
Originally Posted by
Xylira
The 6.1 revamp of PvP undeniably made things much more fast paced, between the removal of diminishing returns of CC, the increase in damage output, and much more specifically with how impactful the new limit breaks are.
But this also causes more than a bit of a problem when scaled with Battle High in Front Lines. The burst damage of limit breaks is impactful enough when everyone is on an even level. When there's a disparity between battle high between teams however, this can very quickly get unreasonable. This is the most obvious with high burst damage limit breaks, particularly those that are AOE.
The worst offender is very clearly Dragoon's limit break, capable of a whopping 32,000 potency with a direct hit, which is typically increased by the Life of the Dragon buff by 25% more damage. This isn't even taking into account any potential damage buffs that can be provided by team mates, which can easily stack damage even higher. It's already significantly potent as it is, but the further potential 50% increase from max battle high makes it unreasonably powerful against those on the receiving end if they're lacking battle high.
The end result can quickly end up with teams having very lopsided amounts of battle high. With how much higher burst damage is now, it can easily result in an unstoppable snowballing effect with no way for teams that are behind of recovering and having a chance at making a come back.
A pretty strong case could be made that certain jobs really could use some better balance, but I doubt that will happen properly due to SEs apparent lack of being able to balance for both CC and FL. The bigger problem is battle high as a whole, it just does not scale properly with the pvp revamp in mind. Either it should be significantly reduced in effect, or just flat out removed.