Originally Posted by
Silhart
I understand where people are coming from suggesting a +damage taken modifier, but I don't think it would turn out as expected. All it would do is bring us back to the ranged meta; a melee job with BH5 would not be able to get close without getting blown up. I can also foresee people using Return to switch jobs then switch back to reset their BH and get the target off their back. Scholars would become broken too, because 1) their spread DoTs would benefit from both types of damage increase (imagine a BH5 SCH spreading off a BH5 target, whew), and 2) they only need to be in range for 1 GCD to do all of their damage, so they are never in danger of dying.
The inherent danger of having two enemy teams turn against you for being a threat should be the negative to balance it out. It is possible for BH5 teams to collapse and ultimately lose to a well-coordinated pinch - ask any premade and I'm sure they have plenty of stories like these. Though most of the time people lose confidence when they see BH5 on the enemy team--and if they had the game sense to coordinate a pinch, they probably wouldn't have let the winning team build so much BH in the first place. I don't know. I can see the issue, but nerfing or outright removing BH isn't my most favourite idea because I feel like a lot of its issues could be mitigated if people in general put more thought into their gameplay (not a dig at anyone here; I really mean that the wider community and their mindset towards PvP needs to change, but that's a topic for another day).
I do agree that Recuperate being tied to BH is ridiculous. That is the one thing I would change - other than that, I'm mostly fine with BH. Though I'm all for removing it if the PvP devs can think of something more interesting to replace it.