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Still no viable counter to Ball Groups

Kaelvorn_Stormrend
Kaelvorn_Stormrend
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As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️
PS5 - NA
Necro Main
  • YandereGirlfriend
    YandereGirlfriend
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    xFocused wrote: »
    As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

    So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

    This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

    The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️

    Ask for advice from someone on PC-NA AD.

    Their zone zerg and zerg guilds are by far the most effective ballgroup fighters on the server. Of course, they do not win every fight but I have seen them eat-up every active ballgroup, including my own.

    The TLDR is tank-up, run Negate, and join a guild so that you can coordinate with others.
  • Tigor
    Tigor
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    xFocused wrote: »
    As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

    So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

    This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

    The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️

    Ask for advice from someone on PC-NA AD.

    Their zone zerg and zerg guilds are by far the most effective ballgroup fighters on the server. Of course, they do not win every fight but I have seen them eat-up every active ballgroup, including my own.

    The TLDR is tank-up, run Negate, and join a guild so that you can coordinate with others.

    I have never seen someone starting a post that “zergs” can’t be countered. As I mentioned years ago the ballgroups are a major cause of zergs, while they nested themself in the community with victim blaming, not realizing that their playstyle is actually not wanted, Zos should not quit implementing changes that will help everyone with good entertainment in a game that is playable. Cause and effect. Looking forward to next vengeance actions and a permanent good quality.
    Decimation Elite (Ebonheart Pact) GM 5xAR50 PC-EU
  • Kaelvorn_Stormrend
    Kaelvorn_Stormrend
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    Tigor wrote: »
    xFocused wrote: »
    As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

    So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

    This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

    The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️

    Ask for advice from someone on PC-NA AD.

    Their zone zerg and zerg guilds are by far the most effective ballgroup fighters on the server. Of course, they do not win every fight but I have seen them eat-up every active ballgroup, including my own.

    The TLDR is tank-up, run Negate, and join a guild so that you can coordinate with others.

    I have never seen someone starting a post that “zergs” can’t be countered. As I mentioned years ago the ballgroups are a major cause of zergs, while they nested themself in the community with victim blaming, not realizing that their playstyle is actually not wanted, Zos should not quit implementing changes that will help everyone with good entertainment in a game that is playable. Cause and effect. Looking forward to next vengeance actions and a permanent good quality.

    Have to agree. Vengeance wasn’t perfect but it sure was nice to have large scale battles again without a group of 12 plus rolling up and putting an end to all of it
    PS5 - NA
    Necro Main
  • Triipzzz
    Triipzzz
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    Since you need a single huge damage hit to break through 35k health and 10k shields the only real solution is buffing proxy det to 8-10k base like it used to be.
  • empbethy
    empbethy
    Soul Shriven
    core combat skills and pressure.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Hmm, you mean that complaining that the change to healing was too harsh made the change not impactful enough to do anything? Whoda thunk...
  • pinkpom
    pinkpom
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    3cbswm7ab9ej.png
    This skill creates good pressure.
  • Tigor
    Tigor
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    pinkpom wrote: »
    3cbswm7ab9ej.png
    This skill creates good pressure.

    I would not use that as the 2 sec cast time is useless against ballgroups. The lag they generate is causing a delay.
    Decimation Elite (Ebonheart Pact) GM 5xAR50 PC-EU
  • xylena
    xylena
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    The TLDR is tank-up, run Negate, and join a guild so that you can coordinate with others.
    You forgot the only part that really matters: massively outnumber them. Even structured zerg guilds with a comped core need 30+ to deal with a ball of 12.

    Without the strict coordination that only another ball group can execute, you're stuck waiting until you randomly get lucky lining up enough Negates + sieges + damage ults.

    Devs need to figure out the ideal value for X in 12vX and actually design for that. The current demand for 30+ structured pugs or 60+ randoms has failed miserably.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Kartalin
    Kartalin
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    Tigor wrote: »
    xFocused wrote: »
    As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

    So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

    This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

    The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️

    Ask for advice from someone on PC-NA AD.

    Their zone zerg and zerg guilds are by far the most effective ballgroup fighters on the server. Of course, they do not win every fight but I have seen them eat-up every active ballgroup, including my own.

    The TLDR is tank-up, run Negate, and join a guild so that you can coordinate with others.

    I have never seen someone starting a post that “zergs” can’t be countered. As I mentioned years ago the ballgroups are a major cause of zergs, while they nested themself in the community with victim blaming, not realizing that their playstyle is actually not wanted, Zos should not quit implementing changes that will help everyone with good entertainment in a game that is playable. Cause and effect. Looking forward to next vengeance actions and a permanent good quality.
    If you're saying that players would stop zerging if there were not any ballgroups, then I have a bridge in Brooklyn to sell you.
  • Kaelvorn_Stormrend
    Kaelvorn_Stormrend
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    Kartalin wrote: »
    Tigor wrote: »
    xFocused wrote: »
    As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

    So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

    This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

    The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️

    Ask for advice from someone on PC-NA AD.

    Their zone zerg and zerg guilds are by far the most effective ballgroup fighters on the server. Of course, they do not win every fight but I have seen them eat-up every active ballgroup, including my own.

    The TLDR is tank-up, run Negate, and join a guild so that you can coordinate with others.

    I have never seen someone starting a post that “zergs” can’t be countered. As I mentioned years ago the ballgroups are a major cause of zergs, while they nested themself in the community with victim blaming, not realizing that their playstyle is actually not wanted, Zos should not quit implementing changes that will help everyone with good entertainment in a game that is playable. Cause and effect. Looking forward to next vengeance actions and a permanent good quality.
    If you're saying that players would stop zerging if there were not any ballgroups, then I have a bridge in Brooklyn to sell you.

    Well said. I hopped on last night just to check out GH during prime time and surprisingly, none of the known ball groups were anywhere to be seen. You know what happened? There was a massive 3-way fight at Ash that lasted over an hour with DC gaining a decent 42k+ defense tick. Was it zergy? Absolutely, but oh my God was it fun. There wasn't even any lag. It felt like how GH should be played, just massive, large scale warfare without a group of 12 plus running in to lag out the server, wipe everyone and kill the fun. Players are always going to zerg, but it's actually insane how much fun the server feels when there's no ball groups around...
    PS5 - NA
    Necro Main
  • xylena
    xylena
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    Kartalin wrote: »
    If you're saying that players would stop zerging if there were not any ballgroups
    No. They wouldn't. They shouldn't.

    END ZERG SHAMING
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Kaelvorn_Stormrend
    Kaelvorn_Stormrend
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    xylena wrote: »
    Kartalin wrote: »
    If you're saying that players would stop zerging if there were not any ballgroups
    No. They wouldn't. They shouldn't.

    END ZERG SHAMING

    This. Take away the zergs and you take away pretty much the large scale fights. I'm all for duels and 1vX's but I'm also for those huge fights at keeps as well
    PS5 - NA
    Necro Main
  • cuddles_with_wroble
    cuddles_with_wroble
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    xylena wrote: »
    Kartalin wrote: »
    If you're saying that players would stop zerging if there were not any ballgroups
    No. They wouldn't. They shouldn't.

    END ZERG SHAMING

    Zerg shamings original meaning has been lost to the new players. It used to be a way to shame someone who’s clearly good enough to 1vx and should know better than to rush down solo or small group players.

    There’s nothing wrong with being a zergljng until your skill level reaches a certain point and then your kicked out of the club
  • xylena
    xylena
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    There’s nothing wrong with being a zergljng until your skill level reaches a certain point and then your kicked out of the club
    They still zerg when they think they won't catch blowback for it, or when they dislike someone enough, have you never the pleasure of being sweated down by 4 guys alone in a distant field then spammed with "zergling trash" type hate tells?

    The game will be way less toxic when there's no shame for "zerging" objectives. That is explicitly how the game is designed. If your enemy brings numbers, you probably should too (which is why the whole model falls apart if a ball group sucks away 60 guys).
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • QB1
    QB1
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    Remove snow treaders from PvP (or make them not work if in a group). That’s all the counter we need. Fighting ball groups without treaders is actually manageable
    Edited by QB1 on 27 March 2026 01:50
  • Kaelvorn_Stormrend
    Kaelvorn_Stormrend
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    QB1 wrote: »
    Remove snow treaders from PvP (or make them not work if in a group). That’s all the counter we need. Fighting ball groups without treaders is actually manageable

    I agree. The way it stands now, these groups have Snow Treaders and a dedicated group member spamming rapids on them
    PS5 - NA
    Necro Main
  • Major_Mangle
    Major_Mangle
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    QB1 wrote: »
    Remove snow treaders from PvP (or make them not work if in a group). That’s all the counter we need. Fighting ball groups without treaders is actually manageable

    Most groups these days (depending on group size) doesn´t use snowthreaders (still think it needs balance adjustments to not give perma immunity to snare/roots), but the banner giving the same snare/root immunity. Perma root/snare immunity should never be a thing for balance reasons. Having temporary windows with immunity is fine, but with how miniscule of a trade-off it is to achieve permanent snare-/root immunity for as a group, there needs to be changes to this alongside with changes to cross- healing/shielding.

    Also bring back old azureblight so we can have proper counterplay to large stacks. Or allow it to scale in PvP again. Last and only time ballgroups actually had a proper challenge (and no it wasn´t "bugged" the way people say it was and ignored evasion, it was only buffed by single target CP, but was still mitigated by evasion/AoE mitigation sources).
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Stridig
    Stridig
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    QB1 wrote: »
    Remove snow treaders from PvP (or make them not work if in a group). That’s all the counter we need. Fighting ball groups without treaders is actually manageable

    Ball groups haven't used snow treaders in quite some time.
    Enemy to many
    Friend to all
  • QB1
    QB1
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    Stridig wrote: »
    QB1 wrote: »
    Remove snow treaders from PvP (or make them not work if in a group). That’s all the counter we need. Fighting ball groups without treaders is actually manageable

    Ball groups haven't used snow treaders in quite some time.

    Snow treaders/banner whatever they use for permanent root immunity. Get it out of here
  • YandereGirlfriend
    YandereGirlfriend
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    xFocused wrote: »
    xylena wrote: »
    Kartalin wrote: »
    If you're saying that players would stop zerging if there were not any ballgroups
    No. They wouldn't. They shouldn't.

    END ZERG SHAMING

    This. Take away the zergs and you take away pretty much the large scale fights. I'm all for duels and 1vX's but I'm also for those huge fights at keeps as well

    Well, there's zerging and then there's "zerging". It depends upon which direction that you are punching as a group: up or down.

    If the zerg is XvX against an enemy force with roughly equal numbers then I agree that there's often good fun to be had in that.

    But if it's Xv1 against smaller groups of pugs where you are just running them over due to superior numbers then that is quite lame.
    QB1 wrote: »
    Stridig wrote: »
    QB1 wrote: »
    Remove snow treaders from PvP (or make them not work if in a group). That’s all the counter we need. Fighting ball groups without treaders is actually manageable

    Ball groups haven't used snow treaders in quite some time.

    Snow treaders/banner whatever they use for permanent root immunity. Get it out of here

    You know that ballgroups existed before Mythics, right?
  • xylena
    xylena
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    But if it's Xv1 against smaller groups of pugs where you are just running them over due to superior numbers then that is quite lame.
    Without Xv1, there can be no 1vX.

    END ZERG SHAMING

    Also get rid of perma immunity (Treaders, Banner, whatever) because turning OFF entire game mechanics for what limited counterplay is available is unfun and objectively bad game design. Perma immunity is no less toxic when used by smallscales, structured zergs, or troll tanks.
    Edited by xylena on 30 March 2026 17:54
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Adamus
    Adamus
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    Experienced ballgroup fighter here.🙋‍♂️

    There are a number of ways to counter ballgroups, and it’s not all cookie cutter. Ballgroups are different from group to group and require different approaches based on the group and their leads. Most of the current counters are tactics used by raid leads and the experience the raid lead brings. To the OP’s point, the game has systematically nerfed or removed any set or skill that was being used as a viable counter to ballgroups, simultaneously buffing sets & class skills that aided ballgroups. Eliminating any remaining counters in the game would require a revamp of classes, particularly sorcs. (Yes, I know what I just said) Look to see negates and streak on the chopping block if this direction is intentional. Server performance takes a nose dive whenever a ballgroup is in the area, some more than others which reduces player skill as a factor to countering them, lag spikes are a common indicator that a ballgroup is in the area. Lag is fixed 98% of the time after clearing a lag heavy ballgroup. Years of hearing how siege, or skills won’t fire until they’re out of range or moved from a targeted location is just one of many known issues that restricts existing counters.

    Years of this have me asking two questions, how many on the team PvP in ESO (pcna) in cyro? And what percentage of those team members run in ballgroups?
    Adamus
    Army of the Pact (AP) - GM | NA-PC
  • Adamus
    Adamus
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    I have not been on EU servers to confirm, but from what I’ve been told, NA and EU ballgroups are not the same in that EU groups are as concerned about their K/D ratio, putting more importance on the quality of battles. This adds an additional layer in addressing issues created by ballgroups.
    Adamus
    Army of the Pact (AP) - GM | NA-PC
  • Adamus
    Adamus
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    To the Zerg shaming conversation, stating “it’s ok to Zerg until you’re a better player” is the core of Zerg shaming. Lots of good players only Zerg, not all ballgroup players are good, and not all players that 1vX are good. Almost all play to have a good time with their communities. Lastly, Ballgroups are zergs, they just have a hive mind and are required to stay in Zerg form to be more effective at Xv1ing to proc VD.

    Also, GOATs don’t shame others.
    Adamus
    Army of the Pact (AP) - GM | NA-PC
  • YandereGirlfriend
    YandereGirlfriend
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    On Saturday, I got chained from the rear of my group about 40 meters away and immediately yeeted by a group of stealthed Pulseblades.

    That is one of several forms of effective resistance to ballgroups. But, importantly, you have to know what you are doing and to be intentional about it (said Pulseblades are also sweaty ballgroupers and so are aware of the most effective tactics to use against them), have a good build, coordination, etc..

    You cannot just "show up" and expect to win by mindlessly berserking while spamming Mage's Wrath with 25k HP, which is the normal strategy of low-tier Cyro players.
  • SundarahFr3akinrican
    PvP would be so much cooler if it was big skirmishes of people spread out throughout the battle field brawling, where you can cut through the battlefield from opponent to opponent if you are winning. Instead of everyone stacking with 500% movement speed essentially rendering them untargetable unless you also become an aoe vommiting ball killing everything you see. They need to nerf stack with battle spirit more.
  • xylena
    xylena
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    You cannot just "show up" and expect to win by mindlessly berserking while spamming Mage's Wrath with 25k HP, which is the normal strategy of low-tier Cyro players.
    They can and do all the time if they bring enough numbers. The 25k hp mage wrath guy ultimately isn't playing much differently from the 40k hp sweaty siege operator. They are both spamming their primary attack until the zerg amasses enough players such that their random damage starts to more frequently line up together in a manner that can threaten the ball.

    Yes you can improve your odds by using better siege and negate placement, but this is not "counterplay" or even "play" because 99% of the fight is mashing the same simplistic attack pattern while waiting for favorable RNG. And the sweaty 40k siege operator isn't scoring a single kill without the dozens of 25k mage wrath spammers helping push lethal.

    The lack of viable counterplay only encourages brainless spamming. Why bother doing anything else if either way you don't win until you've got 60+ other guys doing that anyway? And if you don't like brainless spam or ball grouping? You log out.
    Adamus wrote: »
    Look to see negates and streak on the chopping block if this direction is intentional.
    It would be better for the game if Negate Sorc wasn't "mandatory" to fight comp groups. Instead of nerfing Negate they could add more stationary AoE ults that threaten groups more than solos, like a field that dispels buffs, or strong healing reduction field similar to Meatbag siege.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Kaelvorn_Stormrend
    Kaelvorn_Stormrend
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    xylena wrote: »
    You cannot just "show up" and expect to win by mindlessly berserking while spamming Mage's Wrath with 25k HP, which is the normal strategy of low-tier Cyro players.
    They can and do all the time if they bring enough numbers. The 25k hp mage wrath guy ultimately isn't playing much differently from the 40k hp sweaty siege operator. They are both spamming their primary attack until the zerg amasses enough players such that their random damage starts to more frequently line up together in a manner that can threaten the ball.

    Yes you can improve your odds by using better siege and negate placement, but this is not "counterplay" or even "play" because 99% of the fight is mashing the same simplistic attack pattern while waiting for favorable RNG. And the sweaty 40k siege operator isn't scoring a single kill without the dozens of 25k mage wrath spammers helping push lethal.

    The lack of viable counterplay only encourages brainless spamming. Why bother doing anything else if either way you don't win until you've got 60+ other guys doing that anyway? And if you don't like brainless spam or ball grouping? You log out.
    Adamus wrote: »
    Look to see negates and streak on the chopping block if this direction is intentional.
    It would be better for the game if Negate Sorc wasn't "mandatory" to fight comp groups. Instead of nerfing Negate they could add more stationary AoE ults that threaten groups more than solos, like a field that dispels buffs, or strong healing reduction field similar to Meatbag siege.

    All of this.

    As it stands, the only viable counter to these groups is sheer numbers, negates (which are hard to come by as most casual players aren't running a negate), a lucky bomber or the group gets bored and leaves. As I've stated before, when there's literally 20/20 listed on a keep that a BG is farming and they are still able to heal and shield through all that siege on top of being hit by those 25k HP players...that's a problem
    PS5 - NA
    Necro Main
  • Sn00pyFreshh
    Sn00pyFreshh
    ✭✭✭
    xFocused wrote: »
    As I’m writing this post, I logged into GH tonight during the start of prime time to find my alliance gated with no scrolls and 2 keeps, one of those keeps being heavily occupied by not one but two fully comped out ball groups, one of which also currently has the emp in their group, farming the keep with absolutely 0 resistance. There was at one time 20/20 siege listed on these groups, they just healed and shielded through it as if it was nothing. Cold fires, meat bags, you name it and it was at one point hitting them.

    So what exactly is the counter anymore? No seriously, what’s the solution to fighting these groups? Before someone chimes in with “just ignore them”, how? How can you ignore them when they are holding emp, six scrolls and actively keeping you gated? Siege does nothing, ZOS has literally nerfed any viable set that was originally created as a counter to these groups, negates work occasionally but your average PUG group and casual solos aren’t even remotely close to being comped out as these groups, not to mention running a negate build.

    This has been a topic for years on these forums and we never get kind of solution other than “just gotta ignore them….just gotta make your own comped group…” and even when ZOS makes the smallest noise of possibly nerfing heals, these same ball groups swarm to the the forums and cry how unfair that is and then we hear nothing further on the topic.

    The fact that one individual in these groups can have almost 12 vigors on top of shields and other various buffs is insane. Ball groups have been a thing in this game for years but at least they were killable once ago in this game. Now, nothing seems to touch them. All you can do is hope they make a minor mistake and lose a healer or something and the rest crumble 🤷🏼‍♂️

    I actually find this HILARIOUS given that you played in the largest ball group comp zerg on playstation NA...
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