They're not fun, no one moves anywhere, and it's an instakill from far, far away. Literally every other environmental kill can be somewhat guarded against or avoided, but there's no way to guard against a ballista. Normally the opponent has to either push or guardbreak you into one, but here it's just "oh, I see you, so you're dead now"
The way to avoid/guard against the ballistae is to not be in their line of sight. The one in the tower has a view of Point A and part of the battlefield, but it can't target the side paths that lead to it, and there are those crumbling walls that partially obstruct its view of the battlefield. The two in Point A can target whoever is manning the ballista in Point C and have a clearer view of the battlefield, but aren't actually within the zone, so you have no warning of enemies if you let yourself get tunnel vision. And they also can't target their own approach. Not to mention that ballistae that are in use will be highlighted with the corresponding team color on your minimap. A little awareness will let you know where, and if, you need to be watching out.
I find them very enjoyable and a bit of fresh air in Dominion. It makes things more dynamic, introduces another facet of strategy, and arguably encourages better communication and tactics among your team. Like any session of Dominion or other modes, you'll be more effective at dealing with any dangers if you coordinate.
yesOriginally Posted by Mia.Nora Go to original post
Here's the problem. You can't defend anything mid. You can't. That's a part of the map you cannot play
When you have a team controlling both ballistas, they always have 2 people guarding that zone, so you cannot take that zone without dying unless you bring your whole team, leaving the other 2 people from their team to take both zones while you get pent up over that one zone that allows you to shoot everyone.
If you control that zone with 2 ballistas, you not only control that zone, you have the power to kill everyone in over half the map and always have enough reinforcements to keep a boosted zone. There are no other maps with zones that have that kind of defensive and offensive measure
You literally missed my entire point. It's not just that you can instakill people, it's that you always always always have a ganksquad at your zone, and it takes pretty much an entire team to clear them out.
So f*** off and actually put in some proper input other than "stop being bad" or "git gud" before you embarrass yourself
I'm not sure I see your point. Given that your issue seems to be that a control point will have a gank squad (operating under the assumption that means at least three team members) that means all or most of the enemy team is concentrated at one point. So take the other point, with your own gank squad if need be, use your own ballista, and work from there. Or square off against them in 4v4 in the zone they've camped in. If they continually best you despite being at equal strength, it's likely they're just better (with the exception of crap like Centurion CC spam). Zones A and C have sufficient cover from each other, both on approach and within, that they won't be able to stop you if they're all hunkered down in the same part of the map.
My own experience with this map in Dominion tends to be splitting up into two man teams. One to man the ballista in C while another watches their back, and two more to switch between ballista duty and holding the zone at A. It's true that zone B sees way less action compared to other maps because of how exposed it is, but imo that's just part of what makes Sentinel more unique as far as Dominion goes. Plus, once one team gets an advantage, you can still head down there and clear out some minions, or do so if your teammates are sufficiently good at holding off the enemy or keeping them off the ballista. Again, the crux of it comes down to tactics, teamwork, and skill. I recognize this is way more difficult to pull off without mics and such (I myself don't use any) but them's the breaks.