Siege fails because the ball group shouldn't stay in one place. Siege & a large zerg usually can flush a group away from keep or to their deaths.
I never see a stalemate BvB, either a greenbar with 22k health will vd/pb/cleanse proc a group, server joins a ball group to overwhelmingly out number, one ball screws up, or out skilled/organized.
Only speaking pre update, I'm on console so I haven't seen this update live yet.
TheEndBringer wrote: »Siege fails because the ball group shouldn't stay in one place. Siege & a large zerg usually can flush a group away from keep or to their deaths.
I never see a stalemate BvB, either a greenbar with 22k health will vd/pb/cleanse proc a group, server joins a ball group to overwhelmingly out number, one ball screws up, or out skilled/organized.
Only speaking pre update, I'm on console so I haven't seen this update live yet.
I've been doing this a while. I see ball groups of all factions eat meat bags and lancers. They drop multiple siege bubbles and stack every hot available. This lets them ignored siege and also out heal incoming damage from attackers. It's not hard at all. I see it every night. I've been on both sides of it.
TheEndBringer wrote: »Siege fails because the ball group shouldn't stay in one place. Siege & a large zerg usually can flush a group away from keep or to their deaths.
I never see a stalemate BvB, either a greenbar with 22k health will vd/pb/cleanse proc a group, server joins a ball group to overwhelmingly out number, one ball screws up, or out skilled/organized.
Only speaking pre update, I'm on console so I haven't seen this update live yet.
I've been doing this a while. I see ball groups of all factions eat meat bags and lancers. They drop multiple siege bubbles and stack every hot available. This lets them ignored siege and also out heal incoming damage from attackers. It's not hard at all. I see it every night. I've been on both sides of it.
Stacking siege shields is silly, and so is staying in one spot to eat siege damage. Pre PB purge/cleanse spam, sure you could get away with it, & this new update idk as it hasn't hit console yet.
Yes a few siege won't do much, but this exaggeration of unkillable groups is just that.
Get better, coordinate, &/or move out of the way are the options.
doesurmindglow wrote: »Yeah there's been a huge buff. I run in not one but several ball groups, on at least two different factions, and all have experienced a sharp increase in power this patch due to the buffs both to cross heals and to their arsenal of very overtuned sets like Dark Convergence, Hew and Sunder, and Plaguebreak as well as long-time staples like Vicious Death.
We're finding we can even get good use out of Rallying Cry in a 10-12 man as even at the scaled down value it provides more crit resistance than running impen, which allows the comp to move more toward Divines and Well-Fitted traits, delivering more survivability and also more damage. It won't fully replace Transmutation and some groups can use it more reliably than others, but regardless even ball groups with the least experienced players are getting some really good pug farms.
I don't think it's a good direction for the game as a person that's played both inside and outside of the ball group meta. I've warned numerous times that changes intended or speculated to nerf ball groups actually buff them in practice. I've been concerned this series of buffs drives more faction-stacking (ie. bringing more pugs to an objective to be farmed when it proves that 30 50 is not enough), and as a result more laggy, stalemated fights rife with positional desync and buggy procs. I'm alarmed at the deepening challenge presented to players who cannot or would not run with a ball group. But all that thoughtful feedback based on a great many hours of experience tends to get ignored, so ggs?
I think a good start would be for zos to finally figure out how to nerf (even in a slightest) a ball group, and a ball group alone, without nerfing anything else. The problem is that every balance change so far, that was supposed to be a counter for ball group playstyle - was pretty much always a buff for them.doesurmindglow wrote: »I don't think there's a silver bullet nerf that will get rid of them
doesurmindglow wrote: »I appreciate the idea but the truth is, and this is very hard to understand unless you've actually run in a ball group, ball groups do get snared A LOT.
Cuddlypuff wrote: »Unpopular opinion but most ball groups just aren't very effective and should probably consider another playstyle that has more impact and causes less lag on the server. There's only a handful of good ball groups and they've been scary in every meta due to experience, coordination, movement, individual skill etc etc. Even if you consider the optimal synergy bombing ball with 4 DDs + 8 supports, is it really 3X more impact than a 4 man small-scale group running cross-heals and meta sets?
Cuddlypuff wrote: »Unpopular opinion but most ball groups just aren't very effective and should probably consider another playstyle that has more impact and causes less lag on the server. There's only a handful of good ball groups and they've been scary in every meta due to experience, coordination, movement, individual skill etc etc. Even if you consider the optimal synergy bombing ball with 4 DDs + 8 supports, is it really 3X more impact than a 4 man small-scale group running cross-heals and meta sets?