You're welcome to your opinion, but that doesn't make it correct. Let me guess, you play BLU in ballista? >.>
(Pre-cap rise): Disseverment- if this doesn't kill you instantly, the high damaging poison will. Easily the worst spell in PvP <=75.
Post cap rise: Several new spells that are all considerably stronger than Disseverment will kick your butt.
The only thing limiting these most powerful spells is short range (which is longer in ballista); The BLU spells do not seem to be affected much by the global damage reduction in PvP, either. This might just be a bug that's never been addressed, but it's a problem either way. BLUs are quite squishy, but they have accesss to a wide array of buffs that help cover that weakness.
SAMs )especially with RNG sub) are pretty tough customers too, but they are somewhat balanced by having no area effect or multi-hit attacks, so anyone with shadows (be it 60 cap or otherwise) has some defense. RNG/SAM is just about as strong.
SMN: Very, very weak until lv65 except for 2hour, so horrible for 60 cap. Merit pacts ignore shadows so SMN becomes quite good at 75+ ballista. BLUs and Tachi:Gekko are your worst nightmare though. Sleeping summons is very frustrating with the Smelling Salts being rather rare and the only way to wake them up, usually forcing you to resummon.
PUP used to be very probelmatic because killing the automaton was so crippling; but Deus-ex automata takes care of that problem and with the skill upgrade, PUP now performs very well in ballista, being able to fight without fear of losing the automaton for a third of the match.
