

This is the official feedback thread for the Battle Spirit adjustments. Specific feedback that the team is looking for includes the following:
- Do you like the Battle Spirit adjustments?
- If yes, please let us know why?
- If no, please let us know why?
- What other adjustments would you like the combat team to consider when looking at Battle Spirit?
- Any other general feedback?
I think it's a bad decision to only tweak the shield stack mechanic for large groups, leaving it as is for smaller ones. They could play as two groups of 6 and create the same mess. Also, small groups are just as annoying. We fought one recently. It was just 4 DKs. They were standing by the teleporter in the keep and killing the same guys over and over after they respawned. This broken mechanic leads to grifting no matter who uses it.
And in general, I don't see why the stack of sticky HoTs and the stack of shields should exist at all. They're fine (but limited) for competitive modes like Group Battlegrounds where you can gain a tactical advantage by using them. But in an open world like Cyrodiil, they're just game-breaking - they take the comped groups that use them to a whole new level, and they are playing some other game. It ruins the experience for other players. I hope you make it work and make PvP fun again.
My concern is that this will also punish non-comped groups for filling up to 12.
Any solution based on group size is going to be more of a punishment for pugs and guilds that don't run comped groups. This is going to be a much bigger issue for a group already struggling for healing when trying to fight comped balls and bomber/ganker stacks.
@React Makes an excellent point that HP stacking is part of the big problem with shields. That's something that should be looked at.
But the real issue is the interactions of multiple, carefully-constructed shielders and healers grouped together. Reducing based on group size is one thing, but a group of 12 random players is not the same as a comped group of 12. Non-comped groups are already struggling against the ball groups. Please don't make it harder for those groups in your attempt to deal with the shield issues.
master_vanargand wrote: »Couldn't the damage shield scaling issue simply be addressed by splitting a 12-player group into three smaller teams and coordinating via Discord or similar platforms?
That way, "ball groups" could still maintain massive shields.
It would significantly nerf PUGs (pick-up groups) while potentially making ball groups even stronger.
Does this even make sense?
Instead of scaling, wouldn't it be better to just set a flat cap—say, at 60%?
Personally, I think there should be a 30% cap for both groups and solo players.
TheAwesomeChimpanzee wrote: »master_vanargand wrote: »Couldn't the damage shield scaling issue simply be addressed by splitting a 12-player group into three smaller teams and coordinating via Discord or similar platforms?
That way, "ball groups" could still maintain massive shields.
It would significantly nerf PUGs (pick-up groups) while potentially making ball groups even stronger.
Does this even make sense?
Instead of scaling, wouldn't it be better to just set a flat cap—say, at 60%?
Personally, I think there should be a 30% cap for both groups and solo players.
No, and I think suggestions like this show a misunderstanding of how a properly built ball group actually functions. You cannot just divide a 12-man into three groups of four and expect it to retain the same effectiveness while taking advantage of larger shields.
A 12-man split into two groups of six is at least plausible, but anything smaller than that is almost certainly a net loss because of how many sets, buffs, heals, and group-limited skills stop reaching the entire composition. Splitting into three groups would make the overall 12-man significantly weaker regardless of the extra shield size they gain.
Even splitting into two groups of six may already cost enough group-specific buffs and set coverage that it isn't necessarily worth doing under the current proposed scaling. Lowering the baseline cap to around 90–100% and then scaling downward from there would make that tradeoff much clearer and essentially remove the incentive for 12-man ball groups to split at all, rather than leaving it as a potentially viable workaround.