Quote Originally Posted by KageTokage View Post
After playing more matches, I feel like the intent of battle high was to give a dominant team a fighting chance if the other teams wise up and decide to gang up on them. The key issue is the "if" part, though.

The fact that's there's nothing enforcing how much of a given job type is on each team is another problem as I find the battle highs tend to spiral out of control on those teams that are packing three or more healers in each party which make all but the most vicious attempts at focus-firing futile. Even if your overall DPS output is lower from having more healers the sheer amount of burst a bunch of LB-spamming melee players can put out is a lot more game-changing when they can easily focus down a healer on their own if they're packing battle high.
It's also pretty bad because it's possible for an entire team to have Battle High or Battle Fever, and it's very likely if they're a premade and all of them are focusing down the same targets. Just had a match like that, and you can't heal through it, you can't tank through it, you can't do anything about it because they're doing 20-40% more damage than you can heal/tank through. I'd prefer if you also took more damage along with inflicting more damage. It would prevent these kinds of steamrolling scenarios because while yes, you can kill enemies faster, you're also taking more damage so it's easier to kill you. That or put a duration on it so it'll wear off after about 1 minute, so you have to keep killing to keep the effect going, which gives a counter in the lines of "waiting it out."