Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 48

Thread: Battle High

  1. #11
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,177
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Revert it back so battle high can be seen on the map and minimap at all times.

    Revert it back so that people with battle high reward more points when killed depending on battle high tier. So with more dmg comes more risk when dying.

    And nerf heals from BH yes, but I think they should make healers more about healing again and dps/tank less about healing - but that is kinda a dead end discussion rn.
    (4)

  2. #12
    Player
    AnnRam's Avatar
    Join Date
    Jan 2021
    Posts
    775
    Character
    Mint Goh
    World
    Balmung
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Aravell View Post
    I do like the battle high system as a way to push players into engaging in PvP and rewarding those that do engage in PvP. But I think the system is outdated in the current format.

    The battle high system was built for a time when jobs had little self-healing and often required dedicated healers to keeping them alive. But in the modern format, battle high is entirely too easy to get and maintain, so I do feel it should have drawbacks.

    Since the biggest criticism of battle high is that it allows the team that's ahead to get even farther ahead, I'd say the damage up from it should come with negatives as well to balance it out.

    My personal suggestion is to remove the healing received boost and add an 8% vuln up on every stack of battle high, so you'd have a whopping 40% damage taken increase at max battle high. Also, the healing received boost is overkill now that everyone can spam self-heals up to 4 times with no CD. These 2 things would make battle high a riskier thing to have, and it would also allow the teams that are behind to have a fighting chance since the team with stacked battle highs would do more damage but also die a lot faster.
    Horrible idea no thanks.

    If you are NIN/MNK you can easily take down a Max BH even as a MCH with just High BH.

    BH rewards you for doing good and playing without dying, smart players tend to focus max BH players because they are already marked as a treat.
    Removing BH from FL will make premades a MUST.
    (0)

  3. #13
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,008
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by AnnRam View Post
    Horrible idea no thanks.

    If you are NIN/MNK you can easily take down a Max BH even as a MCH with just High BH.

    BH rewards you for doing good and playing without dying, smart players tend to focus max BH players because they are already marked as a treat.
    Removing BH from FL will make premades a MUST.
    Literally where did I say I want BH removed?
    (2)

  4. #14
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,309
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    The self healing being tied to it is silly (recuperate). The healing abilities power however, needs to stay: it's a full part of the kits of some jobs and it wouldnt make sense that BH doesn"t affect it.
    (1)

  5. #15
    Player
    Silhart's Avatar
    Join Date
    Apr 2022
    Location
    Wolves' Den Pier
    Posts
    46
    Character
    Calv Silhart
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    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.
    (2)
    Last edited by Silhart; 04-30-2024 at 12:15 AM.

  6. #16
    Player
    Taliriah's Avatar
    Join Date
    Jun 2021
    Posts
    334
    Character
    Makoto Hinata
    World
    Louisoix
    Main Class
    Viper Lv 100
    Slippery slope mechanics (the more you win -> the more you are empowered -> the even more you win) are trash in pvp. Battle high is bad.

    (see https://www.sirlin.net/articles/slip...etual-comeback for a more in-depth article on the topic)
    (4)
    Last edited by Taliriah; 04-30-2024 at 12:47 AM.

  7. #17
    Player
    Ecto478's Avatar
    Join Date
    Jan 2018
    Posts
    46
    Character
    Ecto Highwind
    World
    Phantom
    Main Class
    Lancer Lv 90
    That PTSD when a lone ninja with BH4 can kill a group of losing team easily, where that said team cant even kill that ninja
    (2)

  8. #18
    Player
    Mistress_Irika's Avatar
    Join Date
    Nov 2019
    Location
    Limsa
    Posts
    524
    Character
    Ophelia Irika
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Taliriah View Post
    Slippery slope mechanics (the more you win -> the more you are empowered -> the even more you win) are trash in pvp. Battle high is bad.

    (see https://www.sirlin.net/articles/slip...etual-comeback for a more in-depth article on the topic)
    I would agree if it was just 2 teams, but we have 3...I would say something about sandwiching, but I think we all know how majority plays the game. I'm a bit conflicted with that statement of yours.
    (0)

  9. #19
    Player Kuroka's Avatar
    Join Date
    Aug 2016
    Location
    Limsa
    Posts
    3,702
    Character
    Ulala Ula
    World
    Shiva
    Main Class
    Reaper Lv 90
    I hate it, always did.

    As pointed out it snowballs easily and while im all in for a rewarding system, the chance of others feeding our enemy and reducing our chances to 0 just sucks.

    IMO change it so you cant have it within the first few minutes of a battle, increase the needed amount of kills the higher your teams rank goes and finally, limit how many battle highs you can have at once.
    (2)

  10. #20
    Player
    Bonoki's Avatar
    Join Date
    Apr 2019
    Posts
    697
    Character
    Phoebe Iris
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    What if we introduced a time limit to Battle High? Picture it as a dynamic buff, where each subsequent kill or assist extends its duration. This adds a layer of strategy and urgency, as players must continuously prove their prowess to maintain their advantage. Without securing kills, the effect naturally dissipates, encouraging active participation and fostering a more dynamic, competitive environment. Expanding on this idea, I propose incorporating objective-based gameplay to further enhance the Battle High experience. Alongside kills and assists, securing strategic objectives, like claiming nodes in Seal Rock, could also prolong the duration of Battle High.
    (3)

Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast

Tags for this Thread