a no-go due to damage mitigation and heals ticking in between skills.
a no-go due to damage mitigation and heals ticking in between skills.
Well, you've answered your own question, essentially.
You need to reduce the damage mitigation of shields, reduce the effectiveness of healing, and lower the mobility of the group of players. Now, there are sets and skills that address all of these factors, and they work very well. The problem is that, as a solo bomber, you can no longer stack enough damage to take out the weakened group. You would need at least two players to be effective: one defiler and one damager. And you would need to be extremely coordinated and have a plan to deliver the blow in a good choke point, etc.
The reason ball groups run basically unchecked is because hardy anyone runs defile (reduction of healing, shielding, resistance, and mobility) gear any more. Everybody wants to focus on damage or self preservation.... so there's no room for anti-buffing gear and skills. If you watch two ball groups fight each other, it's usually a stalemate, as they will try to outheal and outshield each other, and they will get bored and move on to find some hapless victims.
If somebody wanted to build a ball killer group, they could easily do that. And it would be quite effective. The problem is finding enough people who want to be role players instead of stars in Cyrodiil.
VaranisArano wrote: »OP, if you or your faction mates continue to throw yourselves at the enemy and they kill you over and over again, that doesn't constitute harassment or breaking the TOS by the enemy.
It means you're allowing yourselves to be farmed. You can try something different or walk away.
Also ZOS has never said that players are under any obligation to return Scrolls to their home keeps. I personally don't enjoy scroll farming, but it's consistently allowed and has been a staple of the campaigns for years.
I don't mean this to be snide, but since I see you've decided to try PVP relatively recently and are complaining about stuff like LOS and nightblade gankers, I thought it might be worth saying this in general:
Just because you don't enjoy fighting against a playstyle doesn't mean it shouldn't be allowed.
I applaud your choice to start trying PvP, so I say this gently: some of this is a skill issue. The more experienced you get, the more you will learn to deal with LOS, with gankers, and yes with ball groups too. However, if you continue to run with random players or zerg or even in a small group, you will always be at a disadvantage compared to a ball group.
Ball Groups are the PVP equivalent of PVE score pushing trial groups. And with your PVE experience, I want you to think about how impossible it's been for ZOS to nerf those top PVE trials groups. Everything ZOS nerfs, they adapt to. Everything ZOS buffs, those trials groups use better than everyone else. It's not a question of why are PVE trials groups allowed to push the limits; its simply that 12 coordinated players in voice comms has a synergistic effect that ZOS finds near impossible to balance and who far outstrip the best efforts of the average Craglorn PUG.
That's what's going on with Cyrodiil Ball Groups.
They only seem immortal. Trust me - I've been a ball group healer - we're not immortal. The tactics like negates, and bombs, and pulling us apart one by one work, even though they are quite hard to pull off because, you know, we also know what works against us.
They seem immortal because they've used all the classes, skills, and sets that ZOS gives players in a practiced, coordinated group of 12 players to synergistic effect.
They also seem immortal because you're new and you're going up against them either solo or with the equivalent of an average Craglorn PUG at your back.
Genuine advice from a ball group healer: if you want to fight us properly, either join a ball group on your own faction or start honing your small scale skills or your bomber skills. Ball group players like me build to be a part of the group. CC or pull us out of the group and we're shockingly vulnerable to 1v1 combat. I mean, what am I gonna do, heal you to death? Nah, I'm gonna try to run back to my group, which is where you use your skills at small scale combat to kill me, and now my group is down a healer. Or I escape, because actually I'm reasonably good at staying alive while I escape back to my group, you know? It depends on how good you are, and yeah, that skill takes time and practice to acquire.
So that's my suggestion: by all means, practice the anti-ball tactics like negates and picking out individual players! I actually love it. Keeps things interesting on our end. Just expect that there'll be a lot of learning from failure along the way, just like it would take a ton of practice, effort, and failures if you wanted to progress in PVE trial scorepushing.
Returnee player here, perhaps slightly off topic but I wanted to ask an odd question - do you know of any resources on bombing organized groups? Kind of a 'hey, can you give me the knife I'm gonna stab you with' but I figured why not. I'm hoping to get into bombing, but I've only found vids and builds that seem geared towards bombing less organized groups (people sitting there attacking a keep door, no HoTs running, no buffs, etc). There are setups like rushing death + vicious death, but the Rushing proc has a 2 sec delay before it does the pull and AoE. I've also seen vicious death + mechanical acuity (admittedly on Console vids), with the difference being the first seems to have more overall damage but more vulnerability, while the other just crams a few abilities into a single instance but makes sure they crit. I'm curious about the differences in bombing organized groups vs disorganized blobs - I imagine the armor buffs present and HoTs rolling would mean that anything that takes more than a second to pull off (so no rushing death proc via gap closre, then waiting two seconds for everything to go off) is a no-go due to damage mitigation and heals ticking in between skills.
VaranisArano wrote: »VaranisArano wrote: »OP, if you or your faction mates continue to throw yourselves at the enemy and they kill you over and over again, that doesn't constitute harassment or breaking the TOS by the enemy.
It means you're allowing yourselves to be farmed. You can try something different or walk away.
Also ZOS has never said that players are under any obligation to return Scrolls to their home keeps. I personally don't enjoy scroll farming, but it's consistently allowed and has been a staple of the campaigns for years.
I don't mean this to be snide, but since I see you've decided to try PVP relatively recently and are complaining about stuff like LOS and nightblade gankers, I thought it might be worth saying this in general:
Just because you don't enjoy fighting against a playstyle doesn't mean it shouldn't be allowed.
I applaud your choice to start trying PvP, so I say this gently: some of this is a skill issue. The more experienced you get, the more you will learn to deal with LOS, with gankers, and yes with ball groups too. However, if you continue to run with random players or zerg or even in a small group, you will always be at a disadvantage compared to a ball group.
Ball Groups are the PVP equivalent of PVE score pushing trial groups. And with your PVE experience, I want you to think about how impossible it's been for ZOS to nerf those top PVE trials groups. Everything ZOS nerfs, they adapt to. Everything ZOS buffs, those trials groups use better than everyone else. It's not a question of why are PVE trials groups allowed to push the limits; its simply that 12 coordinated players in voice comms has a synergistic effect that ZOS finds near impossible to balance and who far outstrip the best efforts of the average Craglorn PUG.
That's what's going on with Cyrodiil Ball Groups.
They only seem immortal. Trust me - I've been a ball group healer - we're not immortal. The tactics like negates, and bombs, and pulling us apart one by one work, even though they are quite hard to pull off because, you know, we also know what works against us.
They seem immortal because they've used all the classes, skills, and sets that ZOS gives players in a practiced, coordinated group of 12 players to synergistic effect.
They also seem immortal because you're new and you're going up against them either solo or with the equivalent of an average Craglorn PUG at your back.
Genuine advice from a ball group healer: if you want to fight us properly, either join a ball group on your own faction or start honing your small scale skills or your bomber skills. Ball group players like me build to be a part of the group. CC or pull us out of the group and we're shockingly vulnerable to 1v1 combat. I mean, what am I gonna do, heal you to death? Nah, I'm gonna try to run back to my group, which is where you use your skills at small scale combat to kill me, and now my group is down a healer. Or I escape, because actually I'm reasonably good at staying alive while I escape back to my group, you know? It depends on how good you are, and yeah, that skill takes time and practice to acquire.
So that's my suggestion: by all means, practice the anti-ball tactics like negates and picking out individual players! I actually love it. Keeps things interesting on our end. Just expect that there'll be a lot of learning from failure along the way, just like it would take a ton of practice, effort, and failures if you wanted to progress in PVE trial scorepushing.
Returnee player here, perhaps slightly off topic but I wanted to ask an odd question - do you know of any resources on bombing organized groups? Kind of a 'hey, can you give me the knife I'm gonna stab you with' but I figured why not. I'm hoping to get into bombing, but I've only found vids and builds that seem geared towards bombing less organized groups (people sitting there attacking a keep door, no HoTs running, no buffs, etc). There are setups like rushing death + vicious death, but the Rushing proc has a 2 sec delay before it does the pull and AoE. I've also seen vicious death + mechanical acuity (admittedly on Console vids), with the difference being the first seems to have more overall damage but more vulnerability, while the other just crams a few abilities into a single instance but makes sure they crit. I'm curious about the differences in bombing organized groups vs disorganized blobs - I imagine the armor buffs present and HoTs rolling would mean that anything that takes more than a second to pull off (so no rushing death proc via gap closre, then waiting two seconds for everything to go off) is a no-go due to damage mitigation and heals ticking in between skills.
So, I don't have any resources myself aside from my experiences getting bombed. Sorry!
So much of successful bombing is in the timing. You're right that its hard to bomb a ball group when they're expecting it, so if you're going solo, it very much becomes a matter of picking your moment when their guard is down or when your alliance mates are making a push.
When their guard is down - most of our deaths to bombs came while we were repairing walls, standing on a resource flag with random players around us, or standing around figuring out our next move.
When your alliance is making their move - most of our wipes to bombs happened while rushing to the flags while under siege or running up stairs while under heavy fire from chasing players. Here the bomb is kind of the cherry on top. We're taking damage and we're probably just a little strung out. Then, boom! (Harmony bombs, especially necros, used to be extremely effective here, which is why I don't understand why ZOS nerfed it. But oh well.)
It won't be easy as a solo bomber though. Just like how a single Negate with no followup doesn't do anything to a ball group, a single bomb with no other incoming damage won't do much either, and you'll be dead griping at your faction for letting them get away.
Bad times to bomb: while we're sieging the front door. We look like a tempting target, but we totally expected bombers and everyone who wasn't on siege was ready to react. It almost never worked.
.......
If you're willing and able to coordinate with others, then you have more options. And if you can communicate in voice comms, so much the better because you can coordinate your attacks.
While this thread is from 2021 and so I'm sure the builds are outdated by now, you might find the general tactical advice for a "Ball Breaker" group useful: https://forums.elderscrollsonline.com/en/discussion/557515/ball-breaker-groups-heh/p1
As a matter of general advice from 2021, Crown has a good PVP guide, coming from experience leading a ball group: https://darkelves.com/how-to-win-vs-ball-groups/
.........
Good luck and more power to you!
I don't really see what the problem is with ball groups now that the lag is gone ( at least for me it is, even with several ball groups at one place my ping doesn't go over 120 ).
Ballgroups don't bother me and don't kill me. I don't chase them and if I move to the side even standing next to them they don't even engage. Their damage lies in an organised ultimate stacking burst, which they will never waste on a solo random person.
Farming with a scroll has been a thing for years and it's of course not against the rules, because the campaign score doesn't really matter in the sense that players don't win the campaigns, but night capping wins it. The faction that caps everything during the night/early day is usually the one that wins.
"Negate, negate, negate" doesn't work, because it needs to be followed by an actual damaging burst. I don't understand the zerg mentality which assumes that they should be able to kill them. Why? Why do you think that a group of non organized people that throw random skill every now without any voice syncronization or timing, should be able to kill a group of 40k hp running, that are in a call?
I'm playing as an EP and I see those ball groups every evening and I'm still having a blast of fun. However I don't chase the ball groups and I don't care what they are doing. If they go to one keep I go to another. I go take a resource by myself and fight whoever comes there.
Snake in the Stars is really bad though. I've watched how ball groups outheal it easily. Not cleanse mind you, just outheal a set that is supposed to counter healing.
P.S Best way to deal with them is not Negate actually but to break their sieges before they get inside a keep. Seen few people of EP doing it and the ball groups left eventually from the keep they were trying to enter.
ZOS needs to nerf or limit cross healing significantly.
This is the solution that has been pointed out for years now, yet ZOS has yet to listen and give it a try to see if it works or not. Radiating regen is the the primary offender. Just nerf it or make it so it only effects one other player and ball groups will immediately be much easier to deal with.
Cross healing has been nerfed more times then u can count my dude. Healing springs is way worse then it used to be (used to be able to spam it). Radiating regeneration isnt wven close to what it was (heal used to be waaaay higher). Vigor has been nerfed multiple times (both versions used to be aoe, now only the yellow one) and so on.
Ball groups always adapt, u can try to nerf them one way and they will be more broken another way.
They haven't nerfed radiating regen, which is what people have been calling for and what I outlined in my post.
Those Healers Varanis mentioned really are priority targets. If you have any CC abilities, focus down the Healers, do what you can to drain their Stamina. When your friendlies see you've stunned or immobilized the Healer it's like blood in the water.
VaranisArano wrote: »OP, if you or your faction mates continue to throw yourselves at the enemy and they kill you over and over again, that doesn't constitute harassment or breaking the TOS by the enemy.
It means you're allowing yourselves to be farmed. You can try something different or walk away.
Also ZOS has never said that players are under any obligation to return Scrolls to their home keeps. I personally don't enjoy scroll farming, but it's consistently allowed and has been a staple of the campaigns for years.
I don't mean this to be snide, but since I see you've decided to try PVP relatively recently and are complaining about stuff like LOS and nightblade gankers, I thought it might be worth saying this in general:
Just because you don't enjoy fighting against a playstyle doesn't mean it shouldn't be allowed.
I applaud your choice to start trying PvP, so I say this gently: some of this is a skill issue. The more experienced you get, the more you will learn to deal with LOS, with gankers, and yes with ball groups too. However, if you continue to run with random players or zerg or even in a small group, you will always be at a disadvantage compared to a ball group.
Ball Groups are the PVP equivalent of PVE score pushing trial groups. And with your PVE experience, I want you to think about how impossible it's been for ZOS to nerf those top PVE trials groups. Everything ZOS nerfs, they adapt to. Everything ZOS buffs, those trials groups use better than everyone else. It's not a question of why are PVE trials groups allowed to push the limits; its simply that 12 coordinated players in voice comms has a synergistic effect that ZOS finds near impossible to balance and who far outstrip the best efforts of the average Craglorn PUG.
That's what's going on with Cyrodiil Ball Groups.
They only seem immortal. Trust me - I've been a ball group healer - we're not immortal. The tactics like negates, and bombs, and pulling us apart one by one work, even though they are quite hard to pull off because, you know, we also know what works against us.
They seem immortal because they've used all the classes, skills, and sets that ZOS gives players in a practiced, coordinated group of 12 players to synergistic effect.
They also seem immortal because you're new and you're going up against them either solo or with the equivalent of an average Craglorn PUG at your back.
Genuine advice from a ball group healer: if you want to fight us properly, either join a ball group on your own faction or start honing your small scale skills or your bomber skills. Ball group players like me build to be a part of the group. CC or pull us out of the group and we're shockingly vulnerable to 1v1 combat. I mean, what am I gonna do, heal you to death? Nah, I'm gonna try to run back to my group, which is where you use your skills at small scale combat to kill me, and now my group is down a healer. Or I escape, because actually I'm reasonably good at staying alive while I escape back to my group, you know? It depends on how good you are, and yeah, that skill takes time and practice to acquire.
So that's my suggestion: by all means, practice the anti-ball tactics like negates and picking out individual players! I actually love it. Keeps things interesting on our end. Just expect that there'll be a lot of learning from failure along the way, just like it would take a ton of practice, effort, and failures if you wanted to progress in PVE trial scorepushing.
Returnee player here, perhaps slightly off topic but I wanted to ask an odd question - do you know of any resources on bombing organized groups? Kind of a 'hey, can you give me the knife I'm gonna stab you with' but I figured why not. I'm hoping to get into bombing, but I've only found vids and builds that seem geared towards bombing less organized groups (people sitting there attacking a keep door, no HoTs running, no buffs, etc). There are setups like rushing death + vicious death, but the Rushing proc has a 2 sec delay before it does the pull and AoE. I've also seen vicious death + mechanical acuity (admittedly on Console vids), with the difference being the first seems to have more overall damage but more vulnerability, while the other just crams a few abilities into a single instance but makes sure they crit. I'm curious about the differences in bombing organized groups vs disorganized blobs - I imagine the armor buffs present and HoTs rolling would mean that anything that takes more than a second to pull off (so no rushing death proc via gap closre, then waiting two seconds for everything to go off) is a no-go due to damage mitigation and heals ticking in between skills.
The biggest weakness of any "ball group" is that they ARE a ball group.
They are in ONE place --- so fine, leave them.
When I see a huge zerg or ball group, and I KNOW we don't have enough defenders.... leave
You are not going to hold the castle, so don't give them extra points..... Focus your defense where you absolutely need it --- scrolls, etc. Anything else, you can reclaim, and get points for doing it.
Second, support, and encourage "roamers".... better single players, or 2 person teams.... they hit resources etc. You do NOT have to take a resource, just threaten it... make it flash on the map. Rig up 2 Ballista, and fire a couple times at a gate, and then leave .... keep making them travel all around, while you communicate and coordinate to cut transit lines, and slow them down, further.....
A ball group can't do much when 4 forts, and 6 resources suddenly flash as under attack... mind you, though... coordination might be difficult, as I have SEEN red players clear all the guards on a resource I had been fighting for... as a blue, at that moment, and then back off, and let a yellow grab it, while they left, having killed everything, but never trying to take it.
I am not saying that only red and yellow do it, I just witnessed it that time ..... and I have seen responses that could only happen if a person was sitting in my faction chat, while using discord to report to a guild, or whatever.
Get to KNOW some of the players in the faction you are in... chat with them, and coordinate .... hit multiple locations... some as diversions, some for real. Make the ball and zerg groups have to keep running all over, defending, and dealing with limited transits.....
I do play all 3 factions, depending on mood, and which character I want to use, although I am loyal to the faction I am currently playing... and I do try and build groups that communicate, while operating in pairs.... a 12 man group, divided up into 6 teams, hitting resources, causing mayhem, and more importantly, flooding an opponent with constant attacks that may, or may not, be serious can do FAR more than just running all over.
Then again, I was tactical military intelligence, years ago.... so maybe I just think differently.
Auldwulfe
VaranisArano wrote: »The biggest weakness of any "ball group" is that they ARE a ball group.
They are in ONE place --- so fine, leave them.
When I see a huge zerg or ball group, and I KNOW we don't have enough defenders.... leave
You are not going to hold the castle, so don't give them extra points..... Focus your defense where you absolutely need it --- scrolls, etc. Anything else, you can reclaim, and get points for doing it.
Second, support, and encourage "roamers".... better single players, or 2 person teams.... they hit resources etc. You do NOT have to take a resource, just threaten it... make it flash on the map. Rig up 2 Ballista, and fire a couple times at a gate, and then leave .... keep making them travel all around, while you communicate and coordinate to cut transit lines, and slow them down, further.....
A ball group can't do much when 4 forts, and 6 resources suddenly flash as under attack... mind you, though... coordination might be difficult, as I have SEEN red players clear all the guards on a resource I had been fighting for... as a blue, at that moment, and then back off, and let a yellow grab it, while they left, having killed everything, but never trying to take it.
I am not saying that only red and yellow do it, I just witnessed it that time ..... and I have seen responses that could only happen if a person was sitting in my faction chat, while using discord to report to a guild, or whatever.
Get to KNOW some of the players in the faction you are in... chat with them, and coordinate .... hit multiple locations... some as diversions, some for real. Make the ball and zerg groups have to keep running all over, defending, and dealing with limited transits.....
I do play all 3 factions, depending on mood, and which character I want to use, although I am loyal to the faction I am currently playing... and I do try and build groups that communicate, while operating in pairs.... a 12 man group, divided up into 6 teams, hitting resources, causing mayhem, and more importantly, flooding an opponent with constant attacks that may, or may not, be serious can do FAR more than just running all over.
Then again, I was tactical military intelligence, years ago.... so maybe I just think differently.
Auldwulfe
This is exactly what my guild used to do when we fought other ball groups (or an Emperor/Hammer group) who cared about capturing keeps.
If we couldn't stop a group in the field, we'd coordinate and start hitting several of their back keeps and force them back on the defensive so our factions PUGs could start retaking our stuff.
The same tactic works if you're being gated. Instead of giving them action they can easily win at a keep, take a small group and start hit-and-running their resources until they split up to chase you and eventually your alliance can get a foothold.
The flaw with the plan is it doesn't work well against AP farmers who don't care about their own faction so long as they have a steady stream of players coming to recapture the keep they're farming at. And those types of groups have become more common and tougher to crack.
Agreed. My biggest complain about ball group play-style (not players) is that a ball group for the most part can't kill other ball group. It is BIS play-style in PvP as it makes you resilient & kinda immortal vs almost everything - including being hit by multiple sieges at the same time.
^^autoplay, also called autohealing^^
A lot of decision making is removed when you stack so many hots you no longer have a lot to worry about.
Why is seige used against ball groups so much?
Siege is the most reliable and consistent way to dump a ball group.
This is why ball groups are forever on the forums trying to get people to fight them with other means including lesser organized groups.
Not for the challenge, they know that any normal organized group will not have the same amount of hot stacking as they do.
Best advice for non-ball groups and everyone else:
1/ Siege is your go to.
2/ If number 1 is unavailable, just leave. Let them have their empty keep even if it costs scrolls.
If they have no one to roll over and stomp, they will not have fun, go elsewhere or maybe just maybe change their play style..
Disclaimer: I have nothing against organized groups (small mans are my preference), they are not the same as ball groups.
Ball groups are just exploiting hot stacking to change an organized group into a safer autoplay/autoheal group..
Tommy_The_Gun wrote: »Agreed. My biggest complain about ball group play-style (not players) is that a ball group for the most part can't kill other ball group. It is BIS play-style in PvP as it makes you resilient & kinda immortal vs almost everything - including being hit by multiple sieges at the same time.
^^autoplay, also called autohealing^^
A lot of decision making is removed when you stack so many hots you no longer have a lot to worry about.
Why is seige used against ball groups so much?
Siege is the most reliable and consistent way to dump a ball group.
This is why ball groups are forever on the forums trying to get people to fight them with other means including lesser organized groups.
Not for the challenge, they know that any normal organized group will not have the same amount of hot stacking as they do.
Best advice for non-ball groups and everyone else:
1/ Siege is your go to.
2/ If number 1 is unavailable, just leave. Let them have their empty keep even if it costs scrolls.
If they have no one to roll over and stomp, they will not have fun, go elsewhere or maybe just maybe change their play style..
Disclaimer: I have nothing against organized groups (small mans are my preference), they are not the same as ball groups.
Ball groups are just exploiting hot stacking to change an organized group into a safer autoplay/autoheal group..
So, the issue here is if a BIS play-style can not even be countered by another BIS (same) play-style then we are running into some kind of core balance problem. I mean there is a reason why ball groups avoid each other. Their goal is to farm as much AP as possible, so killing solos & zergs is much easier. By fighting other ball groups, both of them know that they may just wast time and not get any AP - and thus are ignoring each other.
Every other "effective" play-style that existed in PvP got nerfed at some point. Snipe ganikng is a prime example. Every play-style... except ball groups. The most serious nerf it ever received was the group size limit - but that had more to do with Cyro/IC population limits.
on a second note: the farming attempts at zergs will become even more intensive next patch (U39) as they introduce new monsters that give you 20k shields on pulls (which is the main way a Ballgroup initiates) so as far as we can tell the Ballgroup GvG or even just fighting eachother in general type of scene is going to be completely dead, at the top level of Ballgroups it's already hard enough to kill eachother and with more crutch stuff like this, it will be completely dead for sure, meaning we will all just resort to one thing... Farming the pugs and why bother killing eachother if we can't anymore.
^^autoplay, also called autohealing^^
A lot of decision making is removed when you stack so many hots you no longer have a lot to worry about.
Why is seige used against ball groups so much?
Siege is the most reliable and consistent way to dump a ball group.
This is why ball groups are forever on the forums trying to get people to fight them with other means including lesser organized groups.
Not for the challenge, they know that any normal organized group will not have the same amount of hot stacking as they do.
Best advice for non-ball groups and everyone else:
1/ Siege is your go to.
2/ If number 1 is unavailable, just leave. Let them have their empty keep even if it costs scrolls.
If they have no one to roll over and stomp, they will not have fun, go elsewhere or maybe just maybe change their play style..
Disclaimer: I have nothing against organized groups (small mans are my preference), they are not the same as ball groups.
Ball groups are just exploiting hot stacking to change an organized group into a safer autoplay/autoheal group..
ShadowProc wrote: »on a second note: the farming attempts at zergs will become even more intensive next patch (U39) as they introduce new monsters that give you 20k shields on pulls (which is the main way a Ballgroup initiates) so as far as we can tell the Ballgroup GvG or even just fighting eachother in general type of scene is going to be completely dead, at the top level of Ballgroups it's already hard enough to kill eachother and with more crutch stuff like this, it will be completely dead for sure, meaning we will all just resort to one thing... Farming the pugs and why bother killing eachother if we can't anymore.
In one post you call nbs rat blades who play solo and the next you brag about farming pugs. Lol
TechMaybeHic wrote: »I think everyone that hates fighting ball groups should just not fight them. Just move to different objectives. Even if it means losing scrolls. Hard part is getting the randoms to do it, and they are the content that most the ball groups want. But if everyone does it enough; ball groups will take care of themselves by disbanding out of boredom or put their money where their mouth is, and go look for each other
TechMaybeHic wrote: »I think everyone that hates fighting ball groups should just not fight them. Just move to different objectives. Even if it means losing scrolls. Hard part is getting the randoms to do it, and they are the content that most the ball groups want. But if everyone does it enough; ball groups will take care of themselves by disbanding out of boredom or put their money where their mouth is, and go look for each other
Wouldn't mind it tbh, theres some consistent dodges from Ballgroups that would rather run than fight another Ballgroup, for the most part the ones that communicate to eachother simply just agree to place and time to fight and we go for it but there is always guilds that just won't and ye some would disband some would just go full GvG mode wouldn't mind either tbh.