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Group size-based penalties

OnGodiDoDis
OnGodiDoDis
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One solo bomber is capable of wiping out everyone standing on a flag. So why empower them in groups?

I've been long suggesting of the implementation of ramping debuffs to people who partake in large group activities. Not only do they get more healing and damage, they have the advantage of communication. That by itself is powerful. Timing is critical for bursting down targets. So tell me, how are we supposed to survive 12 ultimates if it takes one person to kill everyone on a flag? "Well, don't stack on flags", some may say. How else should we capture keeps, if not by flipping the flags as intended?

Groups are divided by size, ranging from small to large once there are more than four people. The solution is so simple, so trivial that it astonishes me that it hasn't been implemented yet. Large groups need to have ramping damage and healing reduction per member. Each member, starting at member 5, should decrease the healing and damage done to all while increasing the damage taken and reducing healing taken to ALL group members. This is not intended to stop large groups from existing, but it will make them easier to manage by solo crowds. Something like 3% penalty per member starting at member 5, leaving small groups untouched, for a total of 24% debuff to healing and damage done AND healing and damage received. Large groups dominate. They always will, but give us a fighting chance against them. Use this group size mechanic to make changes. It is the only way to hurt them without hurting solo players and small groups. We need to be able to kill them just as they kill us with such ease. Something can also be done about pull sets by introducing a group cooldown for all users of the same pull set, but that is a discussion for another time.

I just wanted to add that if we implement the group cooldown for pull sets, it would completely fix the double pull issue with rush of agony. Some people are lucky enough to get out of the first wave of ulti dumps but end up getting pulled back into the second wave and die.
Edited by OnGodiDoDis on April 19, 2025 4:13AM
  • Oblivion_Protocol
    Oblivion_Protocol
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    There’s one problem with your workaround. Groups can still operate as individuals and communicate via Discord. To be a ball group, you just need to follow the leader’s instructions, pop ult when you’re told to, target who you’re told to, and stay in a tight-knit formation for your healers - none of which requires being in an in-game group.

    Also, I hate to break it to you, but in this meta, 3-4 man small scale groups can do as much damage as a 12-man ball group.
  • Artim_X
    Artim_X
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    ZOS just needs to figure out how to address heal stacking without killing healers or make vengeance the only form of Cyrodiil (which would be a bore).
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Oblivion_Protocol
    Oblivion_Protocol
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    Artim_X wrote: »
    ZOS just needs to figure out how to address heal stacking without killing healers or make vengeance the only form of Cyrodiil (which would be a bore).

    The easiest solution would be to reclassify Echoing Vigor and Radiating Regeneration as buffs similar to Major Brutality, Minor Resolve, etc. You can only have one instance of them applied to your character, and any future casts will just refresh the duration, even if it’s from a different source. Heal stacking problem solved.

  • Joy_Division
    Joy_Division
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    We get it. Organized groups are too powerful.

    The solution is not punish people who want to do a perfectly normal MMO experience and play in a group. Rather, it's to finally address after a decade the numerous exploitable/broken/dumb mechanics that enable groups to be too powerful in the first place.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Major_Mangle
    Major_Mangle
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    We get it. Organized groups are too powerful.

    The solution is not punish people who want to do a perfectly normal MMO experience and play in a group. Rather, it's to finally address after a decade the numerous exploitable/broken/dumb mechanics that enable groups to be too powerful in the first place.

    While I do agree that organized group play is way too strong on the upper end, it wouldn´t be too much of an issue if ZOS also allowed the other end of the "extremes" aka tool that allowed you to counter this particular playstyle to exist (like Azureblight before ZOS decided the set didn´t need to exist in any shape of form). If you gonna allow one end of the spectrum to exist the other should be as present as well.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • OnGodiDoDis
    OnGodiDoDis
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    There’s one problem with your workaround. Groups can still operate as individuals and communicate via Discord. To be a ball group, you just need to follow the leader’s instructions, pop ult when you’re told to, target who you’re told to, and stay in a tight-knit formation for your healers - none of which requires being in an in-game group.

    Also, I hate to break it to you, but in this meta, 3-4 man small scale groups can do as much damage as a 12-man ball group.

    I am very aware that reducing group size will not increase our chances of survival. One person does enough damage to kill a group. My intent with this post is to suggest that people in large groups should not be able to use pull sets. While it is possible to "group" via discord while not being grouped in game, no one does it because coordinating attacks is not the same. Also, the more people in the group the less damage the individual members do (if this change is implemented), which would prevent any one member from wiping a group of people unless a large portion of the group is involved in the bomb. A great auxiliary solution would be to keep buffs and heals in the group while grouped and prevent outside buffs and heals from affecting the group, effectively isolating its members from non-grouped people. Large groups should not benefit from outside heals, they have more than enough.
  • RaidingTraiding
    RaidingTraiding
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    Heal stacking isn't the only issue here. not sure why everyone is so fixated on that issue alone. Shield stacking is a major problem that has become increasingly worse, maybe even more so than healing. arcanists, scribing, certain shield sets, and ult gen sets (for more frequent barriers) have enabled groups to have perma 40k shields on while also having 40k hp, so it is very common that you won't even get to touch their health bars, let alone do enough damage to even think about killing them. also doesn't help when max stats no longer affect your damage or healing so its just easier now to fully stack into hp. aoe burst dsmage is also way down so now its even tougher to kill groups. ball groups now can't even kill each other, their highlight clips consist of getting 1 to 3 kills on other groups, before it was very common to full wipe another group in a single ult push. so if ball groups can't even kill each other, how can anyone else stand a chance against a fully comped group, taking full advantage of the busted shield and healing mechanics?
    Edited by RaidingTraiding on June 24, 2025 10:07PM
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