Erickson9610 wrote: »"The whole concept of adding sets to counter fundamentally flawed balancing isn't great to begin with. In most cases the sets will benefit the groups more than those trying to counter them, and they don't address the core balance issues at all."
How about instead of adding sets to counter ball groups, we add skills to counter ball groups?
That means more skills like Magicka Detonation, possibly added with the Scribing system. Would that make the situation better?
Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
Erickson9610 wrote: »"The whole concept of adding sets to counter fundamentally flawed balancing isn't great to begin with. In most cases the sets will benefit the groups more than those trying to counter them, and they don't address the core balance issues at all."
How about instead of adding sets to counter ball groups, we add skills to counter ball groups?
That means more skills like Magicka Detonation, possibly added with the Scribing system. Would that make the situation better?
Skills are one option, but you'd have to consider how they could be adjusted to impact these groups more than benefitting them. For example, what if all instant cast AOE spammable abilities were adjusted to scale based on players hit? Skills like Spin to win, power extraction, soul burst, etc. There isn't much of a point getting into exact numbers here, but just as an example; these skills now have a base tooltip roughly 50% of what they are on live, gaining +10% damage for every player hit. Now when a ballgroup is frequently hitting stacks of 3-6 players, they're dealing roughly standard damage with their AOE spammables (which make up most of their ability-sourced damage). But for players hitting a ballgroup with these abilities, they're dealing roughly 50-70% more damage than live - since these groups tend to stack in a way that would allow them to be all to be hit simultaneously with these 6-8 meter abilities.
Sure, there would be situations where these groups are hitting harder than live - but in turn, they'd be getting hit harder by these skills all the time.
But truthfully, the best solution is to just take steps to address the core parts of the problems. HOT stacking for example, could be massively curbed by simply making it so you can only have 2-3 casts of any same morph HOT on you at a time. Damage shields could be adjusted to never allow more than 2 damage shields active on you at a time. Max health could be reigned in through adjustments such as changing maturation to be a flat bonus rather than a % bonus, deleting things like alyeid wells and emperor HP, adjusting the returns gained via attribute points into HP, etc. Buff sets should also be adjusted, but I wouldn't even know where to start with these other than possibly imposing a rallying cry-esque penalty scaling with group size.
There are ways they can approach nerfing these groups without removing their playstyle entirely, and without impacting ungrouped/uncoordinated players more harmfully. The problem is they don't seem to even be willing to try these things.
Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
Hey there! I totally get where you’re coming from—it can feel frustrating going up against a coordinated ball group, especially when it seems like they’re just farming AP and not pushing objectives. I run with a ball group myself, and I’d like to offer a different perspective without dismissing how you feel.
First off, we’re not unkillable—trust me, we get wiped plenty! It might not always look like it from the outside, but we’re coordinating hard to stay alive, and when we overextend or get outplayed, we go down just like anyone else. The heals and shields you’re seeing are part of the game’s mechanics, and yeah, classes like Arcanist can amplify that, but it’s not some invincible exploit. We’re just using what’s available to us, same as solo players or small groups use their own builds and strategies.
As for griefing, I checked the Code of Conduct you linked (Section 2.3), and it defines it as stuff like harassment, verbal attacks, stalking, or intentionally disrupting someone’s experience with unwanted behavior. Ball groups sitting at a tri-keep to fight and farm AP doesn’t really fit that—it’s just PvP in a PvP zone, even if it’s not everyone’s preferred style. The COS is more about protecting players from personal attacks or abusive behavior, not about specific playstyles like running in a group or holding a spot for fights. ZOS seems to leave room for different ways to play as long as it’s not targeting someone to ruin their day on a personal level.
We’re not out to make anyone miserable—honestly, we’re just looking for good fights and some AP along the way. If it feels one-sided sometimes, I get it, and I’d love to see more tools for countering groups too—it’d make things more dynamic for everyone. Maybe drop some suggestions in the feedback section? We’re all stuck with the same combat system, and I’m sure ZOS is watching how it plays out.
acastanza_ESO wrote: »Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
This is false, Ballgroups will absolutely take the keep given the opportunity. The only way to take a keep like that with only 12 people is a war of attrition. Get inside the keep; farm until either overwhelmed and forced to leave or until opposition numbers drop to the point that the keep can be taken; flag keep from inside (getting the inner door to 60 from inside enables flags to be flipped; an intentional game mechanic), flip flags. Just because you don't like the strategy doesn't make it griefing.
There also are definitely ways to fight back against this; it has literally never been easier to eject a ballgroup from a keep than it is right now.
Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
Hey there! I totally get where you’re coming from—it can feel frustrating going up against a coordinated ball group, especially when it seems like they’re just farming AP and not pushing objectives. I run with a ball group myself, and I’d like to offer a different perspective without dismissing how you feel.
First off, we’re not unkillable—trust me, we get wiped plenty! It might not always look like it from the outside, but we’re coordinating hard to stay alive, and when we overextend or get outplayed, we go down just like anyone else. The heals and shields you’re seeing are part of the game’s mechanics, and yeah, classes like Arcanist can amplify that, but it’s not some invincible exploit. We’re just using what’s available to us, same as solo players or small groups use their own builds and strategies.
As for griefing, I checked the Code of Conduct you linked (Section 2.3), and it defines it as stuff like harassment, verbal attacks, stalking, or intentionally disrupting someone’s experience with unwanted behavior. Ball groups sitting at a tri-keep to fight and farm AP doesn’t really fit that—it’s just PvP in a PvP zone, even if it’s not everyone’s preferred style. The COS is more about protecting players from personal attacks or abusive behavior, not about specific playstyles like running in a group or holding a spot for fights. ZOS seems to leave room for different ways to play as long as it’s not targeting someone to ruin their day on a personal level.
We’re not out to make anyone miserable—honestly, we’re just looking for good fights and some AP along the way. If it feels one-sided sometimes, I get it, and I’d love to see more tools for countering groups too—it’d make things more dynamic for everyone. Maybe drop some suggestions in the feedback section? We’re all stuck with the same combat system, and I’m sure ZOS is watching how it plays out.
Ballgroups are a cancer in Cyrodiil. When multiple ballgroups are in the area, it can cause severe lag on the server as the server cannot handle the amount of pressure and coding. You say that you guys are not out to make anyone miserable, but you guys are. Instead of picking fights against other ball groups.. You guys farm casuals and solo players by baiting them to a trikeep. You claim that you guys are quite killable... yet that is false.
I might be misremembering, but I could’ve sworn there was a stream or some discussion where Rich flat-out said they’d never go for this.I think it's time for ZOS to make clear distinctions between PvE buff sets and PvP buff sets. Rallying cry has the "While Battle Spirit is active" condition, some sets need a "While Battle Spirit is not active" condition added to them. This would make it much easier for ZoS to limit the power of PvP buff sets while keeping 12 man trial groups unaffected.
Right now it's crazy that with: Olorime, Powerful Assault, Gossamer, Rallying Cry, Transmutation, Saxhleel, and an Arcanist a group would have an additional 1000+ spell/weapon damage, 30 % AOE damage mitigation (Major and minor evasion), 2100+ extra crit resistance, and major force for the entire group on demand. You can fit all of that in very easily in just a 5 man group comp. A set like Olorime would be a great backbar option for a solo player, it becomes insanely more powerful the bigger the group gets.
I think PvP buff sets need to be designed either like Spaulder of Ruin or Rallying Cry. Spaulder has a recovery penalty that increases with each person that gets the set's buff. Rallying cry decreases in power (although this should be stricter) the more people that are in the group. Either way there needs to be some type of trade off.
Cross healing needs to be addressed as well. I think the best solution to cross healing is to eliminate auto targeting sticky AOE heals completely and replace them with ground based heals, heals that are centered around a player, and reticle targeted HoTs similar to Mend Wounds. There would need to be a limit for those types of healing as well, but it would be much better balanced and better for server performance than the current system.
acastanza_ESO wrote: »Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
This is false, Ballgroups will absolutely take the keep given the opportunity. The only way to take a keep like that with only 12 people is a war of attrition. Get inside the keep; farm until either overwhelmed and forced to leave or until opposition numbers drop to the point that the keep can be taken; flag keep from inside (getting the inner door to 60 from inside enables flags to be flipped; an intentional game mechanic), flip flags. Just because you don't like the strategy doesn't make it griefing.
There also are definitely ways to fight back against this; it has literally never been easier to eject a ballgroup from a keep than it is right now.
Sorry but you're wrong. I've seen the ballgroup strategy from a solo pov (I study their movement), and it's not taking the keep. They purposely keep the Fort flagged as bait to attract more people into the fight. This can go on for up to an hour or two until the ballgroup gets bored and leaves.
This is completely off the mark. We regularly take on other ball groups in GvG fights—honestly, it happens nearly every raid. As for being unkillable? I wish that were true. We get wiped out constantly.
As for your lag gripe, everyone deals with it. When an AD zerg rolls into Ash, it causes a flood of disconnects—tons of DCs crash. It’s not just a ball group issue; it’s about X number of players crammed into one spot, pumping Y amount of data to the server. I’d say the constant ping-pong of player locations between the server and clients generates as much lag, if not more, than us tossing out HoTs.
strebor2095 wrote: »@ OP
Fundamentally, more players should beat fewer players.
Erickson9610 wrote: »"The whole concept of adding sets to counter fundamentally flawed balancing isn't great to begin with. In most cases the sets will benefit the groups more than those trying to counter them, and they don't address the core balance issues at all."
How about instead of adding sets to counter ball groups, we add skills to counter ball groups?
That means more skills like Magicka Detonation, possibly added with the Scribing system. Would that make the situation better?
Skills are one option, but you'd have to consider how they could be adjusted to impact these groups more than benefitting them. For example, what if all instant cast AOE spammable abilities were adjusted to scale based on players hit? Skills like Spin to win, power extraction, soul burst, etc. There isn't much of a point getting into exact numbers here, but just as an example; these skills now have a base tooltip roughly 50% of what they are on live, gaining +10% damage for every player hit. Now when a ballgroup is frequently hitting stacks of 3-6 players, they're dealing roughly standard damage with their AOE spammables (which make up most of their ability-sourced damage). But for players hitting a ballgroup with these abilities, they're dealing roughly 50-70% more damage than live - since these groups tend to stack in a way that would allow them to be all to be hit simultaneously with these 6-8 meter abilities.
Sure, there would be situations where these groups are hitting harder than live - but in turn, they'd be getting hit harder by these skills all the time.
But truthfully, the best solution is to just take steps to address the core parts of the problems. HOT stacking for example, could be massively curbed by simply making it so you can only have 2-3 casts of any same morph HOT on you at a time. Damage shields could be adjusted to never allow more than 2 damage shields active on you at a time. Max health could be reigned in through adjustments such as changing maturation to be a flat bonus rather than a % bonus, deleting things like alyeid wells and emperor HP, adjusting the returns gained via attribute points into HP, etc. Buff sets should also be adjusted, but I wouldn't even know where to start with these other than possibly imposing a rallying cry-esque penalty scaling with group size.
There are ways they can approach nerfing these groups without removing their playstyle entirely, and without impacting ungrouped/uncoordinated players more harmfully. The problem is they don't seem to even be willing to try these things.
Erickson9610 wrote: »"The whole concept of adding sets to counter fundamentally flawed balancing isn't great to begin with. In most cases the sets will benefit the groups more than those trying to counter them, and they don't address the core balance issues at all."
How about instead of adding sets to counter ball groups, we add skills to counter ball groups?
That means more skills like Magicka Detonation, possibly added with the Scribing system. Would that make the situation better?
Skills are one option, but you'd have to consider how they could be adjusted to impact these groups more than benefitting them. For example, what if all instant cast AOE spammable abilities were adjusted to scale based on players hit? Skills like Spin to win, power extraction, soul burst, etc. There isn't much of a point getting into exact numbers here, but just as an example; these skills now have a base tooltip roughly 50% of what they are on live, gaining +10% damage for every player hit. Now when a ballgroup is frequently hitting stacks of 3-6 players, they're dealing roughly standard damage with their AOE spammables (which make up most of their ability-sourced damage). But for players hitting a ballgroup with these abilities, they're dealing roughly 50-70% more damage than live - since these groups tend to stack in a way that would allow them to be all to be hit simultaneously with these 6-8 meter abilities.
Sure, there would be situations where these groups are hitting harder than live - but in turn, they'd be getting hit harder by these skills all the time.
But truthfully, the best solution is to just take steps to address the core parts of the problems. HOT stacking for example, could be massively curbed by simply making it so you can only have 2-3 casts of any same morph HOT on you at a time. Damage shields could be adjusted to never allow more than 2 damage shields active on you at a time. Max health could be reigned in through adjustments such as changing maturation to be a flat bonus rather than a % bonus, deleting things like alyeid wells and emperor HP, adjusting the returns gained via attribute points into HP, etc. Buff sets should also be adjusted, but I wouldn't even know where to start with these other than possibly imposing a rallying cry-esque penalty scaling with group size.
There are ways they can approach nerfing these groups without removing their playstyle entirely, and without impacting ungrouped/uncoordinated players more harmfully. The problem is they don't seem to even be willing to try these things.
Erickson9610 wrote: »"The whole concept of adding sets to counter fundamentally flawed balancing isn't great to begin with. In most cases the sets will benefit the groups more than those trying to counter them, and they don't address the core balance issues at all."
How about instead of adding sets to counter ball groups, we add skills to counter ball groups?
That means more skills like Magicka Detonation, possibly added with the Scribing system. Would that make the situation better?
Skills are one option, but you'd have to consider how they could be adjusted to impact these groups more than benefitting them. For example, what if all instant cast AOE spammable abilities were adjusted to scale based on players hit? Skills like Spin to win, power extraction, soul burst, etc. There isn't much of a point getting into exact numbers here, but just as an example; these skills now have a base tooltip roughly 50% of what they are on live, gaining +10% damage for every player hit. Now when a ballgroup is frequently hitting stacks of 3-6 players, they're dealing roughly standard damage with their AOE spammables (which make up most of their ability-sourced damage). But for players hitting a ballgroup with these abilities, they're dealing roughly 50-70% more damage than live - since these groups tend to stack in a way that would allow them to be all to be hit simultaneously with these 6-8 meter abilities.
Sure, there would be situations where these groups are hitting harder than live - but in turn, they'd be getting hit harder by these skills all the time.
But truthfully, the best solution is to just take steps to address the core parts of the problems. HOT stacking for example, could be massively curbed by simply making it so you can only have 2-3 casts of any same morph HOT on you at a time. Damage shields could be adjusted to never allow more than 2 damage shields active on you at a time. Max health could be reigned in through adjustments such as changing maturation to be a flat bonus rather than a % bonus, deleting things like alyeid wells and emperor HP, adjusting the returns gained via attribute points into HP, etc. Buff sets should also be adjusted, but I wouldn't even know where to start with these other than possibly imposing a rallying cry-esque penalty scaling with group size.
There are ways they can approach nerfing these groups without removing their playstyle entirely, and without impacting ungrouped/uncoordinated players more harmfully. The problem is they don't seem to even be willing to try these things.
I've always really respected React. Great PvP'er and is a straight shooter. This is the way if you really wanted to make some change.
shadyjane62 wrote: »Whether or not they violate the TOS they are destroying PVP in Cyro. I used to pvp all the time. Now I rarely go in. There is no real competition when they are there.
Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
An even more egregious example might be snake in the stars. This set was introduced after numerous threads complaining about the stacking of same morph HOTs, something responsible for a huge amount of the over-the-top survivability of these groups. In theory, this is the perfect set to counter this behavior - but for some reason the set has a global cooldown instead of a per target cooldown, resulting in it being completely worthless against these groups.
I'm sorry, but this is the most ignorant thing I've heard people say about ballgroups. Snake in the Stars will 100% kill a player in a group with lots of HoTs on them. Of course, you need more than just one set—you need to actually do damage. Complaining that it has a global cooldown instead of a per-target cooldown completely ignores the fact that, when properly utilized, it still punishes excessive HoT stacking. The issue isn’t the set—it’s people expecting one passive effect to do all the work for them instead of combining it with pressure.
Applying the 11,170/s for 4s dot (maximum potential of the set) to a single member of a ballgroup won't have an impact in any scenario. We see similar values being applied to the whole group at once through things like oils and coldfires, and in most cases it's completely shrugged off.
The set was created after dozens of posts over the course of months complaining about the HOT stacking in practice by these groups - it was obviously intended as a band-aid "solution" to those complaints.
You ignored the last part of my post where I stated "The whole concept of adding sets to counter fundamentally flawed balancing isn't great to begin with. In most cases the sets will benefit the groups more than those trying to counter them, and they don't address the core balance issues at all." I don't think sets should be the counter to terrible balance like HOT stacking, but zenimax appears to believe that is the best way forward. If they're going to introduce tools for this purpose, they should actually be effective in the role they're intended for. The current iteration of SITS is completely worthless for it's intended purpose. If it was changed like I'm suggesting to have a per target cooldown, it would actually be a viable tool to offset the ridiculous healing acquired by HOT stacking, and could be impactful when combined with things like siege, timed ults/negates,etc. It wouldn't be a "passive effect doing all the work for you", like you're suggesting. It would simply negate a significant portion of the HOT stacking to allow these groups to be more prone to the aforementioned tools. It would still be a 4s duration with a 12s coodown, meaning you would need to time it carefully to actually take advantage of it.
Let's be honest. It's completely disingenuous to suggest that SITS with a per target CD would be just as effective against ungrouped/disorganized pugs as it would be against ballgroups. No disorganized group is going to have 10 instances of healing ticking on them every single second, whereas nearly every single properly built ballgroup absolutely will.
The only people that defend ball groups, run in ball groups. Ball groups exploit stacking in a way that I do not believe ZOS intended. Abusing this gives the ball groups an advantage over a superior numbered compeating group. However ZOS is not in the habit of admitting they have made a mistake, or of doing anything about it. So, the majority of PvP players will eventually leave the game and only the ball groups will remain.
This has taken things full circle. A few years back players were complaining that large groups were running amok in Cyrodiil with no way to compete against superior numbers.
Cyrodiil is an active warzone, why wouldn’t there be ball groups? The alliances aren’t gonna send people out on their own, they’re gonna send coordinated squads. Is it fun to fight against a ball group? No. But if any one kind of group should be in Cyrodiil… it’s ball groups.
Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
Hey there! I totally get where you’re coming from—it can feel frustrating going up against a coordinated ball group, especially when it seems like they’re just farming AP and not pushing objectives. I run with a ball group myself, and I’d like to offer a different perspective without dismissing how you feel.
First off, we’re not unkillable—trust me, we get wiped plenty! It might not always look like it from the outside, but we’re coordinating hard to stay alive, and when we overextend or get outplayed, we go down just like anyone else. The heals and shields you’re seeing are part of the game’s mechanics, and yeah, classes like Arcanist can amplify that, but it’s not some invincible exploit. We’re just using what’s available to us, same as solo players or small groups use their own builds and strategies.
As for griefing, I checked the Code of Conduct you linked (Section 2.3), and it defines it as stuff like harassment, verbal attacks, stalking, or intentionally disrupting someone’s experience with unwanted behavior. Ball groups sitting at a tri-keep to fight and farm AP doesn’t really fit that—it’s just PvP in a PvP zone, even if it’s not everyone’s preferred style. The COS is more about protecting players from personal attacks or abusive behavior, not about specific playstyles like running in a group or holding a spot for fights. ZOS seems to leave room for different ways to play as long as it’s not targeting someone to ruin their day on a personal level.
We’re not out to make anyone miserable—honestly, we’re just looking for good fights and some AP along the way. If it feels one-sided sometimes, I get it, and I’d love to see more tools for countering groups too—it’d make things more dynamic for everyone. Maybe drop some suggestions in the feedback section? We’re all stuck with the same combat system, and I’m sure ZOS is watching how it plays out.
Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.
If ballgroups does not violate the terms of service, please explain what the COS says about griefing... what does griefing mean from ZOS perspective? What is the definition of it?
https://account.elderscrollsonline.com/en-us/code-of-conduct
2.3 You may not harass, threaten, intentionally humiliate, “stream snipe”, “name and shame”, engage in acts of “griefing”, or cause distress to another user, guest, or ZeniMax staff member/teams using ZeniMax sites and Services. This includes but is not limited to verbal attacks (both text and voice chat), unwanted messaging, personal attacks, stalking or any other undesired behavior used to cause discomfort or disrupt another user’s experience. At all times users will refrain from attacking age, race, color, disability, sexual orientation, national origin, religion, lifestyle, pregnancy, gender or any other personally identifying factors protected category under applicable law. You may at no time share or refer to personal information of another person, account name, persona or avatar using ZeniMax or its affiliates. We encourage you to share feedback, suggestion, and requests with us, but we expect all of our users to refrain from abusive and disruptive behavior or resorting to demands or threats. Threats of real-life violence, in particular, are something we take very seriously and do not tolerate.
According to the C.O.S... Ballgroups are guilty of griefing... they purpose sit at a well-known trikeep like Castle Faregyl for hours to farm and boost AP from casual players/pugs by exploiting a broken combat system without the intention of taking the keep.. They are unkillable because they stack up heals and shields (thanks to the arcanist class), and they know it too. They prance around with 38K to 40k HP and still manage to sustain massive damage. There are currently no tools that are available to us to counterattack ballgroups... even if one becomes available.. ballgroups will find a way to incorporate it into their group.
Hey there! I totally get where you’re coming from—it can feel frustrating going up against a coordinated ball group, especially when it seems like they’re just farming AP and not pushing objectives. I run with a ball group myself, and I’d like to offer a different perspective without dismissing how you feel.
First off, we’re not unkillable—trust me, we get wiped plenty! It might not always look like it from the outside, but we’re coordinating hard to stay alive, and when we overextend or get outplayed, we go down just like anyone else. The heals and shields you’re seeing are part of the game’s mechanics, and yeah, classes like Arcanist can amplify that, but it’s not some invincible exploit. We’re just using what’s available to us, same as solo players or small groups use their own builds and strategies.
As for griefing, I checked the Code of Conduct you linked (Section 2.3), and it defines it as stuff like harassment, verbal attacks, stalking, or intentionally disrupting someone’s experience with unwanted behavior. Ball groups sitting at a tri-keep to fight and farm AP doesn’t really fit that—it’s just PvP in a PvP zone, even if it’s not everyone’s preferred style. The COS is more about protecting players from personal attacks or abusive behavior, not about specific playstyles like running in a group or holding a spot for fights. ZOS seems to leave room for different ways to play as long as it’s not targeting someone to ruin their day on a personal level.
We’re not out to make anyone miserable—honestly, we’re just looking for good fights and some AP along the way. If it feels one-sided sometimes, I get it, and I’d love to see more tools for countering groups too—it’d make things more dynamic for everyone. Maybe drop some suggestions in the feedback section? We’re all stuck with the same combat system, and I’m sure ZOS is watching how it plays out.
Ball groups sitting at a tri-keep to fight and farm AP doesn’t really fit that - fits exactly that. Baiting being the nr 1 tactic of these groups. Balls do NOT seek fair fights ( if they were they wouldn't be ballgroups to begin with lol) - they only seek to kill and farm ap. The problem with them being that while you THINK you are not disrupting anyone's game, mayhap think again when the cap of an alliance is of about 100 ppl, and at least 20 (or more - sometimes WAY more like half of those!) - are ballgroups - and these groups hinder both the opposite alliances as well as their own! How is that not disruptive of the game? Especially when they absolutely do NOT like being countered, and the moment they as much as sense one or few players capable of disrupting THEM they stoop to 12 vs1 with no problem! Never mind examples of behaviour I have shared above, what with scrolls baiting, keeps baiting, and the like. Are these groups a problem for the more seasoned players? No. As it was already said, there are ways to counter these groups , and plenty of players who know how, for ballgroups do fall just like anyone else indeed. Is this fair for everybody else's game? Well I suppose the rage already displayed around speaks on its own. And believe you me, I am not one to be enraged by ball-groups. Just dissapointed of the levels of round-about ways to beat a system people keep finding, only and only to get a win, even if just a game.
The problem is the sets they are stacking are unbalanced for PvP group play.
I'm confused at the statement of ball groups not seeking fair fights. They routinely fight three or four times their numbers. Sometimes more. What is unfair about that?
HatchetHaro wrote: »first of all, of course it doesn't violate ToS lmao.
i think one of the issues is that ball group setups just aren't accessible.
due to the nature of cyrodiil pvp, most players simply just pug it or join a scheduled group in some random Discord servers. most people just don't see ball groups that often, especially when they're focused on zergs and what's immediately lit on the map. most pvp videos and build guides are usually 1vX builds. that's what i mean about ball group setups being inaccessible: you have to be able to find one to join one, get their requested setups, theorycraft group compositions and sets with them, etc, and that's just not something most people want to do.
there's also a massive amount of power disparity between optimized ball group sets and a rag-tag zerg of min-maxed 1vXers; the difference is night-and-day.
i know that ZOS specifically said that the Vengeance test is solely for performance and nothing else, but in my eyes, standardizing sets and loadouts is probably the best thing they can do to balance PvP properly.
huskandhunger wrote: »💯