hollow_winds wrote: »Disagree.
Shield nerf is a long time coming and well overdue. Those that run 12 man groups and rely on shields will just have to adapt
LoganSpencer1 wrote: »hollow_winds wrote: »Disagree.
Shield nerf is a long time coming and well overdue. Those that run 12 man groups and rely on shields will just have to adapt
Yes a SHIELD NERF. Not group size nerf. You post the same thing on every thread and never have an actual argument other than "disagree" because you think everyone should just play solo like yourself.
Is this not the same exact topic as the thread you already made? https://forums.elderscrollsonline.com/en/discussion/698492/game-mechanic-nerfs-need-to-be-for-everyone-not-a-penalty-for-group-size-and-skill#latest
LoganSpencer1 wrote: »Is this not the same exact topic as the thread you already made? https://forums.elderscrollsonline.com/en/discussion/698492/game-mechanic-nerfs-need-to-be-for-everyone-not-a-penalty-for-group-size-and-skill#latest
And your point? Does this make you feel better about something? The same 4-5 people make group play complaint posts every single day, are you copy pasting the links to all of them as well?
Alchimiste1 wrote: »One of the best changes they have done.
Actually, it might not even be enough. We shall have to see
TheAwesomeChimpanzee wrote: »The reality is that the “treat every group size exactly the same” argument only really works in a genuinely competitive and balanced PvP game with skill-based matchmaking. ESO is none of those things, especially in 2026.
The average Cyrodiil player is a middle-aged adult logging in after work. They are not going to spend hours optimizing comps, support sets, ult rotations, movement and comms just to survive against a 12-man ball group. When highly optimized groups spend hours farming pugs, it is basically the MMO equivalent of smurfing.
And at this point, ESO PvP should be balanced around fun and keeping people playing. If casual players log in and find four ball groups farming third floors for hours, eventually they just stop logging in. Cyrodiil cannot afford that anymore. The casual pugs are the majority of the population; they are the ones actually filling the campaign and giving ball groups, small scalers and 1vXers something to fight in the first place.
You cannot afford to have the majority of Cyrodiil’s population quit because they are getting effectively smurfed on for hours every time they log in. Ball groups are not what keeps Cyrodiil populated. Small scalers and 1vXers are not what keeps it populated either. It is overwhelmingly the casual pug population that fills the campaign and creates the environment everyone else gets to play in.
There also need to be incentives to run smaller coordinated groups. A 12-man does not simply have more players; it gets disproportionately more value from support sets, healing coverage, buffs, ultimates and role specialization. A very strong 6- or 7-man can still be statistically overwhelmed by a mediocre 12-man simply because of that scaling.
That is why shield and healing downscaling makes sense. It does not make 12-mans weaker than smaller groups. They are still much stronger. It simply reins in the exponential gap and gives groups a reason to stop at 6, 7, 8 or 9 instead of the optimal answer always being “bring 12.”
Twelve players should be stronger than six. They just should not be exponentially stronger, especially at the expense of the casual population keeping Cyrodiil alive.
Izanagi.Xiiib16_ESO wrote: »This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).
@LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)
People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.
Things to change:
1. Set scaling in groups
2. HoT Stacking / Power of HoTs
3. AOE shields scaling on HP
4. The power of ulti gain in groups (sets and buffs available)
LoganSpencer1 wrote: »So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it
hollow_winds wrote: »LoganSpencer1 wrote: »So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it
Could you please link where anyone has ever said this? You sure do insult a lot of people on this forum just for not sharing your same view on something. I’ve even said in other threads that ballgroups should exist in the game so I’m not sure what you’re even trying to say here
LoganSpencer1 wrote: »hollow_winds wrote: »LoganSpencer1 wrote: »So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it
Could you please link where anyone has ever said this? You sure do insult a lot of people on this forum just for not sharing your same view on something. I’ve even said in other threads that ballgroups should exist in the game so I’m not sure what you’re even trying to say here
..chimpanzee literally just did, not 3 comments before yours
hollow_winds wrote: »LoganSpencer1 wrote: »hollow_winds wrote: »LoganSpencer1 wrote: »So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it
Could you please link where anyone has ever said this? You sure do insult a lot of people on this forum just for not sharing your same view on something. I’ve even said in other threads that ballgroups should exist in the game so I’m not sure what you’re even trying to say here
..chimpanzee literally just did, not 3 comments before yours
I read their entire comment and no where does it say what you’re implying. No where does it say “solos should kill a ballgroup”, no where does it say “good players bad”. It mentions balancing current day Cyro which with this nerf is what Zos is attempting to do. You’re a known ballgroup player so of course you won’t agree with it. I enjoyed using Azureblight to wipe ball groups and when Zos nerfed it I had to adapt. It’s part of the game 🤷🏼♂️
LoganSpencer1 wrote: »hollow_winds wrote: »LoganSpencer1 wrote: »hollow_winds wrote: »LoganSpencer1 wrote: »So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it
Could you please link where anyone has ever said this? You sure do insult a lot of people on this forum just for not sharing your same view on something. I’ve even said in other threads that ballgroups should exist in the game so I’m not sure what you’re even trying to say here
..chimpanzee literally just did, not 3 comments before yours
I read their entire comment and no where does it say what you’re implying. No where does it say “solos should kill a ballgroup”, no where does it say “good players bad”. It mentions balancing current day Cyro which with this nerf is what Zos is attempting to do. You’re a known ballgroup player so of course you won’t agree with it. I enjoyed using Azureblight to wipe ball groups and when Zos nerfed it I had to adapt. It’s part of the game 🤷🏼♂️
ok so you just have no idea whats going on, as if i didnt already know that
LoganSpencer1 wrote: »Izanagi.Xiiib16_ESO wrote: »This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).
@LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)
People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.
Things to change:
1. Set scaling in groups
2. HoT Stacking / Power of HoTs
3. AOE shields scaling on HP
4. The power of ulti gain in groups (sets and buffs available)
Thank you, but group scaling shouldnt be a thing period. If group scaling is going to be a thing, why is even playing in groups allowed? Just as a consolation? This is an MMO, not a 1 on 1 fighter game. Many people play explicitly FOR the group coordination and optimization. What is the point of attempting any of that if people want to say it shouldn't be allowed? Why should healers not be able to play the game... and uh heal people in their group?
Also people keep making discussions about shields scaling off hp; well what should they scale off of? Offensive stats? Then you just have 90% of cyrodiil being unkillable magsorcs who also 2 shot you. Which one do you want? The 50k hp tank who cant do anything but stand there, or the 10k spell damage sorc who also is spamming 40k hardened wards on itself?
I'm only seeing a lot of people basically just complain that people play in groups and that it shouldn't be allowed, which in this type of game is just such a nonsensical argument.
Izanagi.Xiiib16_ESO wrote: »This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).
@LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)
People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.
Things to change:
1. Set scaling in groups
2. HoT Stacking / Power of HoTs
3. AOE shields scaling on HP
4. The power of ulti gain in groups (sets and buffs available)
hollow_winds wrote: »LoganSpencer1 wrote: »hollow_winds wrote: »LoganSpencer1 wrote: »hollow_winds wrote: »LoganSpencer1 wrote: »So your guys' arguments are "players are bad, so good players existing as bad because the bad players will quit" and egotistcal solo players who think they should be able to kill 12 mans, got it
Could you please link where anyone has ever said this? You sure do insult a lot of people on this forum just for not sharing your same view on something. I’ve even said in other threads that ballgroups should exist in the game so I’m not sure what you’re even trying to say here
..chimpanzee literally just did, not 3 comments before yours
I read their entire comment and no where does it say what you’re implying. No where does it say “solos should kill a ballgroup”, no where does it say “good players bad”. It mentions balancing current day Cyro which with this nerf is what Zos is attempting to do. You’re a known ballgroup player so of course you won’t agree with it. I enjoyed using Azureblight to wipe ball groups and when Zos nerfed it I had to adapt. It’s part of the game 🤷🏼♂️
ok so you just have no idea whats going on, as if i didnt already know that
I guess not. Either way, I’m not going to argue with you. You have your stance and I have mine. I’m for this shield nerf and agree with Reacts point above as well. It’s long overdue and will be healthy for the game
Have a good night 🤙🏻
TheAwesomeChimpanzee wrote: »Izanagi.Xiiib16_ESO wrote: »This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).
@LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)
People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.
Things to change:
1. Set scaling in groups
2. HoT Stacking / Power of HoTs
3. AOE shields scaling on HP
4. The power of ulti gain in groups (sets and buffs available)
For the small-scale groups in the example you gave, you are barely affected by the current version of the shield nerfs in the first place. The meaningful penalties only start becoming significant as group size increases, so using casual small-scale groups as the main argument against group-based shield scaling is pretty misleading.
The proposed changes also aren’t suddenly going to make ball groups incapable of farming unoptimized pugs. You’ll still be stronger, you’ll still have the advantages of communication, composition, support sets, ult coordination, healing, movement, target selection, and everything else that comes with organized play. So if part of the appeal is inflating your ego by smurfing unoptimized pugs, don’t worry—you’ll still be able to do that. The difference is that the gap might finally become a little less absurd.Alchimiste1 wrote: »
hollow_winds wrote: »TheAwesomeChimpanzee wrote: »Izanagi.Xiiib16_ESO wrote: »This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).
@LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)
People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.
Things to change:
1. Set scaling in groups
2. HoT Stacking / Power of HoTs
3. AOE shields scaling on HP
4. The power of ulti gain in groups (sets and buffs available)
For the small-scale groups in the example you gave, you are barely affected by the current version of the shield nerfs in the first place. The meaningful penalties only start becoming significant as group size increases, so using casual small-scale groups as the main argument against group-based shield scaling is pretty misleading.
Agreed. Most PUGS aren’t running strict comped builds with a dedicated shielder in their group let alone all of them running their own shield. Some PUGS may be affected but not in the way ballgroups will be
TheAwesomeChimpanzee wrote: »LoganSpencer1 wrote: »Izanagi.Xiiib16_ESO wrote: »This change will ironically be awful for pug groups trying to combat the comp groups since it targets all shields not just the ones which are causing issues. (for example if you're just trying to chill and chat to friends in a group whilst smallscaling around the map, now your solo shields are nerfed for no reason).
@LoganSpencer1 is correct that this type of mechanic should not scale based on group size and it will be an overall loss for the game and cause yet more erosion of pug groups whilst 'balls' move onto the next broken thing without issue (or even just kick their worst 2 players and get stronger / run with 3 extra players and split the group into 2)
People are frustrated with the power of groups quite rightly but making the wrong change hurts the situation because we're looking at months and months of knock on issues which will basically never be fixed based on the current track record.
Things to change:
1. Set scaling in groups
2. HoT Stacking / Power of HoTs
3. AOE shields scaling on HP
4. The power of ulti gain in groups (sets and buffs available)
Thank you, but group scaling shouldnt be a thing period. If group scaling is going to be a thing, why is even playing in groups allowed? Just as a consolation? This is an MMO, not a 1 on 1 fighter game. Many people play explicitly FOR the group coordination and optimization. What is the point of attempting any of that if people want to say it shouldn't be allowed? Why should healers not be able to play the game... and uh heal people in their group?
Also people keep making discussions about shields scaling off hp; well what should they scale off of? Offensive stats? Then you just have 90% of cyrodiil being unkillable magsorcs who also 2 shot you. Which one do you want? The 50k hp tank who cant do anything but stand there, or the 10k spell damage sorc who also is spamming 40k hardened wards on itself?
I'm only seeing a lot of people basically just complain that people play in groups and that it shouldn't be allowed, which in this type of game is just such a nonsensical argument.
It’s not about group play “not being allowed.” You’re just wrong about what people are actually arguing for.
Yes, some people play Cyrodiil specifically for group coordination and optimization, but plenty of people don’t—in fact, most players aren’t running around in optimized 12-man groups. Cyrodiil has to be enjoyable for those players too.
The proposed changes also aren’t suddenly going to make ball groups incapable of farming unoptimized pugs. You’ll still be stronger, you’ll still have the advantages of communication, composition, support sets, ult coordination, healing, movement, target selection, and everything else that comes with organized play. So if part of the appeal is inflating your ego by smurfing unoptimized pugs, don’t worry—you’ll still be able to do that. The difference is that the gap might finally become a little less absurd.
And if your group is actually half decent, you should be completely fine. Judging by your negate thread, though, where you were complaining about counterplay while playing inside a 12-man ball group, I can understand why you feel so strongly about anything that reduces that advantage.
That’s the whole point: Cyrodiil has to be fun for everyone, not just you and not just highly optimized groups. Group coordination should give you an advantage. It just shouldn’t give you such an overwhelming, multiplicative advantage that the majority of the campaign population exists primarily as content for organized groups to farm.