biminirwb17_ESO wrote: »Yawn, I see your alliance buddies were calling out for a second breach at Fare, so you run around upstairs getting very little ap from players who have already died recently. While AD try to also defend the outer walls.
Then try to take flags, but your setup wont let you stay still or you die so you run upstairs again,
EP zone chat says that you are losing the north.
Bit embarrassing really.
biminirwb17_ESO wrote: »Yawn, I see your alliance buddies were calling out for a second breach at Fare, so you run around upstairs getting very little ap from players who have already died recently. While AD try to also defend the outer walls.
Then try to take flags, but your setup wont let you stay still or you die so you run upstairs again,
EP zone chat says that you are losing the north.
Bit embarrassing really.
biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
One trick ponies mostly. Me and my friends have setups just for them now, so when we are in group, we hit them with 10 or more proxy dets, negates, timestops, walls of elements, etc, and they crumble pretty quick. Alone i still try to do that, works about 50 percent of the time. Sure it takes skill and timing, but one you know their tricks, its real easy to deal with.
biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
One trick ponies mostly. Me and my friends have setups just for them now, so when we are in group, we hit them with 10 or more proxy dets, negates, timestops, walls of elements, etc, and they crumble pretty quick. Alone i still try to do that, works about 50 percent of the time. Sure it takes skill and timing, but one you know their tricks, its real easy to deal with.
Only your 10 players without your faction zerg in the mix? Very impressive.
Oh wait..
biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
One trick ponies mostly. Me and my friends have setups just for them now, so when we are in group, we hit them with 10 or more proxy dets, negates, timestops, walls of elements, etc, and they crumble pretty quick. Alone i still try to do that, works about 50 percent of the time. Sure it takes skill and timing, but one you know their tricks, its real easy to deal with.
Only your 10 players without your faction zerg in the mix? Very impressive.
Oh wait..
Pressing 2 buttons for 3 hours, very impressive. xD PS, ball groups are zergs too, acting like mowing down small groups with a slightly larger group isnt zerging is hilarious.
biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
Always amaze to me to see people judging others playstyles but most of the time haven't experienced it themselves. In other words, I would be happy to have you teach us how to run a group of 12 players fighting on their own and having enough damage to kill people while being able to stand still under a siege shower and heavy pressure to flip flags.
The thing is, I know sometimes guilds manage to make it work and flag the keep on their own from the inside with a ram while dealing with that pressure and personally when it works out, that's one of the most satisfying thing to me.
ShadowProc wrote: »biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
Always amaze to me to see people judging others playstyles but most of the time haven't experienced it themselves. In other words, I would be happy to have you teach us how to run a group of 12 players fighting on their own and having enough damage to kill people while being able to stand still under a siege shower and heavy pressure to flip flags.
The thing is, I know sometimes guilds manage to make it work and flag the keep on their own from the inside with a ram while dealing with that pressure and personally when it works out, that's one of the most satisfying thing to me.
It always amazes me that some try to sell playing in a ball group farming pugs think it’s hard. Your not fooling anyone. If your in a group and 50 players are not the group of 16 has the advantage.
Everyone I know that plays small scale that played in large groups would never go back. It is WAY more challenging to fight solo or less than 4.
Most ball groups avoid other groups to farm ungrouped players because its way easier.
Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
Always amaze to me to see people judging others playstyles but most of the time haven't experienced it themselves. In other words, I would be happy to have you teach us how to run a group of 12 players fighting on their own and having enough damage to kill people while being able to stand still under a siege shower and heavy pressure to flip flags.
The thing is, I know sometimes guilds manage to make it work and flag the keep on their own from the inside with a ram while dealing with that pressure and personally when it works out, that's one of the most satisfying thing to me.
It always amazes me that some try to sell playing in a ball group farming pugs think it’s hard. Your not fooling anyone. If your in a group and 50 players are not the group of 16 has the advantage.
Everyone I know that plays small scale that played in large groups would never go back. It is WAY more challenging to fight solo or less than 4.
Most ball groups avoid other groups to farm ungrouped players because its way easier.
Why is fighting as 4 more challenging then say 6 or 8? The fights you take are completely different.
Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
Always amaze to me to see people judging others playstyles but most of the time haven't experienced it themselves. In other words, I would be happy to have you teach us how to run a group of 12 players fighting on their own and having enough damage to kill people while being able to stand still under a siege shower and heavy pressure to flip flags.
The thing is, I know sometimes guilds manage to make it work and flag the keep on their own from the inside with a ram while dealing with that pressure and personally when it works out, that's one of the most satisfying thing to me.
It always amazes me that some try to sell playing in a ball group farming pugs think it’s hard. Your not fooling anyone. If your in a group and 50 players are not the group of 16 has the advantage.
Everyone I know that plays small scale that played in large groups would never go back. It is WAY more challenging to fight solo or less than 4.
Most ball groups avoid other groups to farm ungrouped players because its way easier.
Why is fighting as 4 more challenging then say 6 or 8? The fights you take are completely different.
ShadowProc wrote: »Honest question. Can I take a player and bring him into a ball group and make him effective first day in a specialized role? Now can I take that same player and make him an effective soloer in one day?
ShadowProc wrote: »Honest question. Can I take a player and bring him into a ball group and make him effective first day in a specialized role? Now can I take that same player and make him an effective soloer in one day?
Honest answer: neither. If a player wants to be highly competitive both play styles are challenging and take much more than one day to learn, and even experienced players who can be considered 'effective' will continue to encounter new situations and go on learning (fortunately!)
ShadowProc wrote: »ShadowProc wrote: »Honest question. Can I take a player and bring him into a ball group and make him effective first day in a specialized role? Now can I take that same player and make him an effective soloer in one day?
Honest answer: neither. If a player wants to be highly competitive both play styles are challenging and take much more than one day to learn, and even experienced players who can be considered 'effective' will continue to encounter new situations and go on learning (fortunately!)
That is so not true. Give someone the build and tell them which 2 or 3 buttons and stay on crown. Easy support member. And yes I played high end g v g
ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »biminirwb17_ESO wrote: »The problem with many "Ball Groups" is their definition of a challenging fight, they can't siege a defended keep because their structure gets broken, this leads to either taking an undefended keep or running in after another group or faction has breached the keep.
Once in a keep they have to keep moving to keep their structure so flipping flags at a defended keep is difficult, in tri keeps with an upper level once forced upstairs they are usually wiped eventually.
I am not doubting the skills involved in Balling, just the logic. They are predictable and in my opinion a bit sad.
Always amaze to me to see people judging others playstyles but most of the time haven't experienced it themselves. In other words, I would be happy to have you teach us how to run a group of 12 players fighting on their own and having enough damage to kill people while being able to stand still under a siege shower and heavy pressure to flip flags.
The thing is, I know sometimes guilds manage to make it work and flag the keep on their own from the inside with a ram while dealing with that pressure and personally when it works out, that's one of the most satisfying thing to me.
It always amazes me that some try to sell playing in a ball group farming pugs think it’s hard. Your not fooling anyone. If your in a group and 50 players are not the group of 16 has the advantage.
Everyone I know that plays small scale that played in large groups would never go back. It is WAY more challenging to fight solo or less than 4.
Most ball groups avoid other groups to farm ungrouped players because its way easier.
Why is fighting as 4 more challenging then say 6 or 8? The fights you take are completely different.
Honest question. Can I take a player and bring him into a ball group and make him effective first day in a specialized role? Now can I take that same player and make him an effective soloer in one day?
ShadowProc wrote: »ShadowProc wrote: »Honest question. Can I take a player and bring him into a ball group and make him effective first day in a specialized role? Now can I take that same player and make him an effective soloer in one day?
Honest answer: neither. If a player wants to be highly competitive both play styles are challenging and take much more than one day to learn, and even experienced players who can be considered 'effective' will continue to encounter new situations and go on learning (fortunately!)
That is so not true. Give someone the build and tell them which 2 or 3 buttons and stay on crown. Easy support member. And yes I played high end g v g