No, you just need to permanent reset the gauge when killed since it is too easy to build up the gauge.
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No, you just need to permanent reset the gauge when killed since it is too easy to build up the gauge.
This is what playing passively early in the match gets you, people considering the removal of battle high because they still havent understood that the new battle high encourages more pvp and they just want to do objectives only
pveing in a pvp gamemode doesnt work anymore, adapt or stop queueing pls (:
Might I suggest simply not queuing up for PvP modes if you... *ahem* "Don't want to deal with PvP"?
Imagine queuing up for a Raid and proceeding to complain about how you have to do PvE fights instead of gathering or some such bs... "I'm a gathering main, I'm just here for the 2B pants, let me fish in this pond while you guys clear the raid please"
But I want my mount and glamours! I should be able to get them without having to deal with stuff like organized opposition, and systems that reward people for doing well, or really just all this combat in an objective based mode. SE plz nerf.
Removing the defence buff on melee and especially on tanks is a bad idea. This is just the dynamic of how a game with attacks that have finite range work. If we want tanks engaging to break up standoffs, we need a system where if one player exposes themselves to a greater range of opposition, they need something more than higher HP count and potions to make that feasible. In The Feast, who is getting attacked is more about who the players want to attack, while in FL it is more about who can be attacked without over-extending. The different design needs are such that we need a leverage to give melee and tank a chance to use their kits, while having a simple lever to tweak that won't impact The Feast, since turning on melee or tanks in The Feast should be an available option.
I do think the damage bonus is unnecessary, and I do think the bonuses are communicated very poorly, though I don't think there is anything wrong with melee and tank having passive damage reduction in FL. It could be debated tanks and melee should have separate amounts but I at least appreciate the modularity of the developer's approach.
They won’t move the buff from Meele and Tanks; it is there for a reason. You don’t get run and gun without drawback like casting time.
Delete this.
The current "battle high from assists" system just creates an unstoppable snowball team that cannot be countered regardless of personal skill or even coordination after the first 5 minutes of play.
The pre-5.1 meta allowed you to salvage matches and come from behind.
The new battle high system creates one all powerful zerg company unstoppably gobbling up the other team. You may as well just sit down and have a tea party once it's reached that point.
Delete your meme. Cutter made a point about it and this is really why they need to rework Battle High. The buffs themselves are a bit too strong and can even outweigh someone who has Battle High I or no Battle High at all since the Damage Buff is ridiculous in Frontlines.