CameraBeardThePirate wrote: »It's only really going to save you against small-group bombs. Against a fully fledged ballgroup, that 15k shield is worth nothing compared to the amount of spike damage they can dish out.
TechMaybeHic wrote: »CameraBeardThePirate wrote: »It's only really going to save you against small-group bombs. Against a fully fledged ballgroup, that 15k shield is worth nothing compared to the amount of spike damage they can dish out.
That was my thought at first as well. Then a friend said "True, but its 15k on top of the health you already have." so there is a bigger effective health pool and I already don't always die. Its just an annoyance as much as anything
CameraBeardThePirate wrote: »TechMaybeHic wrote: »CameraBeardThePirate wrote: »It's only really going to save you against small-group bombs. Against a fully fledged ballgroup, that 15k shield is worth nothing compared to the amount of spike damage they can dish out.
That was my thought at first as well. Then a friend said "True, but its 15k on top of the health you already have." so there is a bigger effective health pool and I already don't always die. Its just an annoyance as much as anything
The problem is that real coordinated ball groups are going to be dealing 60k+ spike damage in approximately 2 seconds tops. A measly 15k shield won't help you in that scenario. There's a reason PUGs are still dying to these groups left and right even with a few barriers tossed in.
All this will do is punish solo and small scale bombers hard.
Oblivion_Protocol wrote: »The problem is that good bombers can kill multiple people even without a pull. Sure, it’s not as many people. But the playstyle will still be annoying, and small scale bombing still opens the door for a ball group to come in and wipe everyone left.
CameraBeardThePirate wrote: »It's only really going to save you against small-group bombs. Against a fully fledged ballgroup, that 15k shield is worth nothing compared to the amount of spike damage they can dish out.