Pretty sure BH doesn't give any increase to HP or Defense, only Damage and Healing including Recuperate.
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I could have sworn it did, it always feels like an uphill battle trying to take out high BH players compared to lower BH players. Might just be that shields and healing scale so significantly with it, which again is an issue with recuperate and how many more classes get shields.
Yeah, I'm not sure how it's survived so long with no drawbacks. It's kind of a weird break from traditional SE design.
I've been doing a bit of testing and I found it easier to encourage pvp by playing tank jobs and ccing targets and groups for people to scoot in and burst on. It's something at least.
It's just the skill difference, and I'm not even trying to be edgy or elitist about it. They're hard to kill because they use their defensive toolkit correctly at the proper time, as well as positioning with a lot more care and thought, especially since the pvp rework they can't just bring their pocket healer with Rescue, or Fetter Ward their way out of any trap. It is however possible that recuperate gets buffed by it though, haven't really paid attention.
Just give salted earth and other aoes a cap of 5, excluding limit breaks.
These aoes are balanced around CC not frontlines
The devs should prevent Battle High for multiple jobs in the same party lol
Make it so that once you are KO'd, you cannot respawn into the same job and must change to another to trigger the respawn for your next frontlines 'life'. Existing abusers won't quick-throw that 2nd job life to then respawn back into the first, because they would lose battle high (perhaps make it so you lose ALL battle high from now on too). To make this fair, limit break bar no longer gets reset when changing jobs. Players must now have at least 2 jobs unlocked in order to use frontlines etc.