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Thread: Battle High

  1. #1
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80

    Battle High

    What are the community's thoughts on Battle High?

    Are players satisfied with the mechanic as is? Would you describe it as a positive or negative aspect of PvP? If you think it should be adjusted, would you like to see it changed in a minor or major way? Do you think Battle High should stay or be removed entirely? Let's get a discussion going.
    (2)

  2. #2
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    3,460
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    It's complicated.

    - I like that it rewards good play.
    - I don't like how it snowballs for the winning team.
    - I like that it pushes competent teams to go for kills in order to build BH in order to secure victories.
    - I don't like how it goes completely out of hand with the current kitchen sink / DRK meta.
    - I don't like how it doesn't come with drawbacks, like decreased innate DR.
    - I don't like how it relies on kills, the system is way too unstable and inaccurate to properly calculate when to land the killing blow, turning it into a gigantic lottery, and it also rewards kill stealing, or specific jobs that have blessed damage OGCDs to weave/spamm in order to leech kills.
    (13)

  3. #3
    Player
    Aravell's Avatar
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    Aug 2017
    Location
    Limsa Lominsa
    Posts
    1,933
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    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 But I think the system is outdated in the current format.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.
    (9)

  4. #4
    Player
    Rein_eon_Osborne's Avatar
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    Jun 2020
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    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,669
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    It should definitely see its adjustment. Easiest (albeit laziest) would be increasing damage taken the higher your BH gets. Alternatively, have BH affects differently depending on jobs played in FL since every PvP balance patch has always been to cater to CC situation. Since they won't make a frontline-exclusive kits, why wouldn't they use the outdated BH that purpose? That might be a balancing nightmare on their end though.
    (1)

  5. #5
    Player
    Cidel's Avatar
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    Jun 2012
    Location
    Bastok
    Posts
    1,453
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    I think they can afford to eliminate the healing perk. Everyone is sitting on several self-heals and a massive full HP/MP restore elixir by simply excusing themselves out of the fight. Before they tack-on vulnerability/defense-decreasing modifiers, I think a less scorched-earth drawback that's actually sorely needed would be to nerf the Limit Break gauge speed the higher your BH level is. Limit Breaks are where things in FL start to get ridiculous. Things like BH5 AoE LB nukes from DRGs, SMNs or WHMs become less of an issue when they can't happen as often and BH5 DRKs not having their Limit Break to fall-back on and God-mode out of an alliance focus-firing them at almost every engagement would keep them from being as oppressive as they are now.

    0 BH players can keep their regular Limit Break gauge speed, with percentage modifiers slowing down the rate the higher you go. Quite frankly, at BH4-5 you shouldn't need (or get) constant Limit Breaks as a crutch, especially when your LB can floor entire alliances when you're at BH5 damage levels.
    (4)

  6. #6
    Player
    Mawlzy's Avatar
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    Sep 2023
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    2,103
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    In a mode where the winner is frequently determined by the team with a premade, BH gives solo players something to strive for. The heal boost seems too much though.
    (3)

  7. #7
    Player
    Nubrication's Avatar
    Join Date
    Oct 2013
    Posts
    172
    Character
    Virtus Pendragon
    World
    Gilgamesh
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Blueyes View Post
    What are the community's thoughts on Battle High?

    Are players satisfied with the mechanic as is? Would you describe it as a positive or negative aspect of PvP? If you think it should be adjusted, would you like to see it changed in a minor or major way? Do you think Battle High should stay or be removed entirely? Let's get a discussion going.
    A 1.0 player eh? I think it's fine. If it gets removed, tanks and melee will be absolutely OP because of the innate dmg reduction. People tunnel vision already, imagine FL where the tunneling lasts even longer because nobody is dying.

    Also, BH5 gives decent players something to work towards when their team is bad. There are times when an alliance just can't get anything done, so the least the individual player can do is get BH5 from kills. Imagine if your team is bad but you can't even secure kills because everybody seems tankier due to no BH. So you know you're going to lose because of subpar alliance, and you can't secure kills cause no BH - I think that's gonna get boring real fast.
    (0)

  8. #8
    Player
    Eastwall's Avatar
    Join Date
    Jun 2023
    Posts
    588
    Character
    Jumpshot Tryhard
    World
    Excalibur
    Main Class
    Astrologian Lv 100
    I like the soaring High in rival wing better than this.
    (3)

  9. #9
    Player
    Mistress_Irika's Avatar
    Join Date
    Nov 2019
    Location
    Limsa
    Posts
    514
    Character
    Ophelia Irika
    World
    Hyperion
    Main Class
    Summoner Lv 100
    It's been through at least one adjustment since I've been playing. I do miss when players were rewarded additional points for killing players that had a bounty (Battle Fever) on their heads. However, it's balanced for the most part. I would like to see one minor adjustment, and it's what everyone is saying thus far: remove the personal healing increase for battle high. The extra damage I'll leave that up for debate. The extra sustain from the heal increase is overkill and somewhat broken. BH5 melees and tanks with a 50% dmg reduction (preset), 50% dmg increase, and a 50% personal heal increase? Umm....
    (4)

  10. #10
    Player
    Zeastria's Avatar
    Join Date
    Jan 2023
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    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    I'm more for remove [Battle High] in FL.
    I pref more skill-rewarding PvP play;
    that rewards skill/experience/teamwork over BH farming and job stacking (ability)abuse.
    (5)

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