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  1. #25
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Battle high is generally not the only reason a team loses but it sure as heck doesn't make winning any easier for the teams that are already behind. Matches where people manage to overcome a significant number of highs are the exception as opposed to the norm and almost always require the other team to gang up on the dominant team which is never a guarantee as the "playing for second" mentality seems to often convince them that picking on the team in third place is the best course of action.

    I've also noticed that it's way more prone to becoming a problem in Seize then any of the other modes for whatever reason. It was rare to see more then a single person with Fever in any of the shatter matches I played today.

    Honestly though, one of my biggest beefs with the mechanic overall is that it often fails to even fulfill its supposed purpose of "rewarding good gameplay" because only the person who gets the killing blow on a player gets credit for it (In the case of self-induced deaths from fall damage it seems to go to whoever damaged the player most recently). I can regularly be dealing 80%+ of a player's HP, be topping the damage chart, and get over a dozen assists in a single match, yet never get battle high simply because I was never able to get a killing blow. This also inherently makes it more prone to ending up on people playing burst heavy classes like DNC (These guys are by far the ones I see with it the most regularly), NIN, and BLM. It would work better as an equalizer if it's consistently going to the players who are actually putting in the most work on each team.
    (2)
    Last edited by KageTokage; 10-01-2019 at 03:16 PM.