Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of January 19:
• PC/Mac: No maintenance – January 19
• NA megaservers for patch maintenance – January 21, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for patch maintenance – January 21, 9:00 UTC (4:00AM EST) - 15:00 UTC (10:00AM EST)
The maintenance is complete, and the PTS is now back online and patch 11.3.1 is available.

Cyrodiil Healing Nerf!!

  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
    ✭✭✭✭
    Radiate77 wrote: »
    I would be fine with Option 2.

    Several people earlier in this thread have also said they would be fine with Option 2 under the framing that this is temporary.

    My opinion is that we do not do enough for solo or small scale players in Cyrodiil and that is the preferred way most players play ESO.

    I welcome any further iterations on this change, but I feel that something needs to be done about this power disparity.

    Other games have systems in place designed to help you when you’re outnumbered, but ESO does not. What’s sad, is that it did on launch, Dynamic Ult-Gen combined with the much faster time-to-kill allowed you to build ultimate much faster when fighting multiple players, then use that ultimate to turn the tide, helping to level the playing field so one party isn’t bullying the other.

    This is simply not true. The majority of the Cyrodiil playerbase are zergling pugs who run with the faction and follow the main stack around. True 1vX and real 2/3/4vX small scale players are a pretty small minority.

    And if what you mean by “solo” or “small scale” is playing alone, or with a few friends, while still hiding behind a faction stack and only taking fights with 20-70 people backing you up, then you’re not describing solo or small scale at all, you’re describing zerging. You’re just another zergling, and those terms aren’t the same thing.
  • hoangdz
    hoangdz
    ✭✭✭
    hoangdz wrote: »
    As a 1vXer I am already capable of doing successful 1v4s against average pugs and make 8-10 players chase after me in a keep. Sure i may not kill them, but that’s only because I have to build for both damage and tankiness. I can’t reliably burst down a big group unless I’m on a full damage build. Things change when you run a duo group. Now those 8-10 people have to spread their attention on 2 players, and this creates so much survivability on its own without needing any cross healing involved. Every time I run a duo group, I can always survive much longer than if I was soloing. Your kill potential also doubles as well with the 2nd man.

    If you scale that up to a 3 or even a 4 man group, then you can actually take on that 8-10 man pug group and consistently win. This is btw not accounting for any cross healing. When I do 4 man group PvP with my guild, we can always take on 10-15 people on our solo builds. Yep, literally solo builds with Resolving Vigor and self heals lol. What happens when you actually become serious and optimize for group though? HoT stacking, buff stacking, set stacking, ect. increase your power ten fold. The most effective groups literally run around with 5k+ crit resistance, 30k+ resistances, and super high damage from all the damage buffs they get. It’s almost unfair to be on the receiving end of these players. You’re not just fighting 1 player with maxed out stats. You’re fighting multiple of them lol.

    I find it funny how ball group players are trying so hard to convince people how ball groups aren’t impossible to kill and thus not requiring any nerfs to their playstyle. That notion is very misleading and doesn’t paint the full picture. Sure, it isn’t impossible to kill a ball group, but it takes a tremendous amount of manpower and time to fully wipe one, and we see this first hand every night in GH. Every large keep fight where a ball group shows up, lag instantly gets worse first, then the defending pugs start being dumpstered until this ball group either makes a mistake and gets punished by someone, or gets overwhelmed by the entire defending faction. Those are 2 rare occasions that require either overwhelming man power or sheer luck, timing, and their own mistakes. Possible? Yes. Easy to pull off? No, not by a long shot.

    I agree it is not a walk in the park to kill a good ball group. They are stronger than they should be right now, and I do think some kind of nerf is needed.

    That said, I think a big part of the “unkillable” feeling comes from the average Cyrodiil playerbase not understanding how to actually disrupt them, and the only people who consistently do understand it are ball group players themselves.

    Like, 90% of the front lining population is running solo or 1vX style builds while “surfing the faction”. The rest are bombers or tanks. Even when people are in full 12 man groups, or have a whole faction stacked on top, they are still often built like they are trying to fight outnumbered. Obviously if you build like that, you are never going to dent a real ball group. You are basically trying to front line a zerg with a build meant for outnumbered duels, and it just does not work.

    From what I have seen, with a little bit of effort, a 3 to 5 man squad can heavily disrupt, and even kill, an enemy 12 man ball group when that ball group is getting outnumbered, but only if the small squad builds specifically for front line zerg play and disruption. Most players just do not do that, so the ball group feels immortal.

    So yes, ball groups are overtuned, but a lot of the “impossible to kill” narrative is playerbase ignorance and bad frontline builds, not that ball groups have zero counterplay.

    Those 3-5 squads technically aren’t hard to find, but one that is competent enough to survive a ball group’s offense and do their job is very rare. Small scalers generally avoid ball groups, so it’s really other ball group players like you said who actually want to do that job. You can’t find them as easily as finding a guy shooting siege off the keep wall lol.

    There are definitely exaggerated claims about ball group survivability, but realistically speaking, it isn’t that crazy to the average player. I have swapped factions twice in 2025 and I still see 5 star players spamming heavy attacks for negative damage or mess up their rotation when pressured. The average player base in Cyrodiil isn’t as great as some people believe, so to them, ball group players might as well be unkillable gods lol.
    Edited by hoangdz on January 15, 2026 9:07PM
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    xylena wrote: »
    Teeba_Shei wrote: »
    you’re free to engage with it and point out where I’m wrong.
    Your math didn't account for any buffs whatsoever, just raw tooltips. 30k might be an overestimate but it's not as far off as you're suggesting.

    Not far off? Your Vigor tooltip would need to be 80k to reach 30k healing per second with 12 HoTs. You calling that “not far off” is absurd.

    If you have about 20k stamina, then you would need about 40k weapon/spell damage to reach that tooltip. If you think ball groups are somehow able to achieve an 80k tooltip on Echoing Vigor, then no wonder you believe ball groups are overpowered. You don't have any sense of what is possible and don't have the first clue about the game's mechanics.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    Just log on tonight and snipit your cmx what your average tick is. It can probably also show you that more than 6 of your group's vigors can be on you at once too.
    I only use insightful
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.
    Edited by Alchimiste1 on January 15, 2026 9:17PM
  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
    ✭✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    As a 1vXer I am already capable of doing successful 1v4s against average pugs and make 8-10 players chase after me in a keep. Sure i may not kill them, but that’s only because I have to build for both damage and tankiness. I can’t reliably burst down a big group unless I’m on a full damage build. Things change when you run a duo group. Now those 8-10 people have to spread their attention on 2 players, and this creates so much survivability on its own without needing any cross healing involved. Every time I run a duo group, I can always survive much longer than if I was soloing. Your kill potential also doubles as well with the 2nd man.

    If you scale that up to a 3 or even a 4 man group, then you can actually take on that 8-10 man pug group and consistently win. This is btw not accounting for any cross healing. When I do 4 man group PvP with my guild, we can always take on 10-15 people on our solo builds. Yep, literally solo builds with Resolving Vigor and self heals lol. What happens when you actually become serious and optimize for group though? HoT stacking, buff stacking, set stacking, ect. increase your power ten fold. The most effective groups literally run around with 5k+ crit resistance, 30k+ resistances, and super high damage from all the damage buffs they get. It’s almost unfair to be on the receiving end of these players. You’re not just fighting 1 player with maxed out stats. You’re fighting multiple of them lol.

    I find it funny how ball group players are trying so hard to convince people how ball groups aren’t impossible to kill and thus not requiring any nerfs to their playstyle. That notion is very misleading and doesn’t paint the full picture. Sure, it isn’t impossible to kill a ball group, but it takes a tremendous amount of manpower and time to fully wipe one, and we see this first hand every night in GH. Every large keep fight where a ball group shows up, lag instantly gets worse first, then the defending pugs start being dumpstered until this ball group either makes a mistake and gets punished by someone, or gets overwhelmed by the entire defending faction. Those are 2 rare occasions that require either overwhelming man power or sheer luck, timing, and their own mistakes. Possible? Yes. Easy to pull off? No, not by a long shot.

    I agree it is not a walk in the park to kill a good ball group. They are stronger than they should be right now, and I do think some kind of nerf is needed.

    That said, I think a big part of the “unkillable” feeling comes from the average Cyrodiil playerbase not understanding how to actually disrupt them, and the only people who consistently do understand it are ball group players themselves.

    Like, 90% of the front lining population is running solo or 1vX style builds while “surfing the faction”. The rest are bombers or tanks. Even when people are in full 12 man groups, or have a whole faction stacked on top, they are still often built like they are trying to fight outnumbered. Obviously if you build like that, you are never going to dent a real ball group. You are basically trying to front line a zerg with a build meant for outnumbered duels, and it just does not work.

    From what I have seen, with a little bit of effort, a 3 to 5 man squad can heavily disrupt, and even kill, an enemy 12 man ball group when that ball group is getting outnumbered, but only if the small squad builds specifically for front line zerg play and disruption. Most players just do not do that, so the ball group feels immortal.

    So yes, ball groups are overtuned, but a lot of the “impossible to kill” narrative is playerbase ignorance and bad frontline builds, not that ball groups have zero counterplay.

    Those 3-5 squads technically aren’t hard to find, but one that is competent enough to survive a ball group’s offense and do their job is very rare. Small scalers generally avoid ball groups, so it’s really other ball group players like you said who actually want to do that job. You can’t find them as easily as finding a guy shooting siege off the keep wall lol.

    There are definitely exaggerated claims about ball group survivability, but realistically speaking, it isn’t that crazy to the average player. I have swapped factions twice in 2025 and I still see 5 star players spamming heavy attacks for negative damage or mess up their rotation when pressured. The average player base in Cyrodiil isn’t as great as some people believe, so to them, ball group players might as well be unkillable gods lol.

    Yeah, this reinforces my point.

    The average Cyrodiil player, especially nowadays, is ignorant and either doesn’t understand how to properly disrupt a ball group, or just doesn’t want to put in even a fraction of the effort a ball group puts into min maxing comp, sets, roles, and coordination. Most people want ball groups gone without ever learning how to deal with them, because they want to play whatever RP build they conjured up that morning, or they want to hold block on a block tank with 10 APM while they burn siege and call it “PvP”.

    And this is exactly where the “unkillable ball groups” and “no counterplay” narrative comes from. Not because there is no counterplay, there is, but because the average player would rather complain than adapt.

    Maybe if people got off their a** and used their neurons for a change, we’d see a lot fewer “invincible ball group” claims.
  • ioResult
    ioResult
    ✭✭✭✭
    Yeah this is madness. So now if a random proc healer runs by you and slaps on hots, now your own healing is going to be gutted. Cant wait to be 1vXing and the most dangerous part is when a random teammate shows up trying to heal me thinking he is helping but instead cuts my healing by 50%.
    Well first off "1vXing" is by far a minority playstyle in Cyrodill so literally nothing should be optimized for it. And second, you don't want someone healing you by accident? Wear a Pale Order ring and problem solved, you never have to worry about it because no one but you can heal you. If you are truly "1vXing" then you should never want anyone else healing you, right?
    Also how performative do we think slapping more calculations onto the most calculation dense skills will be? Lag on top of lag is all I see. Not to mention pushing ball groups to spam aoe ground hots which certainly wont be more performative on the server considering what we saw in vengeance with the lag introduced test 2 with groups spamming resto heals.
    AoE-anything is a concern in Cyrodiil but are ball groups that are constantly running around going to be dropping AoE heals? Seems unlikely. It seems far more likely that instead of getting 10 stacking vigors and 8 stacking regens, they only get now effectively 5 stacking vigors and 4 stacking regens. Bad ball groups will suffer. Good ball groups will get by, although be easier to kill. The ones most affected will be the Agony bomb 4-man groups - and this is a good thing. Rem's group and QuantumRizzer's group are effectively unkillable except by a megazerg now, so doing this to kill that idiotic play style is a really, really good thing.
    If we want to prevent groups stacking hots.
    • Maybe start by not having all the group sets like rallying cry demand you spam aoe hots on your group as a proc condition. Why not have these group proc sets demand a healer use single target aimed heals or something less bloated on the server? Maybe they proc off of successfully purging allies at low health. IDK anything is better than telling ballgroups to spam aoe hots on repeat until they have ult. How about make these group sets only trigger off group utility ultimates or synergies. STOP INCENTIVIZING BAD BEHAVIOUR.
    They can just get rid of Rallying Cry altogether because it is another thing that benefits very few playstyles. And again, if ball groups stand still and spam AoE HoTs in a location, they will get Negated and wiped in seconds. Sorry but the high heal stacking and Rallying Crutch are what actually incentivize the two most despised behaviors (playstyles) in Cyrodiil today: ball groups and Agony bomb groups. I would like to see AoE heals go back to what ZOS tried once though, in-group-only heals.
    • Maybe prevent hots from stacking like how the game used to be? Use the vengeance split skill system to make pvp versions of the code and then change the pvp versions of skills to not stack effects. Solving your hot stacking issue while also drastically cutting out on potential calculations.
    We have asked HoTs to be capped at 3 stacks for years and years because you only have two healers in any Trials group, so stacking any more than that literally only benefits ball groups in Cyrodiil and causes all the lag. But ZoS has never done anything until now. You are trying to optimize for edge cases rather than what ZoS has done here, which is solve for the main use cases causing issues with server performance today.
    • Make hots purge themselves if they tick twice in a row while you are at full hp. This cuts out tons of calculations and prevents lingering sticky hots endlessly staying on players.
    This is an interesting idea, but I don't know how calculation intensive developing such logic would be. I fear it would be more calculation intense on the server than what ZoS just implemented.
    • Hots like Echoing vigor should be balanced around 4 man teams instead of 12 man teams to incentivize small man group play. For group heals like this you should just give the caster a guaranteed self heal and make the group heal a different tick that doesn't stack.
    No, HoTs like Echoing Vigor should be balanced around Trials groups. You want small man group play? Simple fix. Go play Battlegrounds. That's what they were invented for. Cyrodill is supposed to be open world PvP and everything you suggest tries to optimize for edge case playstyles.
    • Make more skills non smart heal like in vengeance where rapid regen had to be aimed at a target to apply. This opens up doors to more skilled exciting healing gameplay instead of just holding W and spamming an automatic aoe conal skill that does the "smart" targeting for you. If damage dealers can aim, so can healers.
    This is a really great idea, but again I worry about the calculations on the server necessary to make this a reality in open world where so many people in a relatively small space is what makes all the calculations kick off in the first place.
    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just log on tonight and snipit your cmx what your average tick is. It can probably also show you that more than 6 of your group's vigors can be on you at once too.

    My average tick from last night is 1.6k so 800 HPS.
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    This conversation is going in circles but you do not ever have 12x of either of those HOTs on you at any time no matter how good the players involved are.

    The targeting mechanics of Vigor prevent that from being possible. Most players in this thread do not even know what those mechanics are which is why it is difficult to have these sorts of conversations.

    It is considered to be exceptional play by a healer to maintain 60% uptime per target across all 12 players of a raid. For Radiating Regen, a much shorter HOT with 1/2 the targets hit per cast, that value is 40%. All players run Vigor but DDs no longer run Radiating as their back-option, which makes it a healer-exclusive skill.

    So a ballgroup comprised of players with S-Tier casting mechanics, has, being generous, 8 stacks of Vigor and 3-4 stacks of Radiating on them. That is, a) too many, particularly of Vigor, but also, b) not at all close to 24 stacks of HOTs like is commonly portrayed.
  • Lord_Hev
    Lord_Hev
    ✭✭✭✭✭
    ✭✭
    .
    hoangdz wrote: »
    hoangdz wrote: »
    As a 1vXer I am already capable of doing successful 1v4s against average pugs and make 8-10 players chase after me in a keep. Sure i may not kill them, but that’s only because I have to build for both damage and tankiness. I can’t reliably burst down a big group unless I’m on a full damage build. Things change when you run a duo group. Now those 8-10 people have to spread their attention on 2 players, and this creates so much survivability on its own without needing any cross healing involved. Every time I run a duo group, I can always survive much longer than if I was soloing. Your kill potential also doubles as well with the 2nd man.

    If you scale that up to a 3 or even a 4 man group, then you can actually take on that 8-10 man pug group and consistently win. This is btw not accounting for any cross healing. When I do 4 man group PvP with my guild, we can always take on 10-15 people on our solo builds. Yep, literally solo builds with Resolving Vigor and self heals lol. What happens when you actually become serious and optimize for group though? HoT stacking, buff stacking, set stacking, ect. increase your power ten fold. The most effective groups literally run around with 5k+ crit resistance, 30k+ resistances, and super high damage from all the damage buffs they get. It’s almost unfair to be on the receiving end of these players. You’re not just fighting 1 player with maxed out stats. You’re fighting multiple of them lol.

    I find it funny how ball group players are trying so hard to convince people how ball groups aren’t impossible to kill and thus not requiring any nerfs to their playstyle. That notion is very misleading and doesn’t paint the full picture. Sure, it isn’t impossible to kill a ball group, but it takes a tremendous amount of manpower and time to fully wipe one, and we see this first hand every night in GH. Every large keep fight where a ball group shows up, lag instantly gets worse first, then the defending pugs start being dumpstered until this ball group either makes a mistake and gets punished by someone, or gets overwhelmed by the entire defending faction. Those are 2 rare occasions that require either overwhelming man power or sheer luck, timing, and their own mistakes. Possible? Yes. Easy to pull off? No, not by a long shot.

    I agree it is not a walk in the park to kill a good ball group. They are stronger than they should be right now, and I do think some kind of nerf is needed.

    That said, I think a big part of the “unkillable” feeling comes from the average Cyrodiil playerbase not understanding how to actually disrupt them, and the only people who consistently do understand it are ball group players themselves.

    Like, 90% of the front lining population is running solo or 1vX style builds while “surfing the faction”. The rest are bombers or tanks. Even when people are in full 12 man groups, or have a whole faction stacked on top, they are still often built like they are trying to fight outnumbered. Obviously if you build like that, you are never going to dent a real ball group. You are basically trying to front line a zerg with a build meant for outnumbered duels, and it just does not work.

    From what I have seen, with a little bit of effort, a 3 to 5 man squad can heavily disrupt, and even kill, an enemy 12 man ball group when that ball group is getting outnumbered, but only if the small squad builds specifically for front line zerg play and disruption. Most players just do not do that, so the ball group feels immortal.

    So yes, ball groups are overtuned, but a lot of the “impossible to kill” narrative is playerbase ignorance and bad frontline builds, not that ball groups have zero counterplay.

    Those 3-5 squads technically aren’t hard to find, but one that is competent enough to survive a ball group’s offense and do their job is very rare. Small scalers generally avoid ball groups, so it’s really other ball group players like you said who actually want to do that job. You can’t find them as easily as finding a guy shooting siege off the keep wall lol.

    There are definitely exaggerated claims about ball group survivability, but realistically speaking, it isn’t that crazy to the average player. I have swapped factions twice in 2025 and I still see 5 star players spamming heavy attacks for negative damage or mess up their rotation when pressured. The average player base in Cyrodiil isn’t as great as some people believe, so to them, ball group players might as well be unkillable gods lol.

    Yeah, this reinforces my point.

    The average Cyrodiil player, especially nowadays, is ignorant and either doesn’t understand how to properly disrupt a ball group, or just doesn’t want to put in even a fraction of the effort a ball group puts into min maxing comp, sets, roles, and coordination. Most people want ball groups gone without ever learning how to deal with them, because they want to play whatever RP build they conjured up that morning, or they want to hold block on a block tank with 10 APM while they burn siege and call it “PvP”.

    And this is exactly where the “unkillable ball groups” and “no counterplay” narrative comes from. Not because there is no counterplay, there is, but because the average player would rather complain than adapt.

    Maybe if people got off their a** and used their neurons for a change, we’d see a lot fewer “invincible ball group” claims.


    Yes, the average cyrodiil players. Not the ballgroups I constantly find open world GvGing and being locked in perpetual stalemate because they are so overtuned, they can't even fully wipe each other without overwhelming force of pug support to cement the kills.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Major_Mangle
    Major_Mangle
    ✭✭✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    As a 1vXer I am already capable of doing successful 1v4s against average pugs and make 8-10 players chase after me in a keep. Sure i may not kill them, but that’s only because I have to build for both damage and tankiness. I can’t reliably burst down a big group unless I’m on a full damage build. Things change when you run a duo group. Now those 8-10 people have to spread their attention on 2 players, and this creates so much survivability on its own without needing any cross healing involved. Every time I run a duo group, I can always survive much longer than if I was soloing. Your kill potential also doubles as well with the 2nd man.

    If you scale that up to a 3 or even a 4 man group, then you can actually take on that 8-10 man pug group and consistently win. This is btw not accounting for any cross healing. When I do 4 man group PvP with my guild, we can always take on 10-15 people on our solo builds. Yep, literally solo builds with Resolving Vigor and self heals lol. What happens when you actually become serious and optimize for group though? HoT stacking, buff stacking, set stacking, ect. increase your power ten fold. The most effective groups literally run around with 5k+ crit resistance, 30k+ resistances, and super high damage from all the damage buffs they get. It’s almost unfair to be on the receiving end of these players. You’re not just fighting 1 player with maxed out stats. You’re fighting multiple of them lol.

    I find it funny how ball group players are trying so hard to convince people how ball groups aren’t impossible to kill and thus not requiring any nerfs to their playstyle. That notion is very misleading and doesn’t paint the full picture. Sure, it isn’t impossible to kill a ball group, but it takes a tremendous amount of manpower and time to fully wipe one, and we see this first hand every night in GH. Every large keep fight where a ball group shows up, lag instantly gets worse first, then the defending pugs start being dumpstered until this ball group either makes a mistake and gets punished by someone, or gets overwhelmed by the entire defending faction. Those are 2 rare occasions that require either overwhelming man power or sheer luck, timing, and their own mistakes. Possible? Yes. Easy to pull off? No, not by a long shot.

    I agree it is not a walk in the park to kill a good ball group. They are stronger than they should be right now, and I do think some kind of nerf is needed.

    That said, I think a big part of the “unkillable” feeling comes from the average Cyrodiil playerbase not understanding how to actually disrupt them, and the only people who consistently do understand it are ball group players themselves.

    Like, 90% of the front lining population is running solo or 1vX style builds while “surfing the faction”. The rest are bombers or tanks. Even when people are in full 12 man groups, or have a whole faction stacked on top, they are still often built like they are trying to fight outnumbered. Obviously if you build like that, you are never going to dent a real ball group. You are basically trying to front line a zerg with a build meant for outnumbered duels, and it just does not work.

    From what I have seen, with a little bit of effort, a 3 to 5 man squad can heavily disrupt, and even kill, an enemy 12 man ball group when that ball group is getting outnumbered, but only if the small squad builds specifically for front line zerg play and disruption. Most players just do not do that, so the ball group feels immortal.

    So yes, ball groups are overtuned, but a lot of the “impossible to kill” narrative is playerbase ignorance and bad frontline builds, not that ball groups have zero counterplay.

    Those 3-5 squads technically aren’t hard to find, but one that is competent enough to survive a ball group’s offense and do their job is very rare. Small scalers generally avoid ball groups, so it’s really other ball group players like you said who actually want to do that job. You can’t find them as easily as finding a guy shooting siege off the keep wall lol.

    There are definitely exaggerated claims about ball group survivability, but realistically speaking, it isn’t that crazy to the average player. I have swapped factions twice in 2025 and I still see 5 star players spamming heavy attacks for negative damage or mess up their rotation when pressured. The average player base in Cyrodiil isn’t as great as some people believe, so to them, ball group players might as well be unkillable gods lol.

    Yeah, this reinforces my point.

    The average Cyrodiil player, especially nowadays, is ignorant and either doesn’t understand how to properly disrupt a ball group, or just doesn’t want to put in even a fraction of the effort a ball group puts into min maxing comp, sets, roles, and coordination. Most people want ball groups gone without ever learning how to deal with them, because they want to play whatever RP build they conjured up that morning, or they want to hold block on a block tank with 10 APM while they burn siege and call it “PvP”.

    And this is exactly where the “unkillable ball groups” and “no counterplay” narrative comes from. Not because there is no counterplay, there is, but because the average player would rather complain than adapt.

    Maybe if people got off their a** and used their neurons for a change, we’d see a lot fewer “invincible ball group” claims.

    Well, when people did that some time ago and made specific comps with azureblight to counter them.....lets just say they didn´t like the counterplay it offered :)
    Edited by Major_Mangle on January 15, 2026 9:30PM
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • xFocused
    xFocused
    ✭✭✭✭✭
    hoangdz wrote: »
    As a 1vXer I am already capable of doing successful 1v4s against average pugs and make 8-10 players chase after me in a keep. Sure, I may not kill them, but that’s only because I have to build for both damage and defense. I can’t burst down a big group without using either a full damage build or a niche tanky bomb build. Things change noticeably when you run with a duo. Now those 8-10 people have to spread their attention on 2 players, and this creates so much survivability on its own without involving any cross healing. Every time I run a duo group, I can always survive significantly longer than if I was by myself. Your kill potential also doubles as well with the 2nd man.

    If you simply scale that up to a 3 or even a 4 man group, then you can actually take on that 8-10 man pug group and consistently win. This is btw barely involving any cross healing. When I do 4 man group PvP with my guild, we can always take on 10-15 people in our solo builds. Yep, literally solo builds with Resolving Vigor and self heals lol. What happens when you actually become serious and optimize for group though? Things like HoT stacking, buff stacking, set stacking, increase your power ten fold. The most effective groups literally run around with 5k+ crit resistance, 30k+ resistances, and super high damage from all the set buffs and major/minor buffs that could never be obtained by themselves, at least not all of them. It’s almost unfair to be on the receiving end of these players. You’re not just fighting 1 player with maxed out stats. You’re fighting multiple of them lol.

    I find it funny how ball group players are trying so hard to convince people how ball groups aren’t impossible to kill and thus not requiring any nerfs to their playstyle. That notion is very misleading and doesn’t paint the full picture. Sure, it isn’t impossible to kill a ball group, but it takes a tremendous amount of manpower and time to fully wipe one, and we see this first hand every night in GH. Every large keep fight where a ball group shows up, lag instantly gets worse first, then the defending pugs start being dumpstered until this ball group either makes a mistake and gets punished by someone, or gets overwhelmed by the entire defending faction. Those are 2 rare occasions that require either overwhelming manpower or sheer luck, timing, and their own mistakes. By the time this ball group actually dies, the defending pug groups have already been wiped several times over. This is also not accounting for that one ball group player who was told to dip early in stealth and place a camp somewhere so their dead teammates can rez for another round. I do this all the time in my 4 man group, so it wouldn’t surprise me if a ball group does the same thing lol.

    Possible to kill? Yes. Easy to pull off? No, not by a long shot.

    Extremely well said.
    PS5 - NA
    Necro Main
  • TheAwesomeChimpanzee
    TheAwesomeChimpanzee
    ✭✭✭✭
    hoangdz wrote: »
    hoangdz wrote: »
    As a 1vXer I am already capable of doing successful 1v4s against average pugs and make 8-10 players chase after me in a keep. Sure i may not kill them, but that’s only because I have to build for both damage and tankiness. I can’t reliably burst down a big group unless I’m on a full damage build. Things change when you run a duo group. Now those 8-10 people have to spread their attention on 2 players, and this creates so much survivability on its own without needing any cross healing involved. Every time I run a duo group, I can always survive much longer than if I was soloing. Your kill potential also doubles as well with the 2nd man.

    If you scale that up to a 3 or even a 4 man group, then you can actually take on that 8-10 man pug group and consistently win. This is btw not accounting for any cross healing. When I do 4 man group PvP with my guild, we can always take on 10-15 people on our solo builds. Yep, literally solo builds with Resolving Vigor and self heals lol. What happens when you actually become serious and optimize for group though? HoT stacking, buff stacking, set stacking, ect. increase your power ten fold. The most effective groups literally run around with 5k+ crit resistance, 30k+ resistances, and super high damage from all the damage buffs they get. It’s almost unfair to be on the receiving end of these players. You’re not just fighting 1 player with maxed out stats. You’re fighting multiple of them lol.

    I find it funny how ball group players are trying so hard to convince people how ball groups aren’t impossible to kill and thus not requiring any nerfs to their playstyle. That notion is very misleading and doesn’t paint the full picture. Sure, it isn’t impossible to kill a ball group, but it takes a tremendous amount of manpower and time to fully wipe one, and we see this first hand every night in GH. Every large keep fight where a ball group shows up, lag instantly gets worse first, then the defending pugs start being dumpstered until this ball group either makes a mistake and gets punished by someone, or gets overwhelmed by the entire defending faction. Those are 2 rare occasions that require either overwhelming man power or sheer luck, timing, and their own mistakes. Possible? Yes. Easy to pull off? No, not by a long shot.

    I agree it is not a walk in the park to kill a good ball group. They are stronger than they should be right now, and I do think some kind of nerf is needed.

    That said, I think a big part of the “unkillable” feeling comes from the average Cyrodiil playerbase not understanding how to actually disrupt them, and the only people who consistently do understand it are ball group players themselves.

    Like, 90% of the front lining population is running solo or 1vX style builds while “surfing the faction”. The rest are bombers or tanks. Even when people are in full 12 man groups, or have a whole faction stacked on top, they are still often built like they are trying to fight outnumbered. Obviously if you build like that, you are never going to dent a real ball group. You are basically trying to front line a zerg with a build meant for outnumbered duels, and it just does not work.

    From what I have seen, with a little bit of effort, a 3 to 5 man squad can heavily disrupt, and even kill, an enemy 12 man ball group when that ball group is getting outnumbered, but only if the small squad builds specifically for front line zerg play and disruption. Most players just do not do that, so the ball group feels immortal.

    So yes, ball groups are overtuned, but a lot of the “impossible to kill” narrative is playerbase ignorance and bad frontline builds, not that ball groups have zero counterplay.

    Those 3-5 squads technically aren’t hard to find, but one that is competent enough to survive a ball group’s offense and do their job is very rare. Small scalers generally avoid ball groups, so it’s really other ball group players like you said who actually want to do that job. You can’t find them as easily as finding a guy shooting siege off the keep wall lol.

    There are definitely exaggerated claims about ball group survivability, but realistically speaking, it isn’t that crazy to the average player. I have swapped factions twice in 2025 and I still see 5 star players spamming heavy attacks for negative damage or mess up their rotation when pressured. The average player base in Cyrodiil isn’t as great as some people believe, so to them, ball group players might as well be unkillable gods lol.

    Yeah, this reinforces my point.

    The average Cyrodiil player, especially nowadays, is ignorant and either doesn’t understand how to properly disrupt a ball group, or just doesn’t want to put in even a fraction of the effort a ball group puts into min maxing comp, sets, roles, and coordination. Most people want ball groups gone without ever learning how to deal with them, because they want to play whatever RP build they conjured up that morning, or they want to hold block on a block tank with 10 APM while they burn siege and call it “PvP”.

    And this is exactly where the “unkillable ball groups” and “no counterplay” narrative comes from. Not because there is no counterplay, there is, but because the average player would rather complain than adapt.

    Maybe if people got off their a** and used their neurons for a change, we’d see a lot fewer “invincible ball group” claims.

    Well, when people did that some time ago and made specific comps with azureblight to counter them.....lets just say they didn´t like the counterplay it offered :)

    Lol, that’s pretty much true. However, azureblight was a bit overtuned, unlike most of the counterplay we have nowadays, which is generally pretty fair. But in classic ZOS fashion, they decided to just disable the set entirely instead of tuning it down.
  • ioResult
    ioResult
    ✭✭✭✭
    I'd like to also add, this is only a problem with big groups. Starting this at 3 HoTs, not even 3 PEOPLE is insane. This should be GROUP SPECIFIC and apply to groups over 6 people. Larger groups will just spam shields instead while running open field(no groups will siege keeps anymore), smaller groups will just die. Making this change to apply only to HoTs and start at a group size of 7 is way more realistic. If the change goes through at all in the way it's currently proposed I would not be surprised if you see at least 50% of the active player base of cyro leave,.
    I got bad news for you. Over 50% of the active player base of Cyro has already left because of heal stacking and shield stacking and ball groups combined with the now unkillable small groups because of multi-classing. This change will do nothing but bring back tons of formerly active Cyrodiil players. Zerg Host is the only server still active. The other two are dead because stupid no-proc killed one and agony bombing mega Zergs (Yes looking at you HellsX and Spoons) stacking more heals than a ball group killed the other.

    This change as it is will bring players back not drive more away. It just may save Cyrodiil.
    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Rohamad_Ali
    Rohamad_Ali
    ✭✭✭✭✭
    ✭✭✭✭✭
    This will require a major play shift for a lot of people. With holding opinions until tested.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Just log on tonight and snipit your cmx what your average tick is. It can probably also show you that more than 6 of your group's vigors can be on you at once too.

    My average tick from last night is 1.6k so 800 HPS.
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    This conversation is going in circles but you do not ever have 12x of either of those HOTs on you at any time no matter how good the players involved are.

    The targeting mechanics of Vigor prevent that from being possible. Most players in this thread do not even know what those mechanics are which is why it is difficult to have these sorts of conversations.

    It is considered to be exceptional play by a healer to maintain 60% uptime per target across all 12 players of a raid. For Radiating Regen, a much shorter HOT with 1/2 the targets hit per cast, that value is 40%. All players run Vigor but DDs no longer run Radiating as their back-option, which makes it a healer-exclusive skill.

    So a ballgroup comprised of players with S-Tier casting mechanics, has, being generous, 8 stacks of Vigor and 3-4 stacks of Radiating on them. That is, a) too many, particularly of Vigor, but also, b) not at all close to 24 stacks of HOTs like is commonly portrayed.

    That’s crazy because when I played in a group my uptimes DURING a fight were way higher than that on both.

    Either way I was just using the set condition he put out which was multiplying by 12
    Edited by Alchimiste1 on January 15, 2026 9:38PM
  • ioResult
    ioResult
    ✭✭✭✭
    Moothos wrote: »
    As this is currently written, it opens up the possibility of griefing where random people can throw a 3rd heal over time on your character, and now your own healing suffers for it.
    For all of you worrying about someone on your own faction griefing you:
    • Wear Pale Order and no one can heal you but you.
    • Imagine being so unliked even by people on your own faction that you worry about this. :D
    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    The point is that’s simply too much and that’s not even including other healing sours like power surge, energy obs, shields etc
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    Besides the fact that you don’t know what the actual Battle Spirit heal reduction is, your numbers are insanely high. The other person also said 12 sticky HoTs, not 24. I went into a build calculator to try to reach the Echoing Vigor tooltip you’re claiming. Do these stats sound reasonable to you, even within a ball group? (They’re not.)

    11635 SPELL DAMAGE
    27607 STAMINA

    This once again proves that people in this thread know nothing about the actual game and shouldn’t be taken seriously. Keep in mind, I had to enable every single spell damage buff in the build calculator—including running simmering frenzy, just coming out of stealth, having every possible scroll bonus, and using a completely unrealistic build that would never work in a ball group.

    6mbyto0v7unr.png
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    ioResult wrote: »
    Moothos wrote: »
    As this is currently written, it opens up the possibility of griefing where random people can throw a 3rd heal over time on your character, and now your own healing suffers for it.
    For all of you worrying about someone on your own faction griefing you:
    • Wear Pale Order and no one can heal you but you.
    • Imagine being so unliked even by people on your own faction that you worry about this. :D

    Really, it’s something else watching these people jump through hoops to protect their 12-stack of Emperors.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    Besides the fact that you don’t know what the actual Battle Spirit heal reduction is, your numbers are insanely high. The other person also said 12 sticky HoTs, not 24. I went into a build calculator to try to reach the Echoing Vigor tooltip you’re claiming. Do these stats sound reasonable to you, even within a ball group? (They’re not.)

    11635 SPELL DAMAGE
    27607 STAMINA

    This once again proves that people in this thread know nothing about the actual game and shouldn’t be taken seriously. Keep in mind, I had to enable every single spell damage buff in the build calculator—including running simmering frenzy, just coming out of stealth, having every possible scroll bonus, and using a completely unrealistic build that would never work in a ball group.

    6mbyto0v7unr.png

    the hell did you do?
    I didnt have anywhere near that weapon and spell damge
  • Lord_Hev
    Lord_Hev
    ✭✭✭✭✭
    ✭✭
    Lagzee wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    Bad faith argument, there's already a detailed post explaining the 30k hps an average ballgroup gets, im not going repeating here if you already glossed over it. It's not "just echoing vigor" and it's not just healing either. You can do run defense campaign, and i can go easily gather numerous recordings of me just following a ballgroup completely solo and becoming functionally invulnerable to all forms of damage as long as I have my own snare removal and speed buff to keep up with how lightning fast they are.

    [snip]

    Yes, they are all very convinced on their math to prove their point vs actual reality of playing the game and having a rational mind to observe what goes on in cyrodiil with one's own eyes. I might have to actually make a ballgroup surfing montage where I wear oakensoul and only have 2 skills on my bar: race against time and echoing vigor. And see how long I can ride the wave while being invulnerable to all damage until the ballgroup I'm surfing makes enough mistakes or gets overwhelmed after wrecking carnage for 15+ minutes in a keep.
    [edited to remove quote]
    Edited by ZOS_Icy on January 16, 2026 11:21AM
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    Teeba_Shei wrote: »
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    Besides the fact that you don’t know what the actual Battle Spirit heal reduction is, your numbers are insanely high. The other person also said 12 sticky HoTs, not 24. I went into a build calculator to try to reach the Echoing Vigor tooltip you’re claiming. Do these stats sound reasonable to you, even within a ball group? (They’re not.)

    11635 SPELL DAMAGE
    27607 STAMINA

    This once again proves that people in this thread know nothing about the actual game and shouldn’t be taken seriously. Keep in mind, I had to enable every single spell damage buff in the build calculator—including running simmering frenzy, just coming out of stealth, having every possible scroll bonus, and using a completely unrealistic build that would never work in a ball group.

    6mbyto0v7unr.png

    xvtu6ce4urrj.png



    Try again buddy you dont need anywhere near that spell damage
    Edited by Alchimiste1 on January 15, 2026 9:52PM
  • Lagzee
    Lagzee
    ✭✭✭
    Lagzee 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.

    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.

    im just gonna have to put some clips together. Not sure if you can even link videos on here anymore, havent seen any for a long time, but if you can i will put it on here. The denial from a couple people in this thread is utterly perplexing to me. The only conclusion i can come to is that you are either arguing in bad faith, playing on server where the issue isnt as prevalent as it is on PC NA, playing in blackreach regularly, or play in a ball group and dont want changes.

    You are exaggerating when you say 2v50 or 4 people vs the entire population of cyrodiil. Like honestly, how are we supposed to have a conversation about this when you are saying things like that? 4 man groups can fight insanely outnumbered like 4v20+ by using the same methods that ball groups do on a smaller scale. The same way a duo can, to a lesser extent. That is not the main issue.

    The main issue is the 10-12 man ball groups that are running every buff in the game, extremely fast, have constant hots stacking endlessly, constant shields rolling over their entire health bars, flying through a keep to wait until enough players are in the same vicinity to fly over and run through them. They will just get ult dumped and completely wiped by VD, which is fine i do the same thing. The difference is when the same players in that zerg, trying to take a keep, try to fight said ball group, nothing happens. Their health doesnt move. No one will die. These groups will just sit there killing a zerg of 40+ people with little to no resistance. And thats the problem, how little resistance there actually is.

    Ive watched groups sit in keeps doing this endlessly. Of course they can die eventually, mainly if there are enough people coordinated with oils, meatbags, cold fire, negates, pulls, and VD. Which usually means some kind of coordinated group/ball group shows up on the opposite faction.

    The issue here is not if coordination beats pugs. Coordination almost always wins to an extent, which is exactly why i can go around in a 2 man and kill 10-20 people. At the end of the day you are just playing strategically to stay alive until you can pull/ult dump/vd a group. But as i said, the difference is with a normal 10-12 man ball group there is almost no resistance, and nothing that can be done, until the odds are astronomically against them. And thats the main difference between the ball groups of today and the ball groups of 2-3+ years ago, power creep has gotten out of control at the highest end, mainly from subclassing and scribing.

    But thats it for me, im done trying to debate this issue with a couple people in this thread. Its just a difference in reality. Ill post some clips here at some point if i can though, just to prove my point further. But really its not even needed. Everyone who plays daily knows how things are. I can understand people being against the 50% healing change, but to say there is no problem, or that heal/shield stacking doesnt need adjusting, is just arguing in bad faith at this point.

    showing clips of mass killing has been deemed as name and shaming same with death chat big reason you wont find many people willing to take that risk even to prove an point that has not to do with the players that was even killed at that time just purely the #s

    and since they once again cant tell my story right even after correcting them once it was 2v40+1-3 with them using 2 tents at farragut i was on my NB the other on an templar and happened to mix well together and overcome the odds ...
    never said its done daily or often only thing ive said that happens often enough that theres guilds name after it is DC farming KC and mainly by 4-6 players until 40-50 players come to push them out but not often because they come right back attack from wall of resource like clock work ... even showing what i know im safe to post this player still would like to belive i have an reason to lie about an video game just because

    1) they cant see themselves doing something
    2) they dont want to do something other then what theyve done
    3) they dont play the game in any real meaningful way and just like harassing them that do

    Ya i didnt think of that. I wanted to argue the point with you at first, but after thinking about it, with all the over moderation ive seen on these forums over the years, i can imagine they might take issue with a pvp video. Which is just insane considering its a part of their game. But regardless, maybe il put it on YT and just link the channel in my sig or edit it. Or maybe ill just do nothing, trying to prove a point to 3 people who are just pretending something doesnt exist, that everyone else knows exists, is a waste of time. I just had hoped zos would maybe see it and get a better idea of how bad it is.

    And ya certain people have just been misrepresenting a lot in this thread, so its no surprise.
  • Alchimiste1
    Alchimiste1
    ✭✭✭✭✭
    what did you even do to get 11k spell damage, I made a realistic build (honestly not even min maxed) that you would find a ball group player using.

    looks to me like the people that THINK they know what they are talking about dont actually know what they are talking about.
    Edited by Alchimiste1 on January 15, 2026 9:57PM
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    Just log on tonight and snipit your cmx what your average tick is. It can probably also show you that more than 6 of your group's vigors can be on you at once too.

    My average tick from last night is 1.6k so 800 HPS.
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    This conversation is going in circles but you do not ever have 12x of either of those HOTs on you at any time no matter how good the players involved are.

    The targeting mechanics of Vigor prevent that from being possible. Most players in this thread do not even know what those mechanics are which is why it is difficult to have these sorts of conversations.

    It is considered to be exceptional play by a healer to maintain 60% uptime per target across all 12 players of a raid. For Radiating Regen, a much shorter HOT with 1/2 the targets hit per cast, that value is 40%. All players run Vigor but DDs no longer run Radiating as their back-option, which makes it a healer-exclusive skill.

    So a ballgroup comprised of players with S-Tier casting mechanics, has, being generous, 8 stacks of Vigor and 3-4 stacks of Radiating on them. That is, a) too many, particularly of Vigor, but also, b) not at all close to 24 stacks of HOTs like is commonly portrayed.

    On average in a 12 man group people have 7 HoTs on them, which is the exact math I did earlier for the optimal 6 man who would have 100% uptime on those heals and it comes out to below 1k HPS from all HoTs during active combat.
  • ioResult
    ioResult
    ✭✭✭✭
    Teeba_Shei wrote: »
    ‘We all know’ is a bold claim for something that isn’t actually true. Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.
    Thanks for the laugh. Every single time I just run in among a friendly ball group in Cyrodiil, I can see 8+ Vigors on myself so I know the members of hostile ball groups have the same thing, plus their own HoTs and set-based healing and more. So either you have never followed a ball group and remained closely inside their group for any length of time or you are a ball grouper - all of whom cry anytime anything even remotely related to their terrible playstyle is going to get nerfed.
    Teeba_Shei wrote: »
    Saying it’s “a problem” as if it’s universally oppressive ignores the nuance of actual gameplay. Just because the potential exists doesn’t mean it’s broken—numbers on a tooltip don’t automatically translate to unstoppable power in Cyrodiil. If stacking 8+ heals were really game-breaking, we’d see keeps falling effortlessly to them every night, but that’s not what happens. Facts, not assumptions, matter.
    Tell us you run on blue without telling us you run on blue. Run on red for a campaign and come watch red get gated every night when one or more blue ball groups combined with one or more yellow ball groups just take every red keep because even being hit by mutiple cold fire ballista simultaneously doesn't even dent them. Or come watch yellow faction stack in a Mega Zerg and take keep after keep because of all the heal stacking going on there. It literally happens every night. FACTS

    But yeah ZOS...Cloak is the problem.
    --
    sudo rm -rf /
    don't try this at ~
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Okay I’m out.

    There is no discussion to be had here when people argue through deception, lies, falsified data, and try to bait others who don’t agree freely.

    ZOS has all the information they need to make an informed choice.
    Edited by Radiate77 on January 15, 2026 10:02PM
  • Yoqii
    Yoqii
    Soul Shriven
    Echoing Vigor is the problem

    The simplest and easiest thing to do would be to cap the number of Echoing Vigors you can have on you to 4.

    This skill and its ease of use and accessibility to every player in the group is the main problem with bigger groups in cyrodiil.

    Every "sticky" HoT in the game should be capped a 4.

    The only people against any HoT changes are the same people sitting in a 12 man, spamming a couple of buttons and running around with max speed in snow treaders.

    This change would mainly effect people crutching on this overpowered heal, skilled group players will adapt, but it will make them more killable when they get negated and ult dumped, instead of just going back to full hp because they have 12 vigors and 4 radiating regens rolling 24/7.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just log on tonight and snipit your cmx what your average tick is. It can probably also show you that more than 6 of your group's vigors can be on you at once too.

    My average tick from last night is 1.6k so 800 HPS.
    Teeba_Shei wrote: »
    Lord_Hev wrote: »
    Teeba_Shei wrote: »
    @Teeba_Shei
    You can spin it any way you want but we all know being able to stack 8+ echoings/ radiating is a problem.

    Most players don’t stack 8+ echoings in real play, and even when it happens, it doesn’t make a group invincible. PUGs, solo players, and smaller coordinated teams do find ways to counter stacked heals and kill these players.


    Correct, it's not just the stacking of 12x separate sticky HoTs contributing to 30k per second healing and 16k+ shielding from non-ultimates that can be refreshed every gcd. It's also the group being at movement speed cap that also makes them functionally invincible. The counter-play to excessive healing and shielding, is excessive numerical damage aka making their healthbars drop to zero... but everything that can deliver that, is at the mercy of the group moving as a unit, the speed of mach seven so none of this excessive damage can do any damage.

    Lets do a little fact checking, you claimed that having 12 Echoing Vigors active at once results in 30,000 healing per second. Let’s check the math. The tooltip on one Echoing Vigor shows around 20,000 total healing over 16 seconds, which works out to 1,250 healing per second. If you apply a 55% reduction from battle spirit, that drops to 562.5 healing per second per cast. Even if you stacked 12 of them, the total healing per second would be 562.5 times 12, which equals 6,750 HPS. That’s nowhere near 30,000. In fact, the claim is more than four times too high.

    This clearly proves that the person making the claim is completely misinformed. How can anyone take an opinion this blatantly wrong about the game’s most basic mechanics seriously, especially on a change this huge? Spouting numbers that are off by more than four times isn’t just a mistake—it’s recklessly misleading and undermines any real discussion about the game.

    9oisg6beuy9r.png
    uh3yrkoz1kw7.png

    I'm not going to be including the cyrodil passive that increases healing by 20% when near a keep in these values because of course there are other factors which would make the final calculations a bit less in game so this will offset that.

    Echoing: 23610/16 = 1475 hps
    Radiating: 25170= 2517 hps
    total: 3992
    cyro healing debuff: -50% = 1996
    12x for members= 23952 hps

    BUT WAIT I have crit modifiers:
    At 60% increased crit healing from modifiers like lucent that 23952 value goes up to 1.6* 23,952= 38,323 hps if everything crits.

    Using a 30% crit chance (which is what I had on the build editor). and using a weighted average formula:
    (23952*0.70) + (38,323*0.30) = 28,264 AVERAGE hps from 2 skills so . . .yeah.

    values from the build editor which currently doesn't let me save builds, but you can recreate it yourself. Sets I put on the healer were powerful assault and lucent echos. 3x swift snow treaders 2x earthgore. And ofc I included buffs you would get from a ball group like major courage from olo etc.

    This conversation is going in circles but you do not ever have 12x of either of those HOTs on you at any time no matter how good the players involved are.

    The targeting mechanics of Vigor prevent that from being possible. Most players in this thread do not even know what those mechanics are which is why it is difficult to have these sorts of conversations.

    It is considered to be exceptional play by a healer to maintain 60% uptime per target across all 12 players of a raid. For Radiating Regen, a much shorter HOT with 1/2 the targets hit per cast, that value is 40%. All players run Vigor but DDs no longer run Radiating as their back-option, which makes it a healer-exclusive skill.

    So a ballgroup comprised of players with S-Tier casting mechanics, has, being generous, 8 stacks of Vigor and 3-4 stacks of Radiating on them. That is, a) too many, particularly of Vigor, but also, b) not at all close to 24 stacks of HOTs like is commonly portrayed.

    That’s crazy because when I played in a group my uptimes DURING a fight were way higher than that on both.

    Either way I was just using the set condition he put out which was multiplying by 12

    Maintaining Vigor coverage becomes exponentially more difficult as you add more players to a group size. A group with 12 players is functionally impossible to maintain 100% uptime across all players.

    Because the skill does not have a "smart" system for choosing targets at full health or even a proximity-based mechanism for selecting its targets (nearest-proximity is how abilities such as Scribing shields behave, which comes with its own set of issues for uptime).

    If you have 12 players and loosely stack them and cast Vigor twice the Vigor will go the exact same 6 players both times, leaving the other 6 completely without the HOT. This situation will persist no matter how many times that you cast Vigor. You can spam it an infinite number of times but you will never, ever hit the other 6 targets.

    Cyrodiil, and all locations in the game, are divided into invisible grid chunks for the purposes of the engine and this bears heavily upon how abilities such as heals select their targets. But, of course, the layperson in this thread thinks it's as simple as casting the skill twice and viola you maintain perfect coverage over an entire raid. I wish that it were that easy.

    6 players is actually the ideal group size for maximizing Vigor uptime because it only takes one cast every 16 seconds to cover the entire group. If you compared the log results for a sweaty 6-man and a sweaty 12-man and both groups used Vigor, the 6-player group would have FAR better per player uptime (it would be 100%) vs. the 12-player group. A 12-player raid is fighting against game mechanics when it comes to HOTs whereas 6 players is embracing it.

    I hope that this is helpful for any readers trying to better understand this issue as well as how the game actually works. A ballgroup healer does not simply roll their face on the keyboard and mystically achieve CHIM, as is commonly portrayed, and it really weakens anyone's argument when they traffic in those sorts of uninformed exaggerations.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    ioResult wrote: »
    Yeah this is madness. So now if a random proc healer runs by you and slaps on hots, now your own healing is going to be gutted. Cant wait to be 1vXing and the most dangerous part is when a random teammate shows up trying to heal me thinking he is helping but instead cuts my healing by 50%.
    Well first off "1vXing" is by far a minority playstyle in Cyrodill so literally nothing should be optimized for it. And second, you don't want someone healing you by accident? Wear a Pale Order ring and problem solved, you never have to worry about it because no one but you can heal you. If you are truly "1vXing" then you should never want anyone else healing you, right?
    Also how performative do we think slapping more calculations onto the most calculation dense skills will be? Lag on top of lag is all I see. Not to mention pushing ball groups to spam aoe ground hots which certainly wont be more performative on the server considering what we saw in vengeance with the lag introduced test 2 with groups spamming resto heals.
    AoE-anything is a concern in Cyrodiil but are ball groups that are constantly running around going to be dropping AoE heals? Seems unlikely. It seems far more likely that instead of getting 10 stacking vigors and 8 stacking regens, they only get now effectively 5 stacking vigors and 4 stacking regens. Bad ball groups will suffer. Good ball groups will get by, although be easier to kill. The ones most affected will be the Agony bomb 4-man groups - and this is a good thing. Rem's group and QuantumRizzer's group are effectively unkillable except by a megazerg now, so doing this to kill that idiotic play style is a really, really good thing.
    If we want to prevent groups stacking hots.
    • Maybe start by not having all the group sets like rallying cry demand you spam aoe hots on your group as a proc condition. Why not have these group proc sets demand a healer use single target aimed heals or something less bloated on the server? Maybe they proc off of successfully purging allies at low health. IDK anything is better than telling ballgroups to spam aoe hots on repeat until they have ult. How about make these group sets only trigger off group utility ultimates or synergies. STOP INCENTIVIZING BAD BEHAVIOUR.
    They can just get rid of Rallying Cry altogether because it is another thing that benefits very few playstyles. And again, if ball groups stand still and spam AoE HoTs in a location, they will get Negated and wiped in seconds. Sorry but the high heal stacking and Rallying Crutch are what actually incentivize the two most despised behaviors (playstyles) in Cyrodiil today: ball groups and Agony bomb groups. I would like to see AoE heals go back to what ZOS tried once though, in-group-only heals.
    • Maybe prevent hots from stacking like how the game used to be? Use the vengeance split skill system to make pvp versions of the code and then change the pvp versions of skills to not stack effects. Solving your hot stacking issue while also drastically cutting out on potential calculations.
    We have asked HoTs to be capped at 3 stacks for years and years because you only have two healers in any Trials group, so stacking any more than that literally only benefits ball groups in Cyrodiil and causes all the lag. But ZoS has never done anything until now. You are trying to optimize for edge cases rather than what ZoS has done here, which is solve for the main use cases causing issues with server performance today.
    • Make hots purge themselves if they tick twice in a row while you are at full hp. This cuts out tons of calculations and prevents lingering sticky hots endlessly staying on players.
    This is an interesting idea, but I don't know how calculation intensive developing such logic would be. I fear it would be more calculation intense on the server than what ZoS just implemented.
    • Hots like Echoing vigor should be balanced around 4 man teams instead of 12 man teams to incentivize small man group play. For group heals like this you should just give the caster a guaranteed self heal and make the group heal a different tick that doesn't stack.
    No, HoTs like Echoing Vigor should be balanced around Trials groups. You want small man group play? Simple fix. Go play Battlegrounds. That's what they were invented for. Cyrodill is supposed to be open world PvP and everything you suggest tries to optimize for edge case playstyles.
    • Make more skills non smart heal like in vengeance where rapid regen had to be aimed at a target to apply. This opens up doors to more skilled exciting healing gameplay instead of just holding W and spamming an automatic aoe conal skill that does the "smart" targeting for you. If damage dealers can aim, so can healers.
    This is a really great idea, but again I worry about the calculations on the server necessary to make this a reality in open world where so many people in a relatively small space is what makes all the calculations kick off in the first place.

    Ooh these quotes will get annoying to requote for response so im just going to rebullet
    1. I did already point out pale order to zos as it was my plan to bypass the absurd rule. Its wild on its own right that in an mmo the lifesteal playstyle has been not allowed to group, but thats ranting for another thread. Also its dumb to think 1vXers cant enter a keep or they must never be in render distance of an ally player..... I was using a 1vX or duo scenario to show how absurd and trolly the proposed 50% cut was. You can easily trigger the 3 hots and welp now you are dead.>> I think we are on the same page here though
    2. The ballgroups spamming ground heals would be because the ground based heals would not trigger zos's proposed sticky hot counter and thus avoiding the heal cut.
    3. Rallying - Same page. Although I think rallying should be a signal to zos that crit damage has way too many sources compared to crit resist. Which doesnt help our hots issue because how RNG works in pvp environments we need to counteract with a stabilizing force such as hots or health recovery.
    4. Yeah pve trial rules got us stuck in this mess
    5. The self purging sticky hots shouldnt be too bad. If anything the one integer counter stopping many lingering ticks cascading into other procs very likely makes it worth it.
    6. 4man vs 12 man well my reasoning here is they need to do one or the other. Right now I can maintain the skill ticking on 12 group members yet it is 1/5 the hps as resolving vigor. Personally I think group tools should be moved more class skilline based or else we run into the situations where everyone tends to run the same spam so everyone you fight feels cookie cutter. This can also help push more specialized roles instead of having super homogenized groups at all levels.
    7. Aimed single targets performance wise are astronomically more efficient than figuring out who out of a 40 man breach fight gets heals. Its just taking whoever your currently aimed at which the game already checks. VS an aoe is pulling and comparing XXX number of players HP stats.......... I think I talked on this more but like we could have an aimed and smartheal morph, just make the aimed more heal for more or cost less by 10% 20% 30% IDK? Honestly I thought this is how subclassing was going to work where you could piece together a skill using template mechanics and variables affecting the tooltip.
    I only use insightful
This discussion has been closed.