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.
Kiyakotari wrote: »So if we see PvP as a simulation of IRL combat, which it essentially is (albeit with magic added in), your argument is that strategy and organized group tactics should not be allowed in that simulated environment because they give the people using them an advantage over people who don't use them? Soldiers should not be permitted to have a commanding officer giving orders on how to move and where to go, and what attacks to employ, and when? I'm sorry, but that just doesn't make sense to me.
BXR_Lonestar wrote: »@LadyGPFirst 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.
People are also forgetting that if they're playing in a large disorganized group and multiple people are running Radiating Regen and Echoing Vigor, they are also getting the benefit of heal stacking. They just aren't getting the benefit of any group buffs that could be had it those pugs were grouped together.
As a ballgroup healer, I can tell you that the heal stacking is not what makes the ballgroup unkillable. First I would argue that ballgroups die like everyone else when you know what you are doing and how to fight them. but secondly, what makes ballgroups hard to kill is that they typically have more healers than your average pug group (I hear groups have as many as 6, but mine does not run that many, but we still run more than 1 healer). so when you guys are in a position to ulti-dump on the ball group (if you can even coordinate an ultidump amongst a bunch of random players), you don't have enough damage to overwhelm the amount of shields and burst heals (non-hot abilities like combat prayer, hasty prayer, corrupting buds, healthy offering, etc.) to bring them down when all those heals are being cast in one area. And there is nothing exploitive or wrong with that - that is just good healing - just like you would burst heal people in a trial during a burst damage phase.
This one offer you lots of drinks 😺So your position is that organized teamwork should be prohibited? Just looking for clarification.
huskandhunger 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.
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.
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?
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.
Rarely do I see ballgroups fighting other ballgroups. It's only pugs that they go after.
BXR_Lonestar wrote: »As a ballgroup healer, I can tell you that the heal stacking is not what makes the ballgroup unkillable.
Most if what of what I would say has been said, but i want to respond to the claim that ball groups are all selfish, dont play the map, never play other ball groups, and cannot be killed.
Each and every one of these statements are false.
I am sure there are *some* groups that fit those profiles, but many others so not so please do not paint with such a broad brush.
Since joining a ball group, every raid I am in we have supported faction objectives, engaged in GvG (and sometimes GvGvG), and have passed by small group RSS farmers or other low threat players in favor of large battles.
Do we fight the Zerg who is also trying to take the objective we are on? You betcha.
Do we chase down the hammer? Of course!
Do we go after that small man that wants to gank us, the lone enemy that remains and runs to set up a camp? Absolutely.
And do we die? ohhhh yea. We die. Just like all of the other players we are, in fact, absolutely killable.
BXR_Lonestar wrote: »
As a ballgroup healer, I can tell you that the heal stacking is not what makes the ballgroup unkillable.
It is, though. Try running green vigor on everyone and see what it does to group survivability, even with multiple dedicated healers in the group.
BXR_Lonestar wrote: »@LadyGPFirst 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.
People are also forgetting that if they're playing in a large disorganized group and multiple people are running Radiating Regen and Echoing Vigor, they are also getting the benefit of heal stacking. They just aren't getting the benefit of any group buffs that could be had it those pugs were grouped together.
As a ballgroup healer, I can tell you that the heal stacking is not what makes the ballgroup unkillable. First I would argue that ballgroups die like everyone else when you know what you are doing and how to fight them. but secondly, what makes ballgroups hard to kill is that they typically have more healers than your average pug group (I hear groups have as many as 6, but mine does not run that many, but we still run more than 1 healer). so when you guys are in a position to ulti-dump on the ball group (if you can even coordinate an ultidump amongst a bunch of random players), you don't have enough damage to overwhelm the amount of shields and burst heals (non-hot abilities like combat prayer, hasty prayer, corrupting buds, healthy offering, etc.) to bring them down when all those heals are being cast in one area. And there is nothing exploitive or wrong with that - that is just good healing - just like you would burst heal people in a trial during a burst damage phase.
Very good point. When I'm not running in a ball group I run solo and spam heals on people - mainly look for large clusters and burst them when they get almost bombed - and I'm confident those pugs have no idea how they survived lol.
Killing a ball group just comes down to timing and laying dps at the right moment against them. The problem is the pugs/solos just spam dps on them and it's easy to shake it off. A good /yell in chat push on 3... can do the trick if you play it right.
BXR_Lonestar wrote: »BXR_Lonestar wrote: »@LadyGPFirst 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.
People are also forgetting that if they're playing in a large disorganized group and multiple people are running Radiating Regen and Echoing Vigor, they are also getting the benefit of heal stacking. They just aren't getting the benefit of any group buffs that could be had it those pugs were grouped together.
As a ballgroup healer, I can tell you that the heal stacking is not what makes the ballgroup unkillable. First I would argue that ballgroups die like everyone else when you know what you are doing and how to fight them. but secondly, what makes ballgroups hard to kill is that they typically have more healers than your average pug group (I hear groups have as many as 6, but mine does not run that many, but we still run more than 1 healer). so when you guys are in a position to ulti-dump on the ball group (if you can even coordinate an ultidump amongst a bunch of random players), you don't have enough damage to overwhelm the amount of shields and burst heals (non-hot abilities like combat prayer, hasty prayer, corrupting buds, healthy offering, etc.) to bring them down when all those heals are being cast in one area. And there is nothing exploitive or wrong with that - that is just good healing - just like you would burst heal people in a trial during a burst damage phase.
Very good point. When I'm not running in a ball group I run solo and spam heals on people - mainly look for large clusters and burst them when they get almost bombed - and I'm confident those pugs have no idea how they survived lol.
Killing a ball group just comes down to timing and laying dps at the right moment against them. The problem is the pugs/solos just spam dps on them and it's easy to shake it off. A good /yell in chat push on 3... can do the trick if you play it right.
When I play solo, I mostly play on a bow gank (and a very poor one at that) or on a variety of different block tanks. Mainly because I like to troll groups of people trying to set up seige and be a distraction. I'm also looking to perfect my tank builds and sometimes I need to find a good ballgroup to test my survivability.
BXR_Lonestar wrote: »That is a personal skill choice though. When you run green vigor (selfish) instead of yellow vigor (group heal) you are making the choice to prioritize your own survival over helping other players. Which is fine if you are on a brawler build built to fight 1v1. But then don't get mad when you can't fight a group of twelve.
You could easily switch the morph of the skill at a shrine for 1k gold and then enjoy the benefits of heal stacking in a pug group - assuming that others are doing the same. And if they're not, then that is really the route of the problem: you have a coordinated group vs a group of individuals who aren't really playing together, and then again, in that situation, you can't complain that you can't beat them.
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?!
Wuduwasa13 wrote: »
In the time it took you to write that essay, you could have gotten good 😂
Just joking. I completely disagree with your position here. Coordination is not an exploit, it’s teamwork. If you want to counter that then join a rival team or spec into builds designed to survive initial encounters with them and buy you time to retreat somewhat. Lots of options exist if you’re willing to invest the time researching and implementing what works best for your individual play style via trial & error on the field. The fact you have elected instead to try, rather tenuously, to manipulate zos TOS to enforce your preferences & suit your handicap suggests to me you’re likely not interested in actually working for victory, but want someone else to do it for you.
Kiyakotari wrote: »So if we see PvP as a simulation of IRL combat, which it essentially is (albeit with magic added in), your argument is that strategy and organized group tactics should not be allowed in that simulated environment because they give the people using them an advantage over people who don't use them? Soldiers should not be permitted to have a commanding officer giving orders on how to move and where to go, and what attacks to employ, and when? I'm sorry, but that just doesn't make sense to me.
strebor2095 wrote: »@ OP
Fundamentally, more players should beat fewer players.
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?
Wuduwasa13 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?!
In the time it took you to write that essay, you could have gotten good 😂
Just joking. I completely disagree with your position here. Coordination is not an exploit, it’s teamwork. If you want to counter that then join a rival team or spec into builds designed to survive initial encounters with them and buy you time to retreat somewhat. Lots of options exist if you’re willing to invest the time researching and implementing what works best for your individual play style via trial & error on the field. The fact you have elected instead to try, rather tenuously, to manipulate zos TOS to enforce your preferences & suit your handicap suggests to me you’re likely not interested in actually working for victory, but want someone else to do it for you.
Wuduwasa13 wrote: »
In the time it took you to write that essay, you could have gotten good 😂
Just joking. I completely disagree with your position here. Coordination is not an exploit, it’s teamwork. If you want to counter that then join a rival team or spec into builds designed to survive initial encounters with them and buy you time to retreat somewhat. Lots of options exist if you’re willing to invest the time researching and implementing what works best for your individual play style via trial & error on the field. The fact you have elected instead to try, rather tenuously, to manipulate zos TOS to enforce your preferences & suit your handicap suggests to me you’re likely not interested in actually working for victory, but want someone else to do it for you.
Turtle_Bot wrote: »News flash for ball group players, PuGs and small scales were doing exactly what is being said here to do, adapting, building and speccing via trial and error with sets such as Azureblight.
And yet what did we see when the PuGs and small scales took this advice and did this? Ball group players, instead of taking their own advice, went and made multiple threads to manipulate ZOS into completely deleting Azureblight from PvP. Hypocrisy at its finest.
And ball group players wonder why they currently have such a bad reputation among the general player base.
The point is that HoT stacking plays a huge role in ballgroup survivability to such a point where if you would simply force everyone in a ballgroup to run a selfish heal over a stackable group HoT, the survivability would drop by orders of magnitude.
The point is not that Echoing Vigor is exclusively available to ballgroups; rather that 12 people keeping 90%+ uptimes on Echoing Vigor over a 2-hour run (+ other HoTs) is a key part of what makes ballgroups hard to kill. If you just add up the numbers of how much healing Echoing Vigor does by itself, it is like having 3 extra healers in your group.