RealLoveBVB wrote: »Their best counter is to ignore them.
All ballgroups I know play for kills/trolling/baiting in keeps or scrolls, not for the campaign.
If you start to avoid them, they won't get their satisfaction with doing their kills. So they lose their interest and leave.
xylena_lazarow wrote: »The best counter is to fight them on the forums instead. No heal stacking or Rushing Agony in PvChat.
Veinblood1965 wrote: »Usually I agree if outside a keep, however when they are this big if left alone they would just take the keep and move on to the next one and so on...
I'm seeing Siege mentioned a lot here. Siege does absolutely nothing when you have 12 players with 50k HP stacking MULTIPLE heals, shields and buffs
WaywardArgonian wrote: »I'm seeing Siege mentioned a lot here. Siege does absolutely nothing when you have 12 players with 50k HP stacking MULTIPLE heals, shields and buffs
Siege debuffs heals by a lot. Heal-stacking (not shield stacking) is the strongest survival tool in a ballgroup's kit. It also bypasses resistances. Ballgroups can't track siege debuffs. Siege is by far the biggest source of incoming damage in any ballgroup run. That you can't see a dent in their healthbar when you hit them with a single ballista doesn't prevent siege as a whole from adding a ton of pressure to ballgroups' defensive rotation. It absolutely does hurt ballgroups and anyone who plays in one will tell you that.
I’ve played in multiple ball groups and I can tell you firsthand that siege was never a major issue, not when you have multiple siege shields in your group. Biggest things that tend to wipe a comped group is stacked negates or the annoying scripts that knock you back off the walls
WaywardArgonian wrote: »I’ve played in multiple ball groups and I can tell you firsthand that siege was never a major issue, not when you have multiple siege shields in your group. Biggest things that tend to wipe a comped group is stacked negates or the annoying scripts that knock you back off the walls
Well this does not correspond with the reality on PC/EU but good for you.
I'm seeing Siege mentioned a lot here. Siege does absolutely nothing when you have 12 players with 50k HP stacking MULTIPLE heals, shields and buffs
WaywardArgonian wrote: »I’ve played in multiple ball groups and I can tell you firsthand that siege was never a major issue, not when you have multiple siege shields in your group. Biggest things that tend to wipe a comped group is stacked negates or the annoying scripts that knock you back off the walls
Well this does not correspond with the reality on PC/EU but good for you.
You're right, it doesn't, it corresponds with the PS/NA server and speaking from first hand from being in these groups to fighting them, siege does absolutely nothing
WaywardArgonian wrote: »I'm seeing Siege mentioned a lot here. Siege does absolutely nothing when you have 12 players with 50k HP stacking MULTIPLE heals, shields and buffs
Siege debuffs heals by a lot. Heal-stacking (not shield stacking) is the strongest survival tool in a ballgroup's kit. It also bypasses resistances. Ballgroups can't track siege debuffs. Siege is by far the biggest source of incoming damage in any ballgroup run. That you can't see a dent in their healthbar when you hit them with a single ballista doesn't prevent siege as a whole from adding a ton of pressure to ballgroups' defensive rotation. It absolutely does hurt ballgroups and anyone who plays in one will tell you that.
I’ve played in multiple ball groups and I can tell you firsthand that siege was never a major issue, not when you have multiple siege shields in your group. Biggest things that tend to wipe a comped group is stacked negates or the annoying scripts that knock you back off the walls
Veinblood1965 wrote: »WaywardArgonian wrote: »I'm seeing Siege mentioned a lot here. Siege does absolutely nothing when you have 12 players with 50k HP stacking MULTIPLE heals, shields and buffs
Siege debuffs heals by a lot. Heal-stacking (not shield stacking) is the strongest survival tool in a ballgroup's kit. It also bypasses resistances. Ballgroups can't track siege debuffs. Siege is by far the biggest source of incoming damage in any ballgroup run. That you can't see a dent in their healthbar when you hit them with a single ballista doesn't prevent siege as a whole from adding a ton of pressure to ballgroups' defensive rotation. It absolutely does hurt ballgroups and anyone who plays in one will tell you that.
I’ve played in multiple ball groups and I can tell you firsthand that siege was never a major issue, not when you have multiple siege shields in your group. Biggest things that tend to wipe a comped group is stacked negates or the annoying scripts that knock you back off the walls
I scribed a spell last night for destruction staff, has a 41 m range, pushes them, stuns and debuffs. Told my guild about it also. It should be effective to knock them off the sides of the keep up top.
I appreciate all the feedback, if this continues to be a problem we'll be using this and also a lot more siege.
Turtle_Bot wrote: »There used to be a set that did this when players built their group specifically around the set (something that left them very vulnerable to zergs, solos, bombers and every other playstyle that was not a ball group).
The set is called Azureblight.
Unfortunately, due to the set (when built around) actually doing it's intended niche job of dealing significant damage over time to very tightly stacked groups, a very small minority of ball group players cried (and lied) very loudly and got the set completely deleted from PvP, so now PuGs are stuck with only 1 true option left to counter ball groups:Exit Cyrodiil by any means possible.
Joy_Division wrote: »Veinblood1965 wrote: »WaywardArgonian wrote: »I'm seeing Siege mentioned a lot here. Siege does absolutely nothing when you have 12 players with 50k HP stacking MULTIPLE heals, shields and buffs
Siege debuffs heals by a lot. Heal-stacking (not shield stacking) is the strongest survival tool in a ballgroup's kit. It also bypasses resistances. Ballgroups can't track siege debuffs. Siege is by far the biggest source of incoming damage in any ballgroup run. That you can't see a dent in their healthbar when you hit them with a single ballista doesn't prevent siege as a whole from adding a ton of pressure to ballgroups' defensive rotation. It absolutely does hurt ballgroups and anyone who plays in one will tell you that.
I’ve played in multiple ball groups and I can tell you firsthand that siege was never a major issue, not when you have multiple siege shields in your group. Biggest things that tend to wipe a comped group is stacked negates or the annoying scripts that knock you back off the walls
I scribed a spell last night for destruction staff, has a 41 m range, pushes them, stuns and debuffs. Told my guild about it also. It should be effective to knock them off the sides of the keep up top.
I appreciate all the feedback, if this continues to be a problem we'll be using this and also a lot more siege.
That won't work.
The devs intended on the Destro scribed skill and Trample to be counters to ball groups (effects like heal debuffs, removal of shields, etc.), but because they don't realize that a two second cast time in which you have to pre-aim a skill cannot possibly hit a ball group who is at speed cap and uses an AoE pull set.
These sorts of skills only work when there are so many other alliance mates around you, the ball group might not target you during the cast-time, which really means it is the overwhelming numbers that are the counter to ball groups, not these actual skills.
The same is true for siege. When the BG has so many other targets, yes, people can place down a meatbag and hope the BG runs into where they are shooting, but that can only work again with numbers.
If the ball group is actually good and your guild wants to fight them on something like even terms or without relying on having larger numbers, you pretty much have to use them same tactics as a ball group: complimentary sets, pulls, coordinated PBAoE damage, lots of heals/support, etc.
JanTanhide wrote: »Sounds like you and your guild had a ton of fun fighting them!
I see nothing wrong with players utilizing what's in the game to play the game. Seems like way too many people want easy fights and kills against lone or small groups of players instead of fighting a group of people coordinated to wreak havoc.
I think the best way to fight a well coordinated group of players is with your own group of well coordinated players.
Major_Mangle wrote: »Turtle_Bot wrote: »There used to be a set that did this when players built their group specifically around the set (something that left them very vulnerable to zergs, solos, bombers and every other playstyle that was not a ball group).
The set is called Azureblight.
Unfortunately, due to the set (when built around) actually doing it's intended niche job of dealing significant damage over time to very tightly stacked groups, a very small minority of ball group players cried (and lied) very loudly and got the set completely deleted from PvP, so now PuGs are stuck with only 1 true option left to counter ball groups:Exit Cyrodiil by any means possible.
#bringbackazureblight
Major_Mangle wrote: »Turtle_Bot wrote: »There used to be a set that did this when players built their group specifically around the set (something that left them very vulnerable to zergs, solos, bombers and every other playstyle that was not a ball group).
The set is called Azureblight.
Unfortunately, due to the set (when built around) actually doing it's intended niche job of dealing significant damage over time to very tightly stacked groups, a very small minority of ball group players cried (and lied) very loudly and got the set completely deleted from PvP, so now PuGs are stuck with only 1 true option left to counter ball groups:Exit Cyrodiil by any means possible.
#bringbackazureblight
Make snake in the stars viable again too.
Major_Mangle wrote: »Major_Mangle wrote: »Turtle_Bot wrote: »There used to be a set that did this when players built their group specifically around the set (something that left them very vulnerable to zergs, solos, bombers and every other playstyle that was not a ball group).
The set is called Azureblight.
Unfortunately, due to the set (when built around) actually doing it's intended niche job of dealing significant damage over time to very tightly stacked groups, a very small minority of ball group players cried (and lied) very loudly and got the set completely deleted from PvP, so now PuGs are stuck with only 1 true option left to counter ball groups:Exit Cyrodiil by any means possible.
#bringbackazureblight
Make snake in the stars viable again too.
Snake in the stars is one of the best DPS sets in the game (for PvP) during the right conditions, just not vs large groups.