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  1. #11
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    The point of the op's post was that it snowballs and unbalances things. If you're good enough to build high/fever in the first place, why do you need a dmg assist buff to make you stronger. It makes it harder for the other team to make a comeback when the winners are running around with highs, you aren't on equal footing now. Rewards for being good are fine, it feels good to earn a high, idk if damage boost is the right way to go with it though.
    (4)

  2. #12
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Commander_Justitia View Post
    I would keep the incentive with fever to actually PvP, but I would reduce the general melee buff in frontline, especially the 30% mitigation effect for tanks, and I would half the damage bonus from fever and 2nd better fever atm. You can solo healer with a 8killstreak pretty easy as melee, I don't think that is completely counterable.

    With that said though, 5.1 is in a month or two, maybe they already are preparing to change it in something even different who knows..
    If they remove the buffs to Melee and Tanks in Frontline/Rival Wings, everybody will just go back to only playing ranged and casters, like how it was before 4.5.

    With 5.1, they will increase the number of actions in PvP to 16. A new Frontline map is being added. Seal Rock 2 they are calling it internally. The damage boost and reductions in non-Feast PvP for Melee and Tanks is most likely staying.
    (1)

  3. #13
    Player
    OskarXCI's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    359
    Character
    Xevia Vanothy
    World
    Cerberus
    Main Class
    Scholar Lv 90
    It's there to reward those that play well.

    You normally get/lose +5/-5 points for killing someone/dying. The trade off for Battle High/Fever is that if you die with the buff, there is a bigger exchange of points. If you kill a Battle High player, you gain 10 points, they lose 10. For Battle Fever, it's +15/-15.
    (1)

  4. #14
    Player
    Kaiche's Avatar
    Join Date
    Aug 2013
    Location
    The Fold
    Posts
    199
    Character
    Reeka Teeks
    World
    Phoenix
    Main Class
    Black Mage Lv 82
    Battle high and fever is a good thing, rewards players who are killing / contributing a lot to become more powerful and a bigger threat to the opposing teams. (and a more desirable target to focus since a BH/BF death rewards more points -/+). Yes it can feel like a uphill battle especially if you go up against a premade who know how to actually play pvp however thats where you want teamwork; to focus those high prio targets and healers to get rid of their buff.

    Despite the adrenaline and damage buff they get theyre still the same hp wise and can be focused as such. The better team should always win anyway so if one team has multiple BH and BF then it is what it is your team sucking or the other is feeding. I'd also like to add that if you know how to burst and use your awareness you can get battle high / fever yourself even without a healer backing you, its open to everyone who can last hit.
    (1)

  5. #15
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by OskarXCI View Post
    If they remove the buffs to Melee and Tanks in Frontline/Rival Wings, everybody will just go back to only playing ranged and casters, like how it was before 4.5.
    I didn't want them removed, I said reduce, they are just overpowered atm. I know melees have it more difficult than range, but 30% mitigation stacked with other effects is too strong. Same with fever combined with 15% more attack, doing rotation does more damage than the limit break at that point. And the way some skills work, reset on kill like on ninja with assassinate- gives a lot of stomp material than intended.
    Melees dps should maybe keep a higher defense than tanks as they are already tanky with 20k HP and mitigation skills...
    (1)

  6. #16
    Player
    legione's Avatar
    Join Date
    Apr 2018
    Location
    Playrooms
    Posts
    89
    Character
    Gya Ru
    World
    Moogle
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by OskarXCI View Post
    If they remove the buffs to Melee and Tanks in Frontline/Rival Wings, everybody will just go back to only playing ranged and casters, like how it was before 4.5.
    there never was a lack of tank, and it wasnt uncommon to see a melee on top of kills and dmg output.

    we can argue about the dmg reduction but not the dmg buff and even less giving tanks the same treatment, that was completly uncalled.
    (0)

  7. #17
    Player
    Waaltar's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Berenice Vegetables
    World
    Cactuar
    Main Class
    Black Mage Lv 90
    Battle high works like the general playground rule of "make it, take it" usually seen in basketball. The player or team that makes a shot starts with the ball on the next possession. As opposed to either taking turns or the loser starting with the ball.

    The idea is to either force the opposition to play better, or end the game/match/etc more quickly. It works best when the game is competitive to begin with.
    (0)

  8. #18
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    They could make games end more quickly without battle high by just removing the point loss from deaths and making it a straight climb instead of tug of war.

    I'm not convinced the mechanic is necessary in any form or fashion because it just tends to make the dominant team even more awful to deal then they already are. Even bots can become a problem as they're frighteningly efficient at focusing people down if there's multiple on the same team.
    (1)

  9. #19
    Player
    Nova_Rox's Avatar
    Join Date
    Aug 2014
    Posts
    303
    Character
    Eternal Arcadia
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by KageTokage View Post
    They could make games end more quickly without battle high by just removing the point loss from deaths and making it a straight climb instead of tug of war.

    I'm not convinced the mechanic is necessary in any form or fashion because it just tends to make the dominant team even more awful to deal then they already are. Even bots can become a problem as they're frighteningly efficient at focusing people down if there's multiple on the same team.
    But why would you remove something from the game that encourages PvP? FL IS a PvP mode despite how many folks try to play it.

    High is good. Reward the good players for being skilled (something this game NEEDS) and it doubles as a mercy for the losing team by causing them to lose faster AND it's also a comeback mechanic since it shows them on the map and punishes the team for letting their highs/fevers die.

    Fever/High is a mechanic that literally helps on all fronts. Why do people want it removed? Just stop complaining and get better. So many people are jumping into PvP without any knowledge of how PvP works then they complain about how unfair it is.

    Uh. Yeah. It's unfair because you aren't putting in the same effort as those folks getting high/fever. It's PvP. Get competitive. You got your ass kicked? Come back stronger and kick their ass back. Simple
    (3)

  10. #20
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    You can be attacking things constantly and never get battle high/fever because you need to actually get the killing blow, not just an assist so by no means is it necessarily going to be benefiting the better players of a team on a consistent basis. Don't assume I only hate the mechanic because I'm slacking.

    In the odd event I do get it, the healers generally don't seem to anticipate that people are going to try to burn me down so it oft ends up serving as little more then a big "Kill me" sign. You still need a good team to fully benefit from it because a team with tanks and healers failing to support their DPS and keep them alive is just going to keep losing their highs shortly after they get them, so it really doesn't work well as a comeback mechanic.

    A competent team with battle highs on the other hand, feels nigh-unstoppable unless you're running a premade that knows how to coordinate LBs and properly burn them down in order to sway things back in their favor. I regularly see people in alliance chat yelling to just avoid the team with highs like the plague and focus on objectives (Which sadly enough actually worked on one occasion because they were too busy farming the other team for kills to get to the objectives before us).
    (0)
    Last edited by KageTokage; 09-01-2019 at 12:10 AM.

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