WaywardArgonian wrote: »1) If you're normal, shouldn't you just come and join us? But anyway, most players aren't in ballgroups by which I meant the average pvp player.
2) I am still playing in Decimation Elite. Still running groups but not as big as in the past. We were famous for our groups that coordinated very well. You call them zerg but ok so be it. We gave a place for every player and were just very good at recruiting. We also needed to play like that to counter the Banana Squad ballgroup. They were one of the first groups that developed this adverse effect in pvp.
Nowadays we are more focussing on our reputation and individual playstyles on Ravenwatch EU that still is the purest pvp zone. Would like to see an alliance lock there as well. To have more connection with our faction.
Even as a casual group, there is a lot you can do to counter ballgroups, especially if you coordinate between guilds as EP Ravenwatch does.
The sad reality is that people in casual groups tend to put out a minimal amount of healing and damage regardless of their group's composition. A group that runs better builds and does many more actions per minute will always win, no matter if it is a ballgroup or something else. Especially on Ravenwatch, where all of the usual carry sets (Snow-Treaders, Rush of Agony, etc.) do not work, guilds should be a lot more introspective in regard to what they can do better themselves before they call for nerfs of an entire playstyle.
We are aware of the sets that we should use and we also spent some time getting those. I agree that healing is half of the pvp success. But healers can survive best in ball groups. We have some healers but we are not such a group as we simply don't like that playstyle. We might be a casual group and I am not going to tell players what they should wear or what spell/skill they should use, because the group does not always have the same players or classes aboard. The game should also not demand too much planning time. It should be fun.
At the moment the coordination of EP Ravenwatch is not existing. Only a group of DC/AD players that are swapping alliances multiple times a day. And that is why I would like to see an alliance lock there. AD/DC mostly 2 bars and EP 1 bar after mayhem.
WaywardArgonian wrote: »We are aware of the sets that we should use and we also spent some time getting those. I agree that healing is half of the pvp success. But healers can survive best in ball groups. We have some healers but we are not such a group as we simply don't like that playstyle. We might be a casual group and I am not going to tell players what they should wear or what spell/skill they should use, because the group does not always have the same players or classes aboard. The game should also not demand too much planning time. It should be fun.
At the moment the coordination of EP Ravenwatch is not existing. Only a group of DC/AD players that are swapping alliances multiple times a day. And that is why I would like to see an alliance lock there. AD/DC mostly 2 bars and EP 1 bar after mayhem.
It's not a question of playstyle, it's having the right sets, slotting the right skills and then just keeping all skills up. I have healed both ballgroups and casual groups such as your own and the difference is minimal. I don't intend to patronize, but if you want advice on how to set things up for top survivability I'd be happy to help.
I do not agree and I think the thesis is wrong.WreckfulAbandon wrote: »No set will ever counter ball groups as if it's good they can just find a way to use the set themselves.
The game should also not demand too much planning time. It should be fun.
Like it or not, Ball Groups are how the game is meant to be played, and ZOS keeps reinforcing the fact. Arcanist is almost perfectly designed for ball groups. Even the sets designed to "counter" ball groups are in reality sets designed for ball groups.
(Snake in the Stars which would have been the death of these groups be making hot stacking untenable was promptly nerfed.)