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What makes ballgroups more powerful (and is detrimental to pvp balance): sticky hots or shields?

gariondavey
gariondavey
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I've heard from ballgroup players in discord what the answer is, but curious if the forums will come to the correct answer.
PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden

What makes ballgroups more powerful (and is detrimental to pvp balance): sticky hots or shields? 33 votes

Sticky hots
21%
JohnRingoOutLaw_NynxCerboltWikter_BravoreazeaYudoPlusscher 7 votes
Damage shields
78%
gameswithaspoonJames-Waynerlindsey912nub18_ESOLord_HevKartalinTonturriwilsonwjesseKickimanjaroTeeba_SheiMilitan1404Nord_RaseriATCWarhawkYandereGirlfriendimPDAIshtarknowsEmeratismonkiieaetherix8gariondaveyCameraBeardThePirate 26 votes
  • Major_Mangle
    Major_Mangle
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    Wish it was that simple.....
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • gariondavey
    gariondavey
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    Damage shields
    Not saying it isn't that simple, but zos says that limiting hots to 1 per named spell is too time consuming a fix, and the debate over the number of sticky hots + the amount of reduction to apply is going nowhere.

    Ballgroups power levels after arcanist + subclassing were added to the game went up immensely, and a massive portion of that is damage shielding.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Kickimanjaro
    Kickimanjaro
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    Damage shields
    The reason groups appear unkillable is shields. I want more ways to remove shields from opponents or more ways to inflict healing absorption.

    I don't have a single heal on my bar but maintain 50% uptime on Gibbering Shelter, here's a 4-hour example from Grey Host NA this past Saturday. I specifically ran this as a test to see if I'd get dispelled while obviously running GIbber for the whole day. I wasn't dispelled once and people kept hitting my shield (letting me *** my shield out to the 11 nearest allies, ayy lmao).
    pbih30cyxqyw.png

    And this is a build that is almost generally considered *** by anyone I show it to; it's just an example of what we can currently build towards in the current meta. I think Gibber is fun, so I build around it, and I'm glad my group lets me bring it occasionally even if this isn't optimal, but I acknowledge that the current meta allowing us to layer shields with decent strength and reapplication intervals makes us effectively unkillable unless our movement can be hindered in siege or another group surprises us with a well-timed combo.

    With all that said... Gibber can be countered, but in my tests this weekend no one even tried. There is something wrong with the balance right now, and I want it fixed; but I want it fixed considerately, not reflexively. The ongoing community involvement in this and the willingness by the devs to be more communicative makes me feel good that we're going to end up in a better place.
    Edited by Kickimanjaro on January 27, 2026 3:55PM
  • CameraBeardThePirate
    CameraBeardThePirate
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    Damage shields
    I don't have a log on hand atm, but even my non-ballgroup optimized shielder looks as ridiculous as Kikimanjaro's

    Over a couple hours in a 4 to 8 man group, my shielder that's made for Battlegrounds can easily put in 30M - 60M shielding in Cyrodiil.

    In a single 8v8 Battlegrounds match with some back and forth, the build can put out as high as 15M shielding - and that's actual damage absorbed, not just overshielding. Shields are ridiculous, full stop.
    Edited by CameraBeardThePirate on January 27, 2026 3:59PM
  • gariondavey
    gariondavey
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    Damage shields
    I've played bgs and small scale with camera's shielder many times and I can confirm it is indeed absolutely busted
    Edited by gariondavey on January 27, 2026 4:25PM
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Kickimanjaro
    Kickimanjaro
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    Damage shields
    What if the Spellshredder set instead granted full bypass of shields at the cost of becoming immune to shields yourself (similar to how certain mythics or skills prevent you from being healed by others)? Do you think this might be an effective way to add counterplay against shields?
  • Tonturri
    Tonturri
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    Damage shields
    What if the Spellshredder set instead granted full bypass of shields at the cost of becoming immune to shields yourself (similar to how certain mythics or skills prevent you from being healed by others)? Do you think this might be an effective way to add counterplay against shields?

    ZOS has a bad habit of adding counterplay through sets. It can work sometimes, but imo it should strictly be limited to soft counters, never hard counters, even if it comes with a drawback.
  • YandereGirlfriend
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    Damage shields
    The reason groups appear unkillable is shields. I want more ways to remove shields from opponents or more ways to inflict healing absorption.

    I don't have a single heal on my bar but maintain 50% uptime on Gibbering Shelter, here's a 4-hour example from Grey Host NA this past Saturday. I specifically ran this as a test to see if I'd get dispelled while obviously running GIbber for the whole day. I wasn't dispelled once and people kept hitting my shield (letting me *** my shield out to the 11 nearest allies, ayy lmao).
    pbih30cyxqyw.png

    And this is a build that is almost generally considered *** by anyone I show it to; it's just an example of what we can currently build towards in the current meta. I think Gibber is fun, so I build around it, and I'm glad my group lets me bring it occasionally even if this isn't optimal, but I acknowledge that the current meta allowing us to layer shields with decent strength and reapplication intervals makes us effectively unkillable unless our movement can be hindered in siege or another group surprises us with a well-timed combo.

    With all that said... Gibber can be countered, but in my tests this weekend no one even tried. There is something wrong with the balance right now, and I want it fixed; but I want it fixed considerately, not reflexively. The ongoing community involvement in this and the willingness by the devs to be more communicative makes me feel good that we're going to end up in a better place.

    I'm glad that you add that nobody really tried to counter you, as that is important context for all this discourse.

    Like, the goal in reigning-in some of these overpowered features is categorically NOT to make Cyrodiil safe for "Johnny Snipe Spammer" who is bad at the game and who makes easy fodder for organized players by mindlessly chasing them around corners with a bad 20k HP "Alcast PvP Build" and such. Those types of players should always get farmed until they get better and smarter. That is simply the nature of PvP. The goal is to reward excellence rather than to encourage or reward mediocrity.

    So with that in mind, we should be thinking of ways to reward smart pugs, small groups, and bombers for making good plays and to enable them to make more of them. Not to reward mindless zerging by low-tier players who cannot be bothered to learn the game beyond "follow the herd and spam ranged skill on target".

    Gibbering, for what it's worth, puts out big log numbers but is fairly bad by itself at actually countering burst due to its middling shield size per player and its long refresh interval (4 seconds is a literal eternity when you're facing a coordinated bomb). I know that I am not particularly keen to see ultimates getting nerfed before the most egregious source of power-creep, the Health-scaling Scribing shields, are addressed.

    The Scribing shields should be nuked from orbit.
  • decairn
    decairn
    Damage shields
    Building into shields - 2 scribed shields can get you 20k shields that can be recast in next 2 cooldowns. Think of the 20k as near instant refillable HP. You extend effective HP by 20k, take the hits, people stay out of execute range, they take less damage overall, AND buy time for other heals to come in. It's a durability multiplier on top of stackable HoTs; meanwhile on the damage side the offense just blew their wad on the first hit and couldn't get through shields, and take longer to recover / get ready again for a burst window.
  • YandereGirlfriend
    YandereGirlfriend
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    Damage shields
    decairn wrote: »
    Building into shields - 2 scribed shields can get you 20k shields that can be recast in next 2 cooldowns. Think of the 20k as near instant refillable HP. You extend effective HP by 20k, take the hits, people stay out of execute range, they take less damage overall, AND buy time for other heals to come in. It's a durability multiplier on top of stackable HoTs; meanwhile on the damage side the offense just blew their wad on the first hit and couldn't get through shields, and take longer to recover / get ready again for a burst window.

    Yes, this.

    And that is the reason why the Scribing shields have to be nerfed into Oblivion.

    Regular spammable shields have no business whatsoever being that strong.
  • Yudo
    Yudo
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    Sticky hots
    Remember shields will always be on top of logs and do not accurately represent usefulness.
    Shields always steal HPS from heal sources and have a much higher conversation rate to HPS, unlike heals which bleed in overheals instead. Top logs in shields does not mean effective healing.

    The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.

    I am not dismissing shields. But context is still important.
    https://www.youtube.com/watch?v=9qoJM9G7G2o

    Best way would be to analyse logs for offensive calls and defensive calls and see how those went.
    Edited by Yudo on January 27, 2026 8:58PM
  • ArctosCethlenn
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    Yudo wrote: »
    The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.
    Shields don't provide crit mitigation.

    The main benefit of shielding is an anti-burst tool since it takes significantly more damage to cut through 40k health and 20-30k shielding at once than just 40k health. Helps to keep people from dropping to execute range and just generally gives more time to react to incoming damage. Also slightly improves uptimes on stuff like SPC and ozezan which proc from overhealing.
  • Yudo
    Yudo
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    Sticky hots
    Yudo wrote: »
    The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.
    Shields don't provide crit mitigation.

    The main benefit of shielding is an anti-burst tool since it takes significantly more damage to cut through 40k health and 20-30k shielding at once than just 40k health. Helps to keep people from dropping to execute range and just generally gives more time to react to incoming damage. Also slightly improves uptimes on stuff like SPC and ozezan which proc from overhealing.

    We don't need to go deep on what HOTs and Shields are used for really, we just need to know which one is considered more powerful. Consider this: a ball relying only on shields with one hot ticking, and a ball relying only on HOTs with one shield ticking, just to answer this question. I know which one will be OP and which one is wasting APM.

    HOTs is a click and forget with longer duration that is always effective when healing is needed.
    Shields cannot reach the same tooltip for the same APM ever. They overlap and have like a 6s duration.
    Some of you talk about 20K shields, but you must have forgotten battle spirit.
    I get it, shields are still strong, there is a reason why you don't even have to try when they cast barrier.
    This is why this question should not be either or.

    By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.

    Balls were balling just fine with HoT stacking before scribing, and now they have even more tools.
    I just believe the more accurate answer to OP question is HOTs.
    Edited by Yudo on January 27, 2026 9:44PM
  • ArctosCethlenn
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    Yudo wrote: »
    By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.
    no. wrong.
    tdocus9zo0rb.png
  • Emeratis
    Emeratis
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    Damage shields
    Yudo wrote: »
    By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.

    Update 20 changed this behavior:
    Updated the behavior of all damage shields.

    You can now deal a Critical Strike against an enemy with a damage shield.

    As for the main topic of the thread, I'm mostly lurking but I will say that part of why I stopped pvping much if at all in this game is that the attempts to stop ball group healing problems led to making it extremely difficult for healers who played a more solo/zerg surf/go where they please kinda playstyle to do that anymore while failing to eliminate the problem of organized group and ball groups. Because of that, it's also contributed to organized groups adapt while random pugs in pvp get less healing than they had prior, widening the gap between play. It's not the only reason, but it was a big one since I find support roles in pvp more fun and enjoyable than damage most of the time and proposed solutions have made it more unfun and unrewarding over time. Shields aren't the only problem but it is a larger portion of the problem than healing, but the main thing is, as I mentioned, organized groups will adapt to changes and shift strategy and approach while the average player might not even fully realize all the changes or what they mean for them, their allies, or the competitive landscape as a whole.

  • YandereGirlfriend
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    Damage shields
    Yudo wrote: »
    Yudo wrote: »
    The reason ball groups can stand still and take no damage if they wanted to imo is as simple as everyone maintaining their vigor and that is it. One shielder is actually great, because they can act as the only one absorbing, and provides crit mitigation. But shields by design are diminishing while hots are not in their current state.
    Shields don't provide crit mitigation.

    The main benefit of shielding is an anti-burst tool since it takes significantly more damage to cut through 40k health and 20-30k shielding at once than just 40k health. Helps to keep people from dropping to execute range and just generally gives more time to react to incoming damage. Also slightly improves uptimes on stuff like SPC and ozezan which proc from overhealing.

    We don't need to go deep on what HOTs and Shields are used for really, we just need to know which one is considered more powerful. Consider this: a ball relying only on shields with one hot ticking, and a ball relying only on HOTs with one shield ticking, just to answer this question. I know which one will be OP and which one is wasting APM.

    HOTs is a click and forget with longer duration that is always effective when healing is needed.
    Shields cannot reach the same tooltip for the same APM ever. They overlap and have like a 6s duration.
    Some of you talk about 20K shields, but you must have forgotten battle spirit.
    I get it, shields are still strong, there is a reason why you don't even have to try when they cast barrier.
    This is why this question should not be either or.

    By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.

    Balls were balling just fine with HoT stacking before scribing, and now they have even more tools.
    I just believe the more accurate answer to OP question is HOTs.

    I would agree that the log performance of HOTs vs. shields is fungible (as most damage absorbed is chip damage that otherwise would be replenished via HOTs) to a great degree. But the point made about shields providing insulation to incoming burst damage is the more important observation.

    For example, you can completely counter stacked HOTs if you global (which is to say, kill someone in <1 GCD) a target. Vigor and Radiating tick every 2 seconds and ideally a target is dead before those stacked HOTs ever get the chance to tick on them.

    A bomber can global a group, a group can global a targeted player in a GvG, a small-scaler can global another small-scaler, etc.. That is fundamentally high-level skill expression because it takes tight coordination as well as an effective damage and CC combo to pull it off. It is the true, albeit difficult to achieve, counter to the stacked HOTs mechanic.

    However, with shields providing such a crazy degree of anti-burst insulation... that mission becomes almost impossible barring catastrophic error on the part of your target. Even ballgroups in GvGs have huge difficulty penetrating the full nested shield stack of their targets plus the actual Health bar. And if that is a challenge for a ballgroup then it is almost impossible for anyone else.
    Edited by YandereGirlfriend on January 28, 2026 12:58AM
  • xylena
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    Pre-Arcanist ball groups could already heal enough to be "unkillable" against 60+ randoms, then Arcanist and Scribing pushed the ceiling even higher with the mass shield stacking. Nerfing only one of these would not accomplish your goal.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Kickimanjaro
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    Damage shields
    I largely agree with the previous arguments about how powerful scribing shields are specifically.

    How impactful do yall think it would be to reduce the range of these from 8m to 6m (or even shorter)?

    Context: I think 6m used to be the range for Magma Shell (U49 increases this to 28m, lol, barrier remains 12m). I had previously experimented with replacing one of our Barriers with a Magma Shell but found that the 6m range was too much of a burden to justify condensing our group to cast and reverted to Barrier. I believe this places the scribing shields as the ones with the shortest range in U49, but perhaps that's not short enough. This is, of course, not a great comparison because one is an ult that costs around 200 and the others are spammables costing regular resources... but it was the range that stood out to me as something not talked about a lot in this space.
    Edited by Kickimanjaro on January 27, 2026 11:07PM
  • The_Meathead
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    Some of you will have to forgive me, but I have a really hard time trusting everyone's input on the subject.

    With rare exception (and I've actively praised and/or defended these exceptional posters in other threads), Ballgroupers tend to be notoriously self-interested and do a pretty stellar job of obfuscating and steering conversations on these Forums about what might be detrimental to their ever-growing level of power in Cyrodiil.

    No great shame, it's natural to be biased in our evaluations and cherry-pick to support what helps our own interests, but I'm dubious considering how unified the BGers are on the subject. It's smelling a little like Azureblight.
  • Yudo
    Yudo
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    Sticky hots
    Yudo wrote: »
    By mitigation I meant shields cannot take crit damage, so in a sense keeping a layer on you is a form of mitigation.
    no. wrong.
    tdocus9zo0rb.png

    Thanks kind of important info, cant believe I missed this.
    However, with shields providing such a crazy degree of anti-burst insulation... that mission becomes almost impossible barring catastrophic error on the part of your target. Even ballgroups in GvGs have huge difficulty penetrating the full nested shield stack of their targets plus the actual Health bar. And if that is a challenge for a ballgroup then it is almost impossible for anyone else.

    I understand this. I was more thinking in lines of zos finally agreeing to remove cross healing or shielding, but we are only allowed to pick one. Are we really going to pick shields?

    Removing cross shielding does nothing to the existing ball setup. Everything will continue to run as it is. The only thing that can hurt them is if you remove barrier from the game. I do understand they are will be easier to kill without the cross shielding they have access to now.

    But removing cross healing immediately forces new setups, the existing balls cannot exist as they are, and power would have to shift.
  • YandereGirlfriend
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    Damage shields
    I largely agree with the previous arguments about how powerful scribing shields are specifically.

    How impactful do yall think it would be to reduce the range of these from 8m to 6m (or even shorter)?

    Context: I think 6m used to be the range for Magma Shell (U49 increases this to 28m, lol, barrier remains 12m). I had previously experimented with replacing one of our Barriers with a Magma Shell but found that the 6m range was too much of a burden to justify condensing our group to cast and reverted to Barrier. I believe this places the scribing shields as the ones with the shortest range in U49, but perhaps that's not short enough. This is, of course, not a great comparison because one is an ult that costs around 200 and the others are spammables costing regular resources... but it was the range that stood out to me as something not talked about a lot in this space.

    I honestly don't think that any ability has any business being 6 meters any more now that "melee" has been extended to 7 meters. Those tiny abilities, and there are still a few out there, are just anti-player and are seldom used, awaiting redesigns.

    I would rather just dumpster the scaling of Warding Burst and Warding Contingency by making them scale with Max Mag (and probably nerfing their coefficient).
    Some of you will have to forgive me, but I have a really hard time trusting everyone's input on the subject.

    With rare exception (and I've actively praised and/or defended these exceptional posters in other threads), Ballgroupers tend to be notoriously self-interested and do a pretty stellar job of obfuscating and steering conversations on these Forums about what might be detrimental to their ever-growing level of power in Cyrodiil.

    No great shame, it's natural to be biased in our evaluations and cherry-pick to support what helps our own interests, but I'm dubious considering how unified the BGers are on the subject. It's smelling a little like Azureblight.

    This is definitely a "por que no los dos?" situation. Nerf HOTs and shields.

    However, I hate Azureblight and am happy to take a moment to dance on its grave. It was easily of the most mindless/skill-less sets ever introduced to the game, right up there in the pantheon with old Sload's Semblance, full of game-breaking bugs (such as completely ignoring Evasion and all forms of AOE mitigation despite being an obviously AOE ability), and that encouraged degenerate "spray and pray" gameplay via spamming server-melting sticky DOTs on anything that moved.

    It was arguably even more stupid in PvE but the monsters there cannot effectively advocate for themselves on the forums.

    It is a blessing that the set was finally balanced.
  • The_Meathead
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    This is definitely a "por que no los dos?" situation. Nerf HOTs and shields.

    Abso-frigging-lutely.

  • The_Meathead
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    However, I hate Azureblight and am happy to take a moment to dance on its grave. It was easily of the most mindless/skill-less sets ever introduced to the game, right up there in the pantheon with old Sload's Semblance, full of game-breaking bugs (such as completely ignoring Evasion and all forms of AOE mitigation despite being an obviously AOE ability), and that encouraged degenerate "spray and pray" gameplay via spamming server-melting sticky DOTs on anything that moved.

    It was arguably even more stupid in PvE but the monsters there cannot effectively advocate for themselves on the forums.

    It is a blessing that the set was finally balanced.

    As to this part, I don't really even disagree - I didn't love the set but can admit I enjoyed that it gave a very hard counter to Ballgroups because so little else does. Petty maybe, but I'm human, and it was great to see BGs rendered mortal for a while after how much they diminish/harm the larger game imo (not blaming BGers, but I do blame ZOS for letting things get to this point.)

    What actually bothered me with the Azuerblight nerf was how disingenuous the reasoning was some very known Ballgroup players gave in pushing for the nerf ("Won't you think of the soloers and small groups?!"), and how quickly it happened when we have had countless other Sets and Abilities over the years go untouched for months or even years when outcries have been universal.

    It put a sour taste in my mouth about how some of your contemporaries advocate for their interests and it's why I'm dubious now to listen to the same, but I said somewhere else and I'll say again that I've respected your objectivity and separation from pure self-advocacy on these topics and read your posts with interest when I see em.

  • CameraBeardThePirate
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    Damage shields
    The Scribing shields should be nuked from orbit.

    This.

    Health should not scale any heal or shield that can affect a target other than the caster. Health scaling defensive tools should only work on the caster, as they are made for tanks.

    When you allow Health scaling abilities to affect others, you're left with a build like the Clown Form shielder: a 20s window of time where someone with 150k effective Health is spamming 20k effective Health on their entire group every second, stacking up to 40k shields in just 2 globals on everyone. Oh and the best part? That build doesn't even use Barrier.

    A truly all out shield stacking group could theoretically output up to 90k shielding on everyone, with high uptime.

    It's ludicrous.
    Edited by CameraBeardThePirate on January 28, 2026 3:50AM
  • decairn
    decairn
    Damage shields
    Yudo wrote: »
    Some of you talk about 20K shields, but you must have forgotten battle spirit.

    In Cyrodiil I can routinely hit 12k Warding Contingency and 10k Warding Burst, 85k Gibbering Shelter which allows (2x) 15k ally shields. This is with battle spirit. Just build into health, it scales very high.

    Ballgroups were already tough to kill per-scribing, and pre-inclusion of shields to Major Vitality buf. All you often need is one kill on a ball group to break their flow, with shields its just that much tougher to get one to topple.

    Edited by decairn on January 28, 2026 3:58AM
  • robpr
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    Hots before Scribing, nowadays its both.
  • Yudo
    Yudo
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    Sticky hots

    decairn wrote: »
    Yudo wrote: »
    Some of you talk about 20K shields, but you must have forgotten battle spirit.

    In Cyrodiil I can routinely hit 12k Warding Contingency and 10k Warding Burst, 85k Gibbering Shelter which allows (2x) 15k ally shields. This is with battle spirit. Just build into health, it scales very high.

    Ballgroups were already tough to kill per-scribing, and pre-inclusion of shields to Major Vitality buf. All you often need is one kill on a ball group to break their flow, with shields its just that much tougher to get one to topple.

    Yes I see where you are coming from now. At this point they have to really look at all aspects.
    Everyone is already building tank at 40khp+, to allow shields to scale that much, and then even if you burst through, the HOTs heals them to full within 1-2s gcd. All that at optimal resistance with no real draw back on power.
  • MincMincMinc
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    Damage shields
    The thing is that shields and hots achieve a different kind of tankiness.

    Shields are a capacity build tool much like max health. For any given DPS this tells you how long you can survive. If a given meta has players outputting 10kdps, having 30khp means you will survive 10s. Shielding with 30k buys you another 3s. This deficit type tankiness is for running in and running out of situations which is why it always worked with sorcerer's dive in dive out kit. Most ballgroups now are fully immune with near max movement speed running in and out.

    Hots are a constantly sustained form of tankiness which you would use if you were planning on staying in the damage and soaking in it. Which just helps extend your above maxhp shields incase anything gets through.

    The shields, immunity, and movement speed are certainly a major issue that makes it practically on the ballgroup player to mess up and get caught out. Much like how shieldsorcs always had the capacity to live through anything so long as they got out with streak to recover again.

    There just isn't really a good way other than preventing stacking of over time effects to softcap groups from stacking the same BIS hot over and over. This is too hard for zos to implement unless they split pve and pvp skill code and double all their future balancing work. Most of all the other proposed blanket ideas would end up affecting solo and smallman vs targeting the actual issue which is stacking group play. The only notable blanket idea was have battlespirit cut healing and shielding based on group size....but again this is kinda too broad and doesnt target a specific issue.

    A better start for shields would probably be looking at what they scale off of, perhaps we shouldnt have so many shields that scale with max health. Having a tanky stat make you double tanky has never been a good plan, especially HP which is so readily available in the current stat system. The only good plan to allow things like tanks to have health scaling shields is to make it scale based on %missing hp so it must be used tactically instead of spammed.
    Edited by MincMincMinc on January 28, 2026 4:02PM
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Kartalin
    Kartalin
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    Damage shields
    Ballgroups have always spammed hots, even going back to the days of up to four healing springs being able to stack at once and just recasting that ability repeatedly around buff/debuff maintenance. Things were a little more in balance at the time. But in the past four years (give or take) two things in particular have allowed the gap between ball groups and others to widen:

    1) the ability to stack opponents with pull abilities/skills
    2) damage shields

    In particular damage shields that scale with health. We take a situation where players are incentivized to stack more health, and then provide them with the ability to cast even stronger shields as a result of this has just made things silly. Primarily this is the scribing shield from ulfsild's contingency, which means you can simultaneously launch that shield with another shield, and gibbering shelter.

    Groups have always run barrier and bone shields, and these were helpful but not make or break. I remember when I ran with @YandereGirlfriend 's group and we had a six barrier rotation among the heal and support builds. But it wasn't over the top silly like it is now, thanks to the introduction of the arcanist and scribing.
  • Jman100582
    Jman100582
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    Ballgroups will always be a problem, so long as group buffs are able to go to 12 people in a pvp setting. You wanna limit ballgroups? Besides limiting hots and shields, you have to limit group sets. Every (good) comp group runs the following core sets: olo, rally, pa. These core weapon damage sets let a group reach 7k spell damage easily with the proper buffs rolling. This also enables alkosh, which gives them lots of pen. Defensive sets, a good comp group fits in gossamer, meritorious, ozezan. These sets (besides rally cry) don’t get weaker or are limited to the amount of targets the effect. In a 12 man group you can fit every single effective group play set in the game, because these sets aren’t limited to who they can affect. Limiting some of these sets to only effect 4 people would drastically reduce the effectiveness of ball groups. Making trial sets only able to work while unaffected by battle spirit or making sets like alkosh or crimson oath only effect monsters would reduce ball group damage by a lot. A strong 6 man comp with competent players can fight a servers worth of uncoordinated players and still win, let alone a 12 man with double the sets
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