Please forgive me for my question out of ignorance as I am a new player. I have seen another thread recently that complained about ball groups but a ball group was never defined.
What is a ball group? I would expect, and hope, it is more than a group that uses a building as a defense as I would expect an organized group of a decent size could handle that.
Granted, I have only run with a small group but they tended to communicate well. Heck, I remember coming off a high terrain only to die in the fall. I respawned immediately and noticed an enemy player waiting for me to come out of that ghostish looking phase. LOL. I guess he thought he would get an easy kill but the rest of my group had already turned around and killed him as I was materializing. Communication kills.
Inevitable Detonation used to be one effective way for pugs to beat groups. Still is. But with how you are consistently stuck in combat, you often cannot slot it to fight back. And it's not really so effective in fighting anything else so it's hard to find anyone with it slotted these days. But I do remember times when several in zone would call out for slotting it, several would, and suddenly the ball groups would be exploding. It was one way.
[...] since they have it on them and run right back to their friends to detonate. All in all it isn't that useful though, simply holding block pretty much negates it 100%, unless you are dumb enough to run into a group of players with it on you. I run with friends and its a given that you move away if its on you, wouldn't be surprised if the ball groups do the same, let someone drop back a tad while they block the det then join back up.
TheEndBringer wrote: »Most siege is useless at best because either you can't directly hit them or they simply shrug off the damage.
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
TheEndBringer wrote: »Most siege is useless at best because either you can't directly hit them or they simply shrug off the damage.
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
I like the idea of an additive damage siege. However, well used meatbags and frost lancers can break down a ball group fairly quickly.
Please forgive me for my question out of ignorance as I am a new player. I have seen another thread recently that complained about ball groups but a ball group was never defined.
What is a ball group? I would expect, and hope, it is more than a group that uses a building as a defense as I would expect an organized group of a decent size could handle that.
Granted, I have only run with a small group but they tended to communicate well. Heck, I remember coming off a high terrain only to die in the fall. I respawned immediately and noticed an enemy player waiting for me to come out of that ghostish looking phase. LOL. I guess he thought he would get an easy kill but the rest of my group had already turned around and killed him as I was materializing. Communication kills.
A ball group and an organized group are not the same thing. An organized group will uses classes, skills and gear to be the best they can. A ball group will stack a few select skills and gear to the point of being an exploit.
Inevitable Detonation used to be one effective way for pugs to beat groups. Still is. But with how you are consistently stuck in combat, you often cannot slot it to fight back. And it's not really so effective in fighting anything else so it's hard to find anyone with it slotted these days. But I do remember times when several in zone would call out for slotting it, several would, and suddenly the ball groups would be exploding. It was one way.
I will disagree, I get hit and see others hit with it constantly of late. I don't think half the players even know what it is though, since they have it on them and run right back to their friends to detonate. All in all it isn't that useful though, simply holding block pretty much negates it 100%, unless you are dumb enough to run into a group of players with it on you. I run with friends and its a given that you move away if its on you, wouldn't be surprised if the ball groups do the same, let someone drop back a tad while they block the det then join back up.
TheEndBringer wrote: »
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
TheEndBringer wrote: »I think ball groups might actually enjoy a better challenge
Quickly followed, if I recall, by the addition of destructible bridges and mile gates...Izanagi.Xiiib16_ESO wrote: »Resource towers used to be destructible, ironically they were made permanent structures because of 'lag' concerns from having too many destructible objects in Cyro.
TheEndBringer wrote: »TheEndBringer wrote: »Most siege is useless at best because either you can't directly hit them or they simply shrug off the damage.
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
I like the idea of an additive damage siege. However, well used meatbags and frost lancers can break down a ball group fairly quickly.
My experience is a group with two healers can completely ignore siege, unless they aren't that good. It doesn't take much to cleanse and heal through the damage. Also there's the whole hiding behind indestructible environments to add to the difficulties.
TheEndBringer wrote: »TheEndBringer wrote: »Most siege is useless at best because either you can't directly hit them or they simply shrug off the damage.
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
I like the idea of an additive damage siege. However, well used meatbags and frost lancers can break down a ball group fairly quickly.
My experience is a group with two healers can completely ignore siege, unless they aren't that good. It doesn't take much to cleanse and heal through the damage. Also there's the whole hiding behind indestructible environments to add to the difficulties.
That's not my experience, but thanks for sharing yours.
TheEndBringer wrote: »TheEndBringer wrote: »TheEndBringer wrote: »Most siege is useless at best because either you can't directly hit them or they simply shrug off the damage.
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
I like the idea of an additive damage siege. However, well used meatbags and frost lancers can break down a ball group fairly quickly.
My experience is a group with two healers can completely ignore siege, unless they aren't that good. It doesn't take much to cleanse and heal through the damage. Also there's the whole hiding behind indestructible environments to add to the difficulties.
That's not my experience, but thanks for sharing yours.
You're saying you don't see ball groups surviving siege and using nondestructable objects to negate damage? 🤔🤔🤔
Please forgive me for my question out of ignorance as I am a new player. I have seen another thread recently that complained about ball groups but a ball group was never defined.
What is a ball group? I would expect, and hope, it is more than a group that uses a building as a defense as I would expect an organized group of a decent size could handle that.
Granted, I have only run with a small group but they tended to communicate well. Heck, I remember coming off a high terrain only to die in the fall. I respawned immediately and noticed an enemy player waiting for me to come out of that ghostish looking phase. LOL. I guess he thought he would get an easy kill but the rest of my group had already turned around and killed him as I was materializing. Communication kills.
Soul_Demon wrote: »Please forgive me for my question out of ignorance as I am a new player. I have seen another thread recently that complained about ball groups but a ball group was never defined.
What is a ball group? I would expect, and hope, it is more than a group that uses a building as a defense as I would expect an organized group of a decent size could handle that.
Granted, I have only run with a small group but they tended to communicate well. Heck, I remember coming off a high terrain only to die in the fall. I respawned immediately and noticed an enemy player waiting for me to come out of that ghostish looking phase. LOL. I guess he thought he would get an easy kill but the rest of my group had already turned around and killed him as I was materializing. Communication kills.
I think a definition for most is ball groups tend to focus effort on play specifically designed to kill players where the group holds advantageous ground (choke points) or through excess in movement. If you want to break that into more easily stated goals they try to 'farm players' Organized groups on the other hand tend to focus on taking objectives on the map correlating to alliance score and faction advantage.
Both tend to run tightly packed to maximize the damage/healing/buffs/debuffs available to them and are highly organized in the nature of how they move......the biggest difference is in the choice they make in where to fight and how they either move or stay based on the previously mentioned goals each has. Of course some may use other criteria, but that has been my understanding of the differences for a very long time now. If you come across either groups you will notice they tend to select very different terrain to fight in as well due to the nature of the choices in play-styles the groups make.
TheEndBringer wrote: »TheEndBringer wrote: »TheEndBringer wrote: »Most siege is useless at best because either you can't directly hit them or they simply shrug off the damage.
We need a better counter. For example what if there was a new siege weapon that exploded on impact, dealing increased damage for each additional player hit?
I like the idea of an additive damage siege. However, well used meatbags and frost lancers can break down a ball group fairly quickly.
My experience is a group with two healers can completely ignore siege, unless they aren't that good. It doesn't take much to cleanse and heal through the damage. Also there's the whole hiding behind indestructible environments to add to the difficulties.
That's not my experience, but thanks for sharing yours.
You're saying you don't see ball groups surviving siege and using nondestructable objects to negate damage? 🤔🤔🤔
I'm saying I play against the best ball groups every day, and their biggest weakness is AOE siege. And if you think that's not the case, put a meatbag down in the field and see what happens. They will come to take you out of the equation.
Inevitable Detonation used to be one effective way for pugs to beat groups. Still is. But with how you are consistently stuck in combat, you often cannot slot it to fight back. And it's not really so effective in fighting anything else so it's hard to find anyone with it slotted these days. But I do remember times when several in zone would call out for slotting it, several would, and suddenly the ball groups would be exploding. It was one way.
master_vanargand wrote: »I often see Ballgroup using Blood Altar.
Moreover, Ballgroup uses 3-4 or more Blood Altar at the same time.
Why does Ballgroup do something seemingly useless?
[snip]
Soul_Demon wrote: »Please forgive me for my question out of ignorance as I am a new player. I have seen another thread recently that complained about ball groups but a ball group was never defined.
What is a ball group? I would expect, and hope, it is more than a group that uses a building as a defense as I would expect an organized group of a decent size could handle that.
Granted, I have only run with a small group but they tended to communicate well. Heck, I remember coming off a high terrain only to die in the fall. I respawned immediately and noticed an enemy player waiting for me to come out of that ghostish looking phase. LOL. I guess he thought he would get an easy kill but the rest of my group had already turned around and killed him as I was materializing. Communication kills.
I think a definition for most is ball groups tend to focus effort on play specifically designed to kill players where the group holds advantageous ground (choke points) or through excess in movement. If you want to break that into more easily stated goals they try to 'farm players' Organized groups on the other hand tend to focus on taking objectives on the map correlating to alliance score and faction advantage.
Both tend to run tightly packed to maximize the damage/healing/buffs/debuffs available to them and are highly organized in the nature of how they move......the biggest difference is in the choice they make in where to fight and how they either move or stay based on the previously mentioned goals each has. Of course some may use other criteria, but that has been my understanding of the differences for a very long time now. If you come across either groups you will notice they tend to select very different terrain to fight in as well due to the nature of the choices in play-styles the groups make.