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Cyrodiil Healing Nerf!!

  • ceruulean
    ceruulean
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    AD42 wrote: »
    Do you prefer to be the best among the worst?

    Your question makes no sense. The longer a game is live, the more skilled the playerbase becomes. The paper acknowledges this trend. ESO is 12 years old; the players who remain PvPing should be extremely skilled by this logic. The worst players are already gone, or leave quickly.

    Anyway, the writing is on the wall. ZOS is going to give trade bars and event goodies to Vengeance mode Cyrodiil only. They are unwilling to cap HOT stacking because the skills in Blackreach/Greyhost are connected to PvE where players are used to HOT stacks. If ZOS tries to cap Echoing Vigor to 4 players, the 12 man vOC HM prog groups where 8 DDs stack vigor are going to complain.
    Edited by ceruulean on January 15, 2026 12:23AM
  • Yoqii
    Yoqii
    Soul Shriven
    @ZOS_Icy @ZOS_Bill @ZOS_GinaBruno @ZOS_Hadeostry @ZOS_KaiSchober

    How to help PvP

    -HoT cap of 4 specific HoTs per person (ex. 4 Echoing Vigors, 4 Radiating Regens)

    -Disable cross healing to players outside of your group (could also help performance)
    but if you're a solo player, you can still heal another solo player (both must not be in a group)

    -Disable set bonuses going to players outside of your group (ex. Spell Power Cure, Gossamer, Transmutation)





    Another option to level the playing field instead of nerfing healing across the board could be within battlespirit

    -if your group is 5 or more, you start getting negatives in battlespirit for each additional person in your group

    (ex. 5% less healing received for each additional group member)
    -5 man has 5% less healing received
    -8 man has 20% less healing received
    -12 man has 40% less healing received
  • Turtle_Bot
    Turtle_Bot
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    Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.

    We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
    1. We could reduce the 50% modifier to a lower value, such as 33%
    2. We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
    There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.

    I figured this was the case (timeframe of the current PTS cycle limiting the ability to implement many of the suggestions posted here) hence my original suggestions earlier. I am also very glad to hear that the team will continue with looking into other solutions for the long (hopefully not too long) term.

    Imo if these are the choices to pick from to at least test the waters on adjusting healing in PvP, the second option of increasing the limit to trigger the modifier to 5 (or maybe 6 to start with) sticky HoTs would be my preferred option.

    I cannot recall (as a predominantly solo/small scale PvPer) the last time I had more than 5 HoTs (sticky HoTs especially) on my character, unless I was running through an allied ball group or there were multiple (3+) healers in the allied zerg that rocked up to where I was fighting.
    Even in a 3-4 man small scale, I would have 2-3 HoTs from the healer, and 1 (maybe 2) of my own as well. 1 of those HoTs would also typically is a ground based HoT (cleansing ritual) as such would never proc this nerf (and rightfully so since ground based HoTs can be reliably counter played with negates and sieges already and don't enable the current highly mobile group comps we see on live due to sticky HoTs) meaning at most I'd see 4 sticky HoTs on me + 1 ground based HoT.
  • Lord_Hev
    Lord_Hev
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    There is also the other angle ive seen everyone here ignoring

    WHY ARE PEOPLE RUNNING SO MANY HOTS

    Hots and health recovery act as HP bar rebound dampers. The more you have the quicker you respond to incoming events back up to your ideal max hp.

    The reason you would need more stability is if too many wild swings are happening to your healthbar.....This would be attributed to the current state of the game.
    1. Crit resist does not have alot of sources, thus to equalize out the crit damage we would need to bump up the only few sources we have like impen. On the other hand the number of crit damage sources in a build has probably more than doubled since zos gutted impen. This dynamic leaves us guessing whether hits are actually going to hurt or not. Some players ults tickle, while other players who know to abuse crit damage will do 10-15k hits per burst skill.
    2. Access to timed/burst skills that are beyond bloated. Look at the most popular subclassing and we see things like sub assault and merciless bow at the same time. We should be wondering why we have bloated basic skills to be so strong they are better than most ultimates.
    3. Health recovery might aswell be mentioned since it nolonger exists in pvp and would normally help stabilize builds, but the 50% cut made it pointless to ever slot.

    I honestly dont know how you go about solving the issue of allowing multiple timed/burst skills. Considering these skills can stack with other skills, their standard probably shouldnt be equivalent damage to ultimates first of all. If I was to redo classes I would probably lock the 5th skills behind the pure class requirement. Or only nightblades can access the nightblade 5th skill which would be merciless. So we could move defining skills like sub assault to the last spot. No more streak+sub+merci builds

    When talking about ballgroups people seem to only talk about healing. There should be more talk on the other cumulative effects: Excessive group-wide movement speed putting the entire group at movement speed cap, and Rush of Agony pulls. Movement speed and rush of agony trickle down in a sort of "microcosmic" level with "smaller scale" groups also becoming obnoxiously overpowered. And in-turn feeds into this yo-yoing meta. The other major red flag is subclassing allowing stacking of delayed bursts and offensive passives(which also buff healing lol)

    I think any work on adjusting healing with battle-spirit should also coincide with addressing movement speed. Rush of Agony should also just be completely deactivated in PvP with a simple "against monsters" modifier in the 5pc... no need for battle-spirit calculation. Why is this done for azureblight and not rush of agony?
    Edited by Lord_Hev on January 15, 2026 12:27AM
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Lord_Hev
    Lord_Hev
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    ceruulean wrote: »
    AD42 wrote: »
    Do you prefer to be the best among the worst?

    Your question makes no sense. The longer a game is live, the more skilled the playerbase becomes. The paper acknowledges this trend. ESO is 12 years old; the players who remain PvPing should be extremely skilled by this logic. The worst players are already gone, or leave quickly.

    Anyway, the writing is on the wall. ZOS is going to give trade bars and event goodies to Vengeance mode Cyrodiil only. They are unwilling to cap HOT stacking because the skills in Blackreach/Greyhost are connected to PvE where players are used to HOT stacks. If ZOS tries to cap Echoing Vigor to 4 players, the 12 man vOC HM prog groups where 8 DDs stack vigor are going to complain.

    Sounds more like a balancing issue. This is also a problem because the PvE feedback revolves around the 1%. Instead of putting "band-aids on the band-aids", vOC should just be properly balanced. And likewise, heal stacking should be re-worked so that 8 dds are not able to stack 8 echoing vigors to nullify obnoxious heal checks that also should just not be obnoxiously imbalanced in the first place.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • AD42
    AD42
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    ceruulean wrote: »
    AD42 wrote: »
    Do you prefer to be the best among the worst?

    Your question makes no sense. The longer a game is live, the more skilled the playerbase becomes. The paper acknowledges this trend. ESO is 12 years old; the players who remain PvPing should be extremely skilled by this logic. The worst players are already gone, or leave quickly.

    Anyway, the writing is on the wall. ZOS is going to give trade bars and event goodies to Vengeance mode Cyrodiil only. They are unwilling to cap HOT stacking because the skills in Blackreach/Greyhost are connected to PvE where players are used to HOT stacks. If ZOS tries to cap Echoing Vigor to 4 players, the 12 man vOC HM prog groups where 8 DDs stack vigor are going to complain.

    I described everything exactly as you're describing it earlier in this thread. There's one thing, though, about when Vengeance and The Gray Host were running simultaneously. Vengeance was completely empty.

  • heimdall14_9
    heimdall14_9
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    ceruulean wrote: »
    AD42 wrote: »
    Do you prefer to be the best among the worst?

    Your question makes no sense. The longer a game is live, the more skilled the playerbase becomes. The paper acknowledges this trend. ESO is 12 years old; the players who remain PvPing should be extremely skilled by this logic. The worst players are already gone, or leave quickly.

    Anyway, the writing is on the wall. ZOS is going to give trade bars and event goodies to Vengeance mode Cyrodiil only. They are unwilling to cap HOT stacking because the skills in Blackreach/Greyhost are connected to PvE where players are used to HOT stacks. If ZOS tries to cap Echoing Vigor to 4 players, the 12 man vOC HM prog groups where 8 DDs stack vigor are going to complain.

    YOU UNDERSTAND THEY ARE DOING THIS UNDER BATTLE SPIRIT this will have nothing to do with PVE and im an 12 year vet lol
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • Teeba_Shei
    Teeba_Shei
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    ceruulean wrote: »
    AD42 wrote: »
    Listening to people who play poorly is a terrible idea. Why listen to players who can only defeat even weaker players with superior numbers? This will lead to a worse gaming experience.

    "With deprioritized skill, returning player rate was down significantly for 90% of players. The 10% of highest skilled players came back in increased numbers [during the experiment], but in aggregate, we see meaningfully fewer players coming back to the game.... This is a concern for all players, including the top 10%, as if this pattern is allowed to continue, players will exit the game in increased numbers [if skill is deprioritized in matchmaking after the experiment ends, it will cause a negative feedback loop]. Eventually a top 10% player will become a top 20% player, and eventually a top 30% player, until only the very best players remain playing the game. Those original top players will become increasingly likely to not return to the game. Ultimately, this will result in a worse experience for all players, as there will be fewer and fewer players available to play with. "

    From "Matchmaking Series: The Role of Skill in Matchmaking" by Activision Publishing, Inc.
    https://research.activision.com/publications/2024/07/Call-of-Duty-Matchmaking-Intel-02

    The publishers of Call of Duty, a series that makes much more profit than ESO, has determined that making the top 10% happier is not a good idea, because it makes the 90% unlikely to return.

    People speak with their feet.

    That article was specifically about skill based matchmaking. There is no such thing in cyrodiil.

    What they are trying to do is nerf good players. If you try to reduce the skill cap to the point where the really bad players and the really good players are on the same level then you get a dead campaign like vengeance.
    Edited by Teeba_Shei on January 15, 2026 12:36AM
  • BetweenMidgets
    BetweenMidgets
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    Hard times to be a healer. Can't even go around and help out the faction without killing them.
    I've never seen a game in which healers were such an afterthought. This change will utterly destroy the healer role.

    I guess now healers will have to build to have massive mana pools and regen, since the skills that can be used to be an effective healer if you want to zerg surf are all 4k+ mana?

    And as per usual, everyone wants to nerf the ballgroups, and ultimately they will be able to adapt a lot easier than the solo or small group players, that this will affect way more. Having even one or two of your faction around if you're in any kind of coordinated group can become a death sentence.

    I think it feels really bad to be a healer in this game already, considering your massive contributions in keeping your teammates alive are 100% unrewarded. You MUST get a light attack in at a minimum to even get credit for an assist. Now, I'd say when you can completely screw over any of your allies you get near, it feels even worse.
    PC-NA
  • edward_frigidhands
    edward_frigidhands
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    React wrote: »
    Hi everyone,

    First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.

    For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.

    We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.

    Super disappointing to see the team cave to complaining coming primarily from the people that benefit from HOT stacking being so absurdly overpowered, without having a backup solution in mind. I mean there is one offender in particular who has posted 65+ comments in this thread alone...

    This issue has gone unaddressed for years now. You have to start somewhere with adjustments. This solution may not have been ideal for a number of reasons, some of which I even agree with - but letting the issue continue to go unaddressed is arguably worse than just testing this out and seeing how things change.

    Really hope we get some clear paths forward laid out to target this issue in the very near future. You cannot continue to allow these balance issues to remain if you want the game to make a comeback in 2026.

    The solution proposed was far from "not ideal". A 50% reduction in all healing received because of HoTs being applied to you is reckless and deeply unserious game design.

    These solutions are being designed by people who do not play this game.
    Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.

    We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
    1. We could reduce the 50% modifier to a lower value, such as 33%
    2. We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
    There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.

    I am so glad I discontinued my subscription last month.

    These ideas are borderline insane. To cut down all healing received because of HoTs applied to you is ridiculous game design that shouldn't have made it past a respectable developer's mouth as opposed to having made it past so many barriers and onto an actual version of the PTS.

    If specific abilities heal too much they need to be addressed individually and their counters (which is in this case DoTs) need to be buffed. That is logical and sound game design. Beyond that, it is how you solve problems. By addressing the exact specific issue.

    Not having the manpower and bandwidth to address this matter appropriately right now is not and should not be justification for experimental changes on the live version of the game.

    You have already lost so many players compared to what you used to have due to past unpopular changes pertaining to subclassing, update 35 and shutting down Cyrodill to funnel unwilling players to a test version of the game that is unpopular.

    You are going to drive more people away from your game if you continue to develop your game in this haphazard manner and keep introducing unpopular and untested changes to the live version of the game.

    Players that don't play your game will not be paying for it. I can't believe this is a lesson that hasn't been taught by Update 35 and the years that have followed.
    Edited by edward_frigidhands on January 15, 2026 12:55AM
  • TheLoreMaster420
    TheLoreMaster420
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    Some simple math for people who haven't yet. This is for mid-large sized groups that actively siege on the front lines as well as those who go off on their own to try and take keeps.

    Lets imagine you have a 6 man group of players. Lets say one of them has a resto and the others are all running echoing vigor. If we have all 6 running echoing vigor and the healer also running radiating this is 7 hots for a total of around 9k HPS in open world, for a 6 man group that is pretty good, but lets see how it actually looks in practice.

    Remember healing reduction is multiplicative not additive. Lets completely ignore Jerall (this would make it even worse)

    The 9k HPS immediately becomes 4,050 because of the 55% reduction from battle spirit.
    The 4,050 becomes 3,807 with 6% reduction from minor defile
    3,807 becomes 3,350 with the 12% reduction from major defile.
    3,350 becomes 1,675 with one flaming oil on you, 837 with 2 flaming oils on you, and 419 with 3 flaming oils on you. (For some reason this debuff stacks and it is MASSIVE, you can also be affected by more but I will keep the example to 2 for now)
    837 is your effective HPS, this is without the proposed change.
    The first iteration of the change would bring this to 419 if it were 50% or with the second iteration it would be 561 with a 33% reduction.

    A 561 HPS is laughable in real scenarios and I would encounter this often as a 6 man group. As a 12 man you have more healing but you are often met with huge amounts of pug pressure and the oil debuff could bring the total number of HPS to less than what you'd even get with 6 in group if the opposing faction met you with pressure.

    I say this to ask, what would this mean for those scenarios where healing is already hard under siege pressure, without even meeting pressure from people actively trying to bomb you, snipe/forcepulse you, negate you? Will oils finally be addressed as well, bringing another necessary action from the dev team, or will this be ignored just for the sake of appeasing the smaller groups of people who are upset that a larger group, who should logically beat them, beats them?

    Are we really willing to change cyro just for the sake of those players who will be given the option to go to vengeance once it becomes permanent anyway? Most people dislike vengeance as was evident by the test and its lack of population once it was seen side by side with GH, some people wanted it removed entirely. I have advocated for keeping it open alongside GH and just let people play where they want, but why do we need to ruin the existing PvP server for the sake of people who want to be able to compete as a solo or duo against a group of 12?
  • Teeba_Shei
    Teeba_Shei
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    Some simple math for people who haven't yet. This is for mid-large sized groups that actively siege on the front lines as well as those who go off on their own to try and take keeps.

    Lets imagine you have a 6 man group of players. Lets say one of them has a resto and the others are all running echoing vigor. If we have all 6 running echoing vigor and the healer also running radiating this is 7 hots for a total of around 9k HPS in open world, for a 6 man group that is pretty good, but lets see how it actually looks in practice.

    Remember healing reduction is multiplicative not additive. Lets completely ignore Jerall (this would make it even worse)

    The 9k HPS immediately becomes 4,050 because of the 55% reduction from battle spirit.
    The 4,050 becomes 3,807 with 6% reduction from minor defile
    3,807 becomes 3,350 with the 12% reduction from major defile.
    3,350 becomes 1,675 with one flaming oil on you, 837 with 2 flaming oils on you, and 419 with 3 flaming oils on you. (For some reason this debuff stacks and it is MASSIVE, you can also be affected by more but I will keep the example to 2 for now)
    837 is your effective HPS, this is without the proposed change.
    The first iteration of the change would bring this to 419 if it were 50% or with the second iteration it would be 561 with a 33% reduction.

    A 561 HPS is laughable in real scenarios and I would encounter this often as a 6 man group. As a 12 man you have more healing but you are often met with huge amounts of pug pressure and the oil debuff could bring the total number of HPS to less than what you'd even get with 6 in group if the opposing faction met you with pressure.

    I say this to ask, what would this mean for those scenarios where healing is already hard under siege pressure, without even meeting pressure from people actively trying to bomb you, snipe/forcepulse you, negate you? Will oils finally be addressed as well, bringing another necessary action from the dev team, or will this be ignored just for the sake of appeasing the smaller groups of people who are upset that a larger group, who should logically beat them, beats them?

    Are we really willing to change cyro just for the sake of those players who will be given the option to go to vengeance once it becomes permanent anyway? Most people dislike vengeance as was evident by the test and its lack of population once it was seen side by side with GH, some people wanted it removed entirely. I have advocated for keeping it open alongside GH and just let people play where they want, but why do we need to ruin the existing PvP server for the sake of people who want to be able to compete as a solo or duo against a group of 12?

    Agreed. Players who truly don’t want to deal with ball groups will have the option to play in the Vengeance campaign when it launches. This nerf simply isn’t necessary. There aren't even that many ball groups active anymore anyway. They are low impact, easy to avoid, and die to pugs all the time.
    Edited by Teeba_Shei on January 15, 2026 12:59AM
  • Wolfshade
    Wolfshade
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    Dmg and healing is in Cyro actually and already reduced by 50%.

    How they wrote, they simply can`t, they can`t do other solutions cause all the knowlege about that is gone. So pls, dont expect any serious game development anymore beside some animations here, some weired stuff there. Reducing it again, that will definetively affect the main Battleareas, Gates, Flags, short Objectives. So thats what is Ava, thats what is Cyro and thats what it makes it obsolet.

    Poor design by poor players and even more poor as Pvp-Designer in BG`s.
    This comment is awesome!

    **End of the Internet**
  • edward_frigidhands
    edward_frigidhands
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    Wolfshade wrote: »
    Dmg and healing is in Cyro actually and already reduced by 50%.

    How they wrote, they simply can`t, they can`t do other solutions cause all the knowlege about that is gone. So pls, dont expect any serious game development anymore beside some animations here, some weired stuff there. Reducing it again, that will definetively affect the main Battleareas, Gates, Flags, short Objectives. So thats what is Ava, thats what is Cyro and thats what it makes it obsolet.

    Poor design by poor players and even more poor as Pvp-Designer in BG`s.

    This is something I was very concerned about when I learned of the layoffs and my concerns have been given more reasons to exist after looking at this most recent PTS.
  • Deimus
    Deimus
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    Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.

    We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
    1. We could reduce the 50% modifier to a lower value, such as 33%
    2. We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
    There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.

    Out of those two option number 2 is the best by far.

    It would also be nice to have a ramping modifier as suggested by other players. For example:

    50% reduction at 5 HoTs
    75% reduction at 10 HoTs
    90% reduction at 12+ HoTs
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • Artisian0001
    Artisian0001
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    A major issue that was already raised earlier but people haven't talked about since the second post by @ZOS_GinaBruno is that there was no addressing on how people outside of group would impact this. One person tried floating the idea that we get one of each unique HoT and it just takes the one of the highest value, but this would be hard for them to code considering Gina already said that the 2 options on board were already all they were willing to engage with since the team is busy.

    If we take that as the truth, how would people outside of group affect this? Either healing from outside of group would have to be completely disabled, which ruins healing for a lot of people in zone, those who enjoying healing from outside of group and participating in keep offence and defense, as those who like to throw others a heal when they are being zerged to keep them alive. On the other hand, if it is kept enabled, which is it for now, people can still just go around and transform a solo player into someone who is effected by the nerf, they can also transform groups who avoid the HoT change and nerf all of their healing as well, maliciously. Even in the scenario where ZOS, years in the future makes it so that it takes only one unique HoT, it would most likely be the one that is applied most recently, which could also lead to someone following with echoing, radiating, etc. and just hitting you with a low value heal to reduce your healing, and reduce the efficiency of receiving a set someone is trying to proc on you from inside your group.

    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.
  • Radiate77
    Radiate77
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    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    Do you actually believe this? Be honest.
  • The_Meathead
    The_Meathead
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    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    What problem do you think is being addressed that "doesn't exist?"

    I'm genuinely curious what exactly you mean by this, because I started to respond a couple times to different assumptions on my part with more than a little indignation, but held off. I'd like you to further define just what you're saying, if you're willing.
  • Artisian0001
    Artisian0001
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    Radiate77 wrote: »
    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    Do you actually believe this? Be honest.

    Without a single doubt. The same people still complain about Rush of Agony after it has been nerfed multiple times and is one of the easiest sets to play against. You get a visual and audio que that is delayed by a second and is blocked by the majority of decent players. If you ever watch a GvG with decent groups the pull goes out and even with 12 man GvGs will often times pull nobody because it's extremely obvious. People who complain about this will always just jump to the next thing.
  • MeridiaFavorsMe
    MeridiaFavorsMe
    ✭✭✭
    Radiate77 wrote: »
    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    Do you actually believe this? Be honest.

    There are a handful of the same forum posters who constantly call for sweeping nerfs, regardless of context or impact. When someone seriously suggests something like a 90% healing reduction—on top of Battle Spirit and the many healing penalties already in the game—it’s a clear signal they don’t understand PvP balance or how Cyrodiil actually plays. Opinions like that shouldn’t be treated as informed feedback, because they’re detached from the realities of PvP and basic balance considerations.

    At a certain point, it stops being about balance and starts looking like an urge to tear down playstyles that a lot of people genuinely enjoy.
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    What problem do you think is being addressed that "doesn't exist?"

    I'm genuinely curious what exactly you mean by this, because I started to respond a couple times to different assumptions on my part with more than a little indignation, but held off. I'd like you to further define just what you're saying, if you're willing.

    That ballgroups are some extreme unkillable entity. I've literally had people in here tell me groups are 2v50ing or 4 people vs the entire 3 bar population of other factions and it's just fake. The best ballgroup, on the best server, doesn't even do that, acting like some other random groups do, while providing zero proof is silly. Other people were acting like ballgroups go around taking keeps, fighting to control the map, and make it a pain for pugs to get points in the campaign when in reality they usually go to a keep, take it, fight some pugs on the 3rd floor, get the keep capped while they are still at it, get exploited off the keep by someone pulling with warden gate, and then just leave the keep. They also die to siege almost every time I have watched them play. The other half of the people try to act like groups don't GvG away from pugs and they are only ever killing random people when they very often look to just fight each other. There was multiple groups on today as well that walked away from a keep to just fight each other for like half an hour and not even involve anyone else. People don't engage seriously with anything said and just make up some random things about how good ballgroups are, or the way they behave and it's just odd and impossible to even have a conversation with because they don't live in the same reality.
  • Iriidius
    Iriidius
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    These healing changes feel stupid. You seem to be trying to target the most optimized 12 mans, but all the proposed changes will be disproportionality hitting people that are playing small scale groups.
    Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.

    We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
    1. We could reduce the 50% modifier to a lower value, such as 33%
    2. We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
    There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.

    These healing changes feel fundamentally misdirected. The stated goal appears to be curbing highly optimized 12-man groups, but both options you’ve outlined disproportionately punish small-scale and outnumbered play instead.

    A flat hot-based healing penalty barely impacts large groups, because their survivability comes from stacking mitigation, hots, shields, and burst healing—not simply raw hot uptime. Meanwhile, small groups and solo players rely on hots to survive being outnumbered, since they don’t have the luxury of constant cross-heals, shields, or coordinated ultimates, huge numbers of targets to spread out the damage.

    Reducing the modifier to 33% doesn’t solve this problem; it just makes the penalty less extreme while still applying it to the wrong players. Increasing the hot threshold to 5 similarly misses the point—small-scale builds frequently hit that number just to stay functional under pressure, while ball groups will still comfortably operate above it.

    In practice, these changes lower the skill ceiling for coordinated groups while lowering the survivability floor for everyone else. That pushes Cyrodiil further toward burst-or-be-bursted gameplay, which historically leads to less counterplay, less build diversity, and less reason to engage when outnumbered.

    If iteration is the goal, then the current hot-count modifier isn’t a good foundation to iterate on. It doesn’t meaningfully target the behaviors causing performance or balance issues, and instead erodes one of the few tools small-scale PvP still has to function in Cyrodiil.

    This is basically why Vengeance sucks as a campaign. Without good cross-healing and AoE, you can’t fight outnumbered. The bigger group always wins, and it’s super boring.

    This seems to be what the iterative process is pushing toward. The real problem is that people are never prepared to fight ball groups, while ball groups are always prepared to fight anything. With the latest changes allowing respecs anywhere, this may change, but it isn’t even being given a chance to see if it’s going to work.

    There are so many counters to ball groups, but you can never swap to them because you are always stuck in combat.

    Crosshealing makes fighting outnumbered harder and helps the biggest group survive dmg that would otherwise kill them.
    The more players a group has the more HoTs every player in the group gets helping the biggest group survive dmg that would otherwise kill them.
    With Crosshealing in Vengeance biggest zerg would dominate even more than they do now and you would be unable to kill even the players in that zerg that you can kill now.
    Only reason crosshealing helps coordinated groups to win outnumbered is because the players they fight against are not using crosshealing because they are not coordinated group but a mass of players build for soloplay with selhealing .
    If both sides use crosshealing it will always help the bigger group as they have more HoTs.



    Teeba_Shei wrote: »
    Teeba_Shei wrote: »
    These healing changes feel stupid. You seem to be trying to target the most optimized 12 mans, but all the proposed changes will be disproportionality hitting people that are playing small scale groups.
    Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.

    We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
    1. We could reduce the 50% modifier to a lower value, such as 33%
    2. We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
    There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.

    These healing changes feel fundamentally misdirected. The stated goal appears to be curbing highly optimized 12-man groups, but both options you’ve outlined disproportionately punish small-scale and outnumbered play instead.

    A flat hot-based healing penalty barely impacts large groups, because their survivability comes from stacking mitigation, hots, shields, and burst healing—not simply raw hot uptime. Meanwhile, small groups and solo players rely on hots to survive being outnumbered, since they don’t have the luxury of constant cross-heals, shields, or coordinated ultimates, huge numbers of targets to spread out the damage.

    Reducing the modifier to 33% doesn’t solve this problem; it just makes the penalty less extreme while still applying it to the wrong players. Increasing the hot threshold to 5 similarly misses the point—small-scale builds frequently hit that number just to stay functional under pressure, while ball groups will still comfortably operate above it.

    In practice, these changes lower the skill ceiling for coordinated groups while lowering the survivability floor for everyone else. That pushes Cyrodiil further toward burst-or-be-bursted gameplay, which historically leads to less counterplay, less build diversity, and less reason to engage when outnumbered.

    If iteration is the goal, then the current hot-count modifier isn’t a good foundation to iterate on. It doesn’t meaningfully target the behaviors causing performance or balance issues, and instead erodes one of the few tools small-scale PvP still has to function in Cyrodiil.

    This is basically why Vengeance sucks as a campaign. Without good cross-healing and AoE, you can’t fight outnumbered. The bigger group always wins, and it’s super boring.

    This seems to be what the iterative process is pushing toward. The real problem is that people are never prepared to fight ball groups, while ball groups are always prepared to fight anything. With the latest changes allowing respecs anywhere, this may change, but it isn’t even being given a chance to see if it’s going to work.

    Healing isn't the reason you can't fight outnumbered in Vengeance; the reason you can't fight outnumbered in Vengeance is because of AoE damage caps.

    If Vengeance was exactly the same as it is now, but you removed the target cap for all AoE damage abilities, you'd instantly have way more ability to bomb large groups. AoE Damage caps prevent you from coordinating an ult dump with your group, because instead of everyone damaging the same group of enemies, the game decides that you all damage different enemies and no one dies.

    I literally wrote about aoe in the post.

    Without good cross-healing and AoE, you can’t fight outnumbered.

    1vXer 1vX without crosshealing and often by killing players 1 by 1 with single target attacks.
    PC EU
  • Lagzee
    Lagzee
    ✭✭✭
    Some simple math for people who haven't yet. This is for mid-large sized groups that actively siege on the front lines as well as those who go off on their own to try and take keeps.

    Lets imagine you have a 6 man group of players. Lets say one of them has a resto and the others are all running echoing vigor. If we have all 6 running echoing vigor and the healer also running radiating this is 7 hots for a total of around 9k HPS in open world, for a 6 man group that is pretty good, but lets see how it actually looks in practice.

    Remember healing reduction is multiplicative not additive. Lets completely ignore Jerall (this would make it even worse)

    The 9k HPS immediately becomes 4,050 because of the 55% reduction from battle spirit.
    The 4,050 becomes 3,807 with 6% reduction from minor defile
    3,807 becomes 3,350 with the 12% reduction from major defile.
    3,350 becomes 1,675 with one flaming oil on you, 837 with 2 flaming oils on you, and 419 with 3 flaming oils on you. (For some reason this debuff stacks and it is MASSIVE, you can also be affected by more but I will keep the example to 2 for now)
    837 is your effective HPS, this is without the proposed change.
    The first iteration of the change would bring this to 419 if it were 50% or with the second iteration it would be 561 with a 33% reduction.

    A 561 HPS is laughable in real scenarios and I would encounter this often as a 6 man group. As a 12 man you have more healing but you are often met with huge amounts of pug pressure and the oil debuff could bring the total number of HPS to less than what you'd even get with 6 in group if the opposing faction met you with pressure.

    I say this to ask, what would this mean for those scenarios where healing is already hard under siege pressure, without even meeting pressure from people actively trying to bomb you, snipe/forcepulse you, negate you? Will oils finally be addressed as well, bringing another necessary action from the dev team, or will this be ignored just for the sake of appeasing the smaller groups of people who are upset that a larger group, who should logically beat them, beats them?

    Are we really willing to change cyro just for the sake of those players who will be given the option to go to vengeance once it becomes permanent anyway? Most people dislike vengeance as was evident by the test and its lack of population once it was seen side by side with GH, some people wanted it removed entirely. I have advocated for keeping it open alongside GH and just let people play where they want, but why do we need to ruin the existing PvP server for the sake of people who want to be able to compete as a solo or duo against a group of 12?

    Most people dont like vengeance. But even if you had it your way, then what? You play in a dead GH? Is that the idea? Telling people to go to vengeance because they want heal stacking balanced is a wild solution. I honestly cant imagine how like 5 of you still deny that its a problem. Everyone knows it, its obvious to anyone that plays. Ball groups, heal stacking, and shield stacking, have been an issue for the last couple of years, but especially since subclassing and scribing. Its undeniable.

    And yes this is not the ideal change. Ideally they just change heal stacking so 12 people cant stack 12 vigors, for example. Maybe they reduce it to 3 per skill, but ideally imo its just one. There is way too much survivability in this game, and heal stacking like it is now is simply overkill. But i still think they should try to test things, and if its bad remove it. Its not the end of the world, as long as they are willing to revert it.

    if i had it my way they would adjust heal/shield stacking with battle spirit but it doesnt seem like they will. Or if they do it will be after the class refresh, which is insane.

    Edited by Lagzee on January 15, 2026 3:08AM
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    Lagzee wrote: »
    Some simple math for people who haven't yet. This is for mid-large sized groups that actively siege on the front lines as well as those who go off on their own to try and take keeps.

    Lets imagine you have a 6 man group of players. Lets say one of them has a resto and the others are all running echoing vigor. If we have all 6 running echoing vigor and the healer also running radiating this is 7 hots for a total of around 9k HPS in open world, for a 6 man group that is pretty good, but lets see how it actually looks in practice.

    Remember healing reduction is multiplicative not additive. Lets completely ignore Jerall (this would make it even worse)

    The 9k HPS immediately becomes 4,050 because of the 55% reduction from battle spirit.
    The 4,050 becomes 3,807 with 6% reduction from minor defile
    3,807 becomes 3,350 with the 12% reduction from major defile.
    3,350 becomes 1,675 with one flaming oil on you, 837 with 2 flaming oils on you, and 419 with 3 flaming oils on you. (For some reason this debuff stacks and it is MASSIVE, you can also be affected by more but I will keep the example to 2 for now)
    837 is your effective HPS, this is without the proposed change.
    The first iteration of the change would bring this to 419 if it were 50% or with the second iteration it would be 561 with a 33% reduction.

    A 561 HPS is laughable in real scenarios and I would encounter this often as a 6 man group. As a 12 man you have more healing but you are often met with huge amounts of pug pressure and the oil debuff could bring the total number of HPS to less than what you'd even get with 6 in group if the opposing faction met you with pressure.

    I say this to ask, what would this mean for those scenarios where healing is already hard under siege pressure, without even meeting pressure from people actively trying to bomb you, snipe/forcepulse you, negate you? Will oils finally be addressed as well, bringing another necessary action from the dev team, or will this be ignored just for the sake of appeasing the smaller groups of people who are upset that a larger group, who should logically beat them, beats them?

    Are we really willing to change cyro just for the sake of those players who will be given the option to go to vengeance once it becomes permanent anyway? Most people dislike vengeance as was evident by the test and its lack of population once it was seen side by side with GH, some people wanted it removed entirely. I have advocated for keeping it open alongside GH and just let people play where they want, but why do we need to ruin the existing PvP server for the sake of people who want to be able to compete as a solo or duo against a group of 12?

    Most people dont like vengeance. But even if you had it your way, then what? You play in a dead GH? Is that the idea? Telling people to go to vengeance because they want heal stacking balanced is a wild solution. I honestly cant imagine how like 5 of you still deny that its a problem. Everyone knows it, its obvious to anyone that plays. Ball groups, heal stacking, and shield stacking, have been an issue for the last couple of years, but especially since subclassing and scribing. Its undeniable.

    And yes this is not the ideal change. Ideally they just change heal stacking so 12 people cant stack 12 vigors, for example. Maybe they reduce it to 3 per skill, but ideally imo its just one. There is way too much survivability in this game, and heal stacking like it is now is simply overkill. But i still think they should try to test things, and if its bad remove it. Its not the end of the world, as long as they are willing to revert it.

    if i had it my way they would adjust heal/shield stacking with battle spirit but it doesnt seem like they will.

    GH is literally pop locked across as you are saying to this person that they are "playing in a dead GH" It was also triple pop locked every day even when vengeance was an option at the same time.
    Edited by Artisian0001 on January 15, 2026 3:10AM
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    Iriidius wrote: »
    Crosshealing makes fighting outnumbered harder and helps the biggest group survive dmg that would otherwise kill them.

    Then why would they try to nerf it? You aren't making any sense. The ball groups are constantly fighting outnumbered. Are you saying they should buff ball groups?

    Edited by Teeba_Shei on January 15, 2026 3:12AM
  • The_Meathead
    The_Meathead
    ✭✭✭✭✭
    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    What problem do you think is being addressed that "doesn't exist?"

    I'm genuinely curious what exactly you mean by this, because I started to respond a couple times to different assumptions on my part with more than a little indignation, but held off. I'd like you to further define just what you're saying, if you're willing.

    That ballgroups are some extreme unkillable entity. I've literally had people in here tell me groups are 2v50ing or 4 people vs the entire 3 bar population of other factions and it's just fake. The best ballgroup, on the best server, doesn't even do that, acting like some other random groups do, while providing zero proof is silly. Other people were acting like ballgroups go around taking keeps, fighting to control the map, and make it a pain for pugs to get points in the campaign when in reality they usually go to a keep, take it, fight some pugs on the 3rd floor, get the keep capped while they are still at it, get exploited off the keep by someone pulling with warden gate, and then just leave the keep. They also die to siege almost every time I have watched them play. The other half of the people try to act like groups don't GvG away from pugs and they are only ever killing random people when they very often look to just fight each other. There was multiple groups on today as well that walked away from a keep to just fight each other for like half an hour and not even involve anyone else. People don't engage seriously with anything said and just make up some random things about how good ballgroups are, or the way they behave and it's just odd and impossible to even have a conversation with because they don't live in the same reality.

    To be very straight forward on my side of the picture: I think you don't fully comprehend just how out of hand the power bloat has become. You're very myopic because you've invested heavily in a dynamic and done well with it, deservedly so (I mean that), and excelled within the parameters of what's been allowed. Kudos, sincerely. It takes time, scheduling, and effort.

    At this point, though, even mediocre or poorly run Ballgroups are so ridiculously advantageous in terms of buffs, healing, shields, and movement that it's diminishing the larger game. A number of tremendously(!!) objective Ballgroup players in this thread alone seem willing to admit that and to bless the efforts towards reigning in how far it's gone, and honestly that's beyond impressive on their part. (Yandere, Chimpanzee, certainly come to mind.)

    To be clear, I personally admire the theorycrafting, communication, and leadership that go into good Ballgrouping and make them so damn successful. I also feel that even if the rather obscene power stacking mechanics they receive currently were reduced in some format (like the one we're hopefully working towards), those same strengths would still make the best of them tremendously successful, while perhaps freeing the rest of us from the pretty off-putting scale-tipping that current stacking and buffing allow and making the mediocre ones far less of a dominant force.

    So too do I sincerely believe that Ballgroups impact Server performance, because of stacking, simply from first-hand viewing of their impact. Deny it if you like, I think most veteran players are extremely aware.

    I don't fault Ballgroupers for taking full advantage of how things are, as that's the player's "job." I fault ZOS for allowing it to get SO out of hand. This is ZOS admitting, defining, and focusing on a solution to what they've allowed for too long. I think you are incorrect when you say it doesn't exist.
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    What problem do you think is being addressed that "doesn't exist?"

    I'm genuinely curious what exactly you mean by this, because I started to respond a couple times to different assumptions on my part with more than a little indignation, but held off. I'd like you to further define just what you're saying, if you're willing.

    That ballgroups are some extreme unkillable entity. I've literally had people in here tell me groups are 2v50ing or 4 people vs the entire 3 bar population of other factions and it's just fake. The best ballgroup, on the best server, doesn't even do that, acting like some other random groups do, while providing zero proof is silly. Other people were acting like ballgroups go around taking keeps, fighting to control the map, and make it a pain for pugs to get points in the campaign when in reality they usually go to a keep, take it, fight some pugs on the 3rd floor, get the keep capped while they are still at it, get exploited off the keep by someone pulling with warden gate, and then just leave the keep. They also die to siege almost every time I have watched them play. The other half of the people try to act like groups don't GvG away from pugs and they are only ever killing random people when they very often look to just fight each other. There was multiple groups on today as well that walked away from a keep to just fight each other for like half an hour and not even involve anyone else. People don't engage seriously with anything said and just make up some random things about how good ballgroups are, or the way they behave and it's just odd and impossible to even have a conversation with because they don't live in the same reality.

    To be very straight forward on my side of the picture: I think you don't fully comprehend just how out of hand the power bloat has become. You're very myopic because you've invested heavily in a dynamic and done well with it, deservedly so (I mean that), and excelled within the parameters of what's been allowed. Kudos, sincerely. It takes time, scheduling, and effort.

    At this point, though, even mediocre or poorly run Ballgroups are so ridiculously advantageous in terms of buffs, healing, shields, and movement that it's diminishing the larger game. A number of tremendously(!!) objective Ballgroup players in this thread alone seem willing to admit that and to bless the efforts towards reigning in how far it's gone, and honestly that's beyond impressive on their part. (Yandere, Chimpanzee, certainly come to mind.)

    To be clear, I personally admire the theorycrafting, communication, and leadership that go into good Ballgrouping and make them so damn successful. I also feel that even if the rather obscene power stacking mechanics they receive currently were reduced in some format (like the one we're hopefully working towards), those same strengths would still make the best of them tremendously successful, while perhaps freeing the rest of us from the pretty off-putting scale-tipping that current stacking and buffing allow and making the mediocre ones far less of a dominant force.

    So too do I sincerely believe that Ballgroups impact Server performance, because of stacking, simply from first-hand viewing of their impact. Deny it if you like, I think most veteran players are extremely aware.

    I don't fault Ballgroupers for taking full advantage of how things are, as that's the player's "job." I fault ZOS for allowing it to get SO out of hand. This is ZOS admitting, defining, and focusing on a solution to what they've allowed for too long. I think you are incorrect when you say it doesn't exist.

    You can read my comment history here, even though I don't think the problem exists, at the very least not anywhere near as much as people make it out to be, I still advocated for some sort of nerf, just one that made sense, as nothing proposed did. My most recent proposition was a scaling heal debuff up to 25% on groups that hit 12 people, but as someone who doesn't even play in a 12 man group I don't want to see 12 man groups be diminished because of this change. As annoying as it is for smaller groups to fight this, or solos to run into them (they often times don't even kill people they outnumber unless they are taking something) this is an MMO and you shouldn't be punished IMO for playing with friends. A 33% change to healing that would also affect a 4 man group makes no sense at all. 4 man groups are not ruining cyro, neither is a 6 man group. The best 12 man groups can be annoying but they are easily killed even by zone pugs with the right methods, the issue is people want to be able to do something about a 12 man coordinated group as someone who is uncoordinated in a 5 man group running 5 rallying crys and wretched vitality.
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.

    What problem do you think is being addressed that "doesn't exist?"

    I'm genuinely curious what exactly you mean by this, because I started to respond a couple times to different assumptions on my part with more than a little indignation, but held off. I'd like you to further define just what you're saying, if you're willing.

    That ballgroups are some extreme unkillable entity. I've literally had people in here tell me groups are 2v50ing or 4 people vs the entire 3 bar population of other factions and it's just fake. The best ballgroup, on the best server, doesn't even do that, acting like some other random groups do, while providing zero proof is silly. Other people were acting like ballgroups go around taking keeps, fighting to control the map, and make it a pain for pugs to get points in the campaign when in reality they usually go to a keep, take it, fight some pugs on the 3rd floor, get the keep capped while they are still at it, get exploited off the keep by someone pulling with warden gate, and then just leave the keep. They also die to siege almost every time I have watched them play. The other half of the people try to act like groups don't GvG away from pugs and they are only ever killing random people when they very often look to just fight each other. There was multiple groups on today as well that walked away from a keep to just fight each other for like half an hour and not even involve anyone else. People don't engage seriously with anything said and just make up some random things about how good ballgroups are, or the way they behave and it's just odd and impossible to even have a conversation with because they don't live in the same reality.

    To be very straight forward on my side of the picture: I think you don't fully comprehend just how out of hand the power bloat has become. You're very myopic because you've invested heavily in a dynamic and done well with it, deservedly so (I mean that), and excelled within the parameters of what's been allowed. Kudos, sincerely. It takes time, scheduling, and effort.

    At this point, though, even mediocre or poorly run Ballgroups are so ridiculously advantageous in terms of buffs, healing, shields, and movement that it's diminishing the larger game. A number of tremendously(!!) objective Ballgroup players in this thread alone seem willing to admit that and to bless the efforts towards reigning in how far it's gone, and honestly that's beyond impressive on their part. (Yandere, Chimpanzee, certainly come to mind.)

    To be clear, I personally admire the theorycrafting, communication, and leadership that go into good Ballgrouping and make them so damn successful. I also feel that even if the rather obscene power stacking mechanics they receive currently were reduced in some format (like the one we're hopefully working towards), those same strengths would still make the best of them tremendously successful, while perhaps freeing the rest of us from the pretty off-putting scale-tipping that current stacking and buffing allow and making the mediocre ones far less of a dominant force.

    So too do I sincerely believe that Ballgroups impact Server performance, because of stacking, simply from first-hand viewing of their impact. Deny it if you like, I think most veteran players are extremely aware.

    I don't fault Ballgroupers for taking full advantage of how things are, as that's the player's "job." I fault ZOS for allowing it to get SO out of hand. This is ZOS admitting, defining, and focusing on a solution to what they've allowed for too long. I think you are incorrect when you say it doesn't exist.

    You can read my comment history here, even though I don't think the problem exists, at the very least not anywhere near as much as people make it out to be, I still advocated for some sort of nerf, just one that made sense, as nothing proposed did. My most recent proposition was a scaling heal debuff up to 25% on groups that hit 12 people, but as someone who doesn't even play in a 12 man group I don't want to see 12 man groups be diminished because of this change. As annoying as it is for smaller groups to fight this, or solos to run into them (they often times don't even kill people they outnumber unless they are taking something) this is an MMO and you shouldn't be punished IMO for playing with friends. A 33% change to healing that would also affect a 4 man group makes no sense at all. 4 man groups are not ruining cyro, neither is a 6 man group. The best 12 man groups can be annoying but they are easily killed even by zone pugs with the right methods, the issue is people want to be able to do something about a 12 man coordinated group as someone who is uncoordinated in a 5 man group running 5 rallying crys and wretched vitality.

    In the next patch, players will have the option to fully respec while in Cyrodiil. Hopefully, there will be an API that supports this so players can completely swap their builds using an addon. If you can easily change your build, you should also be able to counter and fight ball groups more effectively. This issue should largely resolve itself with the quality-of-life improvements coming next patch. No additional nerfs should be necessary, as long as players take advantage of the respec system.
    Edited by Teeba_Shei on January 15, 2026 3:27AM
  • Iriidius
    Iriidius
    ✭✭✭✭✭
    Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.

    We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
    1. We could reduce the 50% modifier to a lower value, such as 33%
    2. We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
    There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.

    Better would be to hardcap the number of HoTs a player can get at around 5 so you cant get penalty for allies putting HoTs on.
    Or put a hardcap on the healing and shielding a player can receive per 10 seconds(to allow healing spikes by burstheal ultimates like 30k+ for a goliath (52k+ with emperor)). This would also include instantheals and strengthdifference of HoTs.
    A 33% healing penalty for 3+ HoTs would neither prevent soloplayers getting that penalty nor nerf ballgroups enaugh.
    Increasing the number of HoTs required to 5 would make soloplayers and small groups get the penelty less often but not completely solve the problem.
    PC EU
  • Iriidius
    Iriidius
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    Teeba_Shei wrote: »
    Iriidius wrote: »
    Crosshealing makes fighting outnumbered harder and helps the biggest group survive dmg that would otherwise kill them.

    Then why would they try to nerf it? You aren't making any sense. The ball groups are constantly fighting outnumbered. Are you saying they should buff ball groups?

    Like I already pointed out and you (probably intentionally) overread it helps ballgroups becaue they are uing it and the bigger numbers they fight not as those are not a united group but randoms. And it also helps ballgroups not get killed when they outnumber the enemy.
    PC EU
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