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Thread: Battle High

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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,734
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Silhart View Post
    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.
    In my opinion melees innate DR is completely bullshit and it should be a lot lower. It's piss easy to just go in, go out with barely a scratch and I'm not even talking about the fake melees like NIN or DRG that can just play at range perfectly fine.

    But yes, a diminution of DR (or % vuln) would need to be really, really small, which would already be big on its own. If a BH5 melee gets a 10% vuln, that's already plenty enough to me and it still makes them tougher than a base DNC. I do agree that it's a tool that can go wrong very fast. But what's best, a melee meta or a ranged meta? Cause currently it seriously looks like a melee meta to me.

    I do not vibe much with the idea of sandwiching the winning team. I've seen it work, but usually it does vs winning teams full of solo BH5 players, not teams full of premades. Every time I've seen it happen, or actually field commanded it, both attacking teams got kitchen sunk and annihilated completely, even with the winning team having some casualties. it just fed them even more than if we hadn't attempted anything. Every, damn, time. You need premade tools and tactics to deal with premade teams.
    (4)

  2. #2
    Player
    Aravell's Avatar
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    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,043
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Valence View Post
    I do not vibe much with the idea of sandwiching the winning team. I've seen it work, but usually it does vs winning teams full of solo BH5 players, not teams full of premades. Every time I've seen it happen, or actually field commanded it, both attacking teams got kitchen sunk and annihilated completely, even with the winning team having some casualties. it just fed them even more than if we hadn't attempted anything. Every, damn, time. You need premade tools and tactics to deal with premade teams.
    It kind of depends on how organised each team is. I've seen 3 outcomes happen when a team gets sandwiched:

    1) The team that's getting sandwiched backs up and the 2 teams that are trying to sandwich end up slamming into and fighting each other instead.
    2) The team that's getting sandwiched just backs up and lets the 2 enemy teams flow together and then annihilates them.
    3) The sandwich actually works and the team being hit gets wiped.
    (2)

  3. #3
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,734
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Aravell View Post
    It kind of depends on how organised each team is. I've seen 3 outcomes happen when a team gets sandwiched:

    1) The team that's getting sandwiched backs up and the 2 teams that are trying to sandwich end up slamming into and fighting each other instead.
    2) The team that's getting sandwiched just backs up and lets the 2 enemy teams flow together and then annihilates them.
    3) The sandwich actually works and the team being hit gets wiped.
    I'll add a 4) that is actually pretty frequent in my experience, while 3 almost never happens: both flankers attack at the same time, the premades wipe one side out while their solo casual players serve as meatshields on the other side, and then either they withdraw and bail out, or they just kitchen sink the second team once they're ready again.
    (1)

  4. #4
    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 Valence View Post
    In my opinion melees innate DR is completely bullshit and it should be a lot lower. It's piss easy to just go in, go out with barely a scratch and I'm not even talking about the fake melees like NIN or DRG that can just play at range perfectly fine.

    But yes, a diminution of DR (or % vuln) would need to be really, really small
    I still see 2.x 3.x frontline as standard what they should aim for. The modifier existed back then too, just way smaller. The difference was that our dmg ouput was a lot smaller too, and our big gamechanging buffs (that were part of our rotation, not limit breaks) had high cooldowns. So you slowly died and had time to counter it, this aspect is gone now, and it is more a "you better die before you can click your heal and get out of the stun".

    So I advocate to reduce healing and dmg ouput a bit, but! give PvP jobs skills/buffs to increase and mitigate dmg on a higher cooldown, 40s-2min I am thinking. But that would mean adding 1-3 new skills, something I am afraid is against their design philosophy.

    Then you wouldn't have to care about these DR as much, instead of passive DR factor to even it out, it should be an active factor - pressed by the player at the right time, to even it out - similar like Guard, but not so restricting...more like old safeguard. Guard with 5s is not long enough for frontline. Which again boils down that PvP for 5vs5 and 24vs24vs24 should be treated separately.
    (1)

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