooldown that focuses on enemy synergies only. Negate would be too overpowered in the context I was thinking of.
    Playing since Feb 2015 / TES fan since 2002
    Main alliance: Ebonheart Pact
    All classes, all specs, 21 characters / 2 accounts
  • Playnice
    Playnice
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    finehair wrote: »
    There is already a heal absorption set that drops from rewards for the worthy. They need to change that to something like plaguebreak, increasing absorption with number of players in the area

    Yes that's the Soldier of Anguish set. I was thinking of exactly that kind of debuff but one that scales-up based on number of enemies in the area, and even better would be one that follows an enemy similar to the way inevitable detonation follows an enemy.
    Playing since Feb 2015 / TES fan since 2002
    Main alliance: Ebonheart Pact
    All classes, all specs, 21 characters / 2 accounts
  • Andre_Noir
    Andre_Noir
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    The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
    ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)
  • divnyi
    divnyi
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    Andre_Noir wrote: »
    The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
    ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)

    Imo anything player can inflict should be cleansable. Anything siege can inflict should not be cleansable.
  • Jameson18
    Jameson18
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    Offensive Purge.
  • Playnice
    Playnice
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    Andre_Noir wrote: »
    The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
    ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)

    I think you nailed it. It's the one thing with no consistent counter other thank 1 sorcerer class ultimate. What might be interesting is if ZOS made only 'damaging effects' cleansable.
    Playing since Feb 2015 / TES fan since 2002
    Main alliance: Ebonheart Pact
    All classes, all specs, 21 characters / 2 accounts
  • Vevvev
    Vevvev
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    Hmmm... What about a set that works like Plague break where it leaves a harmful effect like Maim to reduce the healing a target gets, but if the harmful effect is purged it'll apply an unpurgable silence to the person and everyone around them in 8-10 meters?
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Udrath
    Udrath
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    They need to revert back old skills. Race against time shouldn’t give snare immunity, elude shouldn’t give snare immunity, and legendary boots shouldn’t give snare immunity.
    You can’t pin these groups down because of snare immunity.

    The only things that should give snare immunity is removal by cleanse and forward momentum like how it used to be. They only introduced these new skills after mass rooting was an issue — then they added a CD to roots after changing the above. That’s why most 1vX used to use forward momentum over rally.

    Race against time is a loaded ability and IMO turned pvp into a game of cat and mouse. Everyone used to play without it and it was fine. Then magden got buffed and everyone started spamming ice snares in bgs and you were rooted all day. People complained, but now that roots are on a CD it should be a matter of skill.

    Race against time used to lower to cost of sprint by 50% and give major expedition.
    Edited by Udrath on October 10, 2021 2:17PM
  • Playnice
    Playnice
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    Vevvev wrote: »
    Hmmm... What about a set that works like Plague break where it leaves a harmful effect like Maim to reduce the healing a target gets, but if the harmful effect is purged it'll apply an unpurgable silence to the person and everyone around them in 8-10 meters?

    That idea but not based on purge imo. From what I've seen lately, all the prominent ball groups already stopped using purge due to plaguebreak. What if instead of based on enemy purging, it was based on the enemy overhealing. Say any enemy that overheals themselves x number of times within x seconds is silenced for 3 seconds.
    Playing since Feb 2015 / TES fan since 2002
    Main alliance: Ebonheart Pact
    All classes, all specs, 21 characters / 2 accounts
  • Vevvev
    Vevvev
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    Playnice wrote: »
    Vevvev wrote: »
    Hmmm... What about a set that works like Plague break where it leaves a harmful effect like Maim to reduce the healing a target gets, but if the harmful effect is purged it'll apply an unpurgable silence to the person and everyone around them in 8-10 meters?

    That idea but not based on purge imo. From what I've seen lately, all the prominent ball groups already stopped using purge due to plaguebreak. What if instead of based on enemy purging, it was based on the enemy overhealing. Say any enemy that overheals themselves x number of times within x seconds is silenced for 3 seconds.

    That would destroy all Magicka builds permanently, and now that I think of it the purge is a bad idea to. Think it should proc when the target is effected by an ability or set that targets group members. (Alliance war Cleanse, Barrier, War Horn, and sets like Olorime.)
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Urzigurumash
    Urzigurumash
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    Udrath wrote: »
    They need to revert back old skills. Race against time shouldn’t give snare immunity, elude shouldn’t give snare immunity, and legendary boots shouldn’t give snare immunity.
    You can’t pin these groups down because of snare immunity.

    The only things that should give snare immunity is removal by cleanse and forward momentum like how it used to be. They only introduced these new skills after mass rooting was an issue — then they added a CD to roots after changing the above. That’s why most 1vX used to use forward momentum over rally.

    Race against time is a loaded ability and IMO turned pvp into a game of cat and mouse. Everyone used to play without it and it was fine. Then magden got buffed and everyone started spamming ice snares in bgs and you were rooted all day. People complained, but now that roots are on a CD it should be a matter of skill.

    Race against time used to lower to cost of sprint by 50% and give major expedition.

    What about the old Rapids? It removed all snares and gave you 30 seconds of Immunity and Major Expedition. It was like that for years.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • gariondavey
    gariondavey
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    Just change cross healing so you can only have 1 copy of each healing spell active on your at a time (1 green vigor, 1 yellow vigor, 1 radiating regeneration, 1 rapid regen, etc).
    Without 30k healing per second from stacking rapid regens and vigors, ball groups wouldn't be immortal.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • MEBengalsFan2001
    MEBengalsFan2001
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    Playnice wrote: »
    1) A heal absorption set that scales up based on number of enemies within it's radius (or something like X amount of heal absorption per second which would be a direct counter to layering of HoTs);

    2) A counter to race against time / immovable spamming. Maybe something like: Attempting to immobilize an enemy that is already immovable causes them to be Cursed. Cursed enemies have their duration of immobilizations reduced by 50% for X seconds;

    3) A set that allows you to steal or negate enemy synergies.

    You need to pick them off one by one with 2 or more players. Focus on the healers first. Once they go down they will try to revive and than kill that player, etc...tanks maybe the hardest to take down so leave them alone.

    My issue with ball groups is simply that they lag the zone out. Every time I see a ball group I get lag and it appears they are the only ones able to use abilities.
  • Vizirith
    Vizirith
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    Andre_Noir wrote: »
    The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
    ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)

    Revert the defile nerf, make it uncleansable but make it less common (no blastbones maj defile or dark flare maj defile).
  • mocap
    mocap
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    you can't beat ball groups like Nova or Fist. Period. Negate, Shmegate, Bulshgate... Doesn't matter.
    Only another ball + zerg support can do it. Otherwise they just farm you like total noob without any resistance.

    [snip]
    [edited for naming-and-shaming]
    Edited by ZOS_Icy on October 15, 2021 1:48PM
  • milllaurie
    milllaurie
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    mocap wrote: »
    you can't beat ball groups like Nova or Fist. Period. Negate, Shmegate, Bulshgate... Doesn't matter.
    Only another ball + zerg support can do it. Otherwise they just farm you like total noob without any resistance.

    [snip]

    Doable with 5 people. Negate, cc and enough burst and they go down ez. Doable only on comms tho since it has to be timed perfectly.

    [edited to remove quote]
    Edited by ZOS_Icy on October 15, 2021 1:48PM
  • DrSlaughtr
    DrSlaughtr
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    Negate and ulti dump used to be the go to but changes hurt this strat and helped a group avoid it has made it less viable. You used to always have one sorc in group specifically for this.

    I still believe a proxy like seige weapon would do the trick. It's the one thing ball groups won't use. Make it a ballista or lancer. If it's a catapult or treb a zerg will use it to eliminate defensive seige from walls.
    Edited by DrSlaughtr on October 15, 2021 10:06PM
    I drink and I stream things.
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  • DjinnAeternam
    DjinnAeternam
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    Ballgroups are far from unkillable, just don't expect a few randoms to be able to counter a highly coordinated group with good players.

    It's fair to assume and agree that the game is very unbalanced in some points, but regarding ballgroups (some at least - being my perspective PC-EU nCP/CP), the gap comes from coordination, tactics and reaction.

    Most good ballgroup players have spent countless hours discussing and testing builds, perfecting roles, tactics and constantly log their performance to improve each and every time they play. It is indeed a lot of time invested in this.

    Can you say the same for randoms/casuals? If so, most would stop running into obvious chokepoints/bottlenecks and wiping to coordinated groups in stacks as we continue to see.

    If you are looking into a way to counter good groups, maybe start looking into roles, builds, coordination, tactics and having good players in teams with experienced leaders, than asking ESO Devs for sets/skills to counter those groups.

    Because in the end, good groups will adapt and some may end up in forums again asking dev team for something else because what you have doesn't work anymore against ballgroups.
  • xDeusEJRx
    xDeusEJRx
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    Udrath wrote: »
    They need to revert back old skills. Race against time shouldn’t give snare immunity, elude shouldn’t give snare immunity, and legendary boots shouldn’t give snare immunity.
    You can’t pin these groups down because of snare immunity.

    The only things that should give snare immunity is removal by cleanse and forward momentum like how it used to be. They only introduced these new skills after mass rooting was an issue — then they added a CD to roots after changing the above. That’s why most 1vX used to use forward momentum over rally.

    Race against time is a loaded ability and IMO turned pvp into a game of cat and mouse. Everyone used to play without it and it was fine. Then magden got buffed and everyone started spamming ice snares in bgs and you were rooted all day. People complained, but now that roots are on a CD it should be a matter of skill.

    Race against time used to lower to cost of sprint by 50% and give major expedition.

    highly disagree, that would make cc bot builds too strong. There are players whose rotations are just to 1 button spam crowd controls like bombard or DK chains which apply cc's/snares, and also against templars too you'd be perma snared in fights. If you are running a new character and dont have all your light armor passives to reduce snare efficiency, I'd feel sorry for you in this type of situation. Snare removal being easily gained is good because it's the only counter to people who spam snare abilities.

    Success should never be based off using 1 button
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • Andre_Noir
    Andre_Noir
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    Vizirith wrote: »
    Andre_Noir wrote: »
    The real problem of current system is that EVERYTHING is cleansable. A lot of sets has no use just because you can counter them by a single button on certain classes (and basicly for free on necro) but on other hand there is no any counterplay to healing and buffing except negate (at least somehow).
    ZOS should work with defile debuff since it's pure pvp debuff and has now impact to pve. Right now it's cleansable so completely useless (same as meatbags against balls)

    Revert the defile nerf, make it uncleansable but make it less common (no blastbones maj defile or dark flare maj defile).

    I have somehow an opposite view: those debuffs should be available for everyone but ofc not on a regular (mean non ultimate) skills - may be not on class skills at all. And ofc defile shouldn't be cleansable. Why ? The reason is simple: a dedicated healer easily bypass that by mending buff gained by skills/sets/trait but those pesky tanks with all those +% healing, +% hp recovery shouldn't be able to heal so good by themselves.
    The defile theme is one of the best examples of how overtuned necro is - it has an AoE major defile on spammable skill (even sets with it have MUCH harder condition) yet it also got a unnamed minor mending with any incoming debuff. All of that makes him a self-handled ball

    PS. There also should be a "gravity" debuff - removal of all movement buffs (in terms of ESO also disable debuffs - so basicly a normal movement speed without any buffs) with disable for movement related and replacing skills such charges and streaks. It exist in a french MMO's from Ankama studio and makes battles quiet strategic - ofc there entire different system but the idea is very good actually (even from my POW as a teleporter/replacer class player)
    Edited by Andre_Noir on October 16, 2021 10:54AM
  • Elo106
    Elo106
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    Any set that you add to kill organized groups in voice chat can and will be used by them to kill every one else.

    If ball groups are such a problem heal stacking needs to be nerfed. Only the strongest heal of that name should heal you.
    Big groups stacking countless hots is why they are so hard to beat. Organized groups will always be at an advantage though, that can not and should not be fixed by a set
  • Skoomah
    Skoomah
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    Just change cross healing so you can only have 1 copy of each healing spell active on your at a time (1 green vigor, 1 yellow vigor, 1 radiating regeneration, 1 rapid regen, etc).
    Without 30k healing per second from stacking rapid regens and vigors, ball groups wouldn't be immortal.

    This is the best solution.
  • Amottica
    Amottica
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    Wouldn't a well-organized and led group be a good counter against another such group?

    I would warn against creating counters to counters because other things become OP. That seems to be what is suggested by creating a means to curse someone who has an immoveable buff active. Also, as another pointed out with gear, adding something to the game to counter well-organized groups is often utilized by those well-organized groups.
  • Adernath
    Adernath
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    In my opinion Negate should be changed so that one gets this as few seconds uncleansable debuff when caught in the area. Like an AoE version of the WoW counterspell. Counterspell worked very well in WoW vs. people who spammed heals constantly.
  • LarsS
    LarsS
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    Having played ESO since open beta, I have noted a sucessive widening of the gap between new pvp players and hardcore players. This increased gap is due to the introduction of the CP system and the build diversity, especially the proc-sets. I think we have abundant proofs that new proc-sets wont solve this problem.

    The problem is not easy to solve, good players or raids should have an advantage, on the other hand if the advantage gets to big, as it has been for a while, its not fun for anyone. People who are new to pvp leave again, when they are consitenty killed by hardcore raids and those raids run into a problem, because most people try to avoid them. So the power gap is at the core of the pvp problem.

    I see only one solution and that is to remove proc-sets and CP from pvp and start a new from that base. I know that many experienced players want to be able to use their full power in pvp, so did I until a few months ago. Still ESO pvp have to change direction to stay fun, for both new and hardcore players.
    GM for The Daggerfall Authority EU PC
  • Tommy_The_Gun
    Tommy_The_Gun
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    https://eso-sets.com/set/ring-of-the-pale-order

    Ring of the Pale Order:
    (1 item) Restore 20% of the damage you deal as Health. This value is decreased by 4% per ally you are grouped with. You cannot be healed by anyone but yourself.

    The answer on how to balance ball groups lays in this set. It literately scales with the group size, so the the larger the group, the weaker this set gets.

    And this is imho the answer. Sets, skills, passives, synergies - all kind of things could be getting a small % reduction in effectives via battle spirit, depending on the group size. So the larger the group - the weaker some thing will be. This could be a small, barely noticeable "nerf" to a small scale groups, but a severe one in case of a ball group.
    Edited by Tommy_The_Gun on October 18, 2021 11:51AM
  • Reverb
    Reverb
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    Negate and the reintroduction of ground oils.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • DrSlaughtr
    DrSlaughtr
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    LarsS wrote: »
    Having played ESO since open beta, I have noted a sucessive widening of the gap between new pvp players and hardcore players. This increased gap is due to the introduction of the CP system and the build diversity, especially the proc-sets. I think we have abundant proofs that new proc-sets wont solve this problem.

    The problem is not easy to solve, good players or raids should have an advantage, on the other hand if the advantage gets to big, as it has been for a while, its not fun for anyone. People who are new to pvp leave again, when they are consitenty killed by hardcore raids and those raids run into a problem, because most people try to avoid them. So the power gap is at the core of the pvp problem.

    I see only one solution and that is to remove proc-sets and CP from pvp and start a new from that base. I know that many experienced players want to be able to use their full power in pvp, so did I until a few months ago. Still ESO pvp have to change direction to stay fun, for both new and hardcore players.

    You can already do this in Raven.
    I drink and I stream things.
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