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Thread: Battle High

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  1. #1
    Player
    Raederle's Avatar
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    Annabelle Mcalistair
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    Spriggan
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    Summoner Lv 51
    Battle High is fine as it is imo. It is true that the bh team can snowball, but there is a 2nd thing in factor that balance bh buff, a thing that basically in every bh forum post I read I never saw mentioned: limit break charge time.

    If a team has lot of high bh players, they are probably the winning team, thus their lb charge slower (x0,75); meanwhile the 3rd team lb charge faster (x1,25). And if you can use more lb during a match, you can deal more dmg.

    The difference is pretty big: 3rd team can use 66% more lb than the 1st team, giving a way to the losing teams to fight against the bh team.
    Let's make an example: dragoon. Drg lb takes 132 secs to charge if you're winning, but only 79 secs if you're the 3rd team. If the match is let's say 16 minutes, a drg that is winning can use its lb only 7 times, while a drg in the 3rd team can use its lb 12 times.
    (3)

  2. #2
    Player
    Volfe's Avatar
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    Volfian De'lobo
    World
    Hyperion
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    Reaper Lv 100
    Adding drawbacks or adjustments to it seems like the most reasonable option. This and making some of the melee classes actually killable...

    As others said BH is a good thing to strive for, so you're not completely helpless when your alliance is underperforming.
    (1)

  3. #3
    Player
    Taliriah's Avatar
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    Character
    Makoto Hinata
    World
    Louisoix
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    Viper Lv 100
    People are saying that it "rewards good play" but that's redundant: good play is naturally rewarded because it lets you achieve victory. It doesn't need an extra reward on top of that.
    (1)

  4. #4
    Player
    Mawlzy's Avatar
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    Jessa Marko
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    Adamantoise
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    Machinist Lv 100
    Quote Originally Posted by Taliriah View Post
    People are saying that it "rewards good play" but that's redundant: good play is naturally rewarded because it lets you achieve victory. It doesn't need an extra reward on top of that.
    Maybe a better way of saying it is that it rewards people (successfully) engaging in combat. Which is one reason I like the idea that the LB cooldown timer should only tick if you're either targeting or being targeted.
    (0)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

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  5. #5
    Player
    AnnRam's Avatar
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    Mint Goh
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    Balmung
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    Black Mage Lv 100
    Quote Originally Posted by Taliriah View Post
    People are saying that it "rewards good play" but that's redundant: good play is naturally rewarded because it lets you achieve victory. It doesn't need an extra reward on top of that.
    Let reward people who queue for frontlines as a DPS and end up with 5k damage 0-2 with the excuse of " Im here for the exp bro"

    BH is a double edge sword, if you do good then rest of the alliances start focusing you and if you die then your alliance loses more points than usual.

    Having Max BH doesn't even mean you're a good player, most of times people get lucky kills or KS.
    (0)

  6. #6
    Player
    Valence's Avatar
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    Sunie Dakwhil
    World
    Twintania
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    Machinist Lv 100
    That's fair.
    (0)

  7. #7
    Player
    Themarvin's Avatar
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    Kurotora Iga
    World
    Zodiark
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    Monk Lv 100
    Remove the gains in DPS about it and the likes and instead make it a reward for you actually is doing well and dying very little instead.

    Battlehigh currently now more seem like an unfair advantage over the opponent who has none and also show if you win over one with max, that you may possible actually struggle if it was equal ground.
    (1)

  8. #8
    Player
    TofuLove's Avatar
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    Jan 2024
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    Tofu Love
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    Twintania
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    Paladin Lv 100
    I like Battle High.
    I like that it gives a game a different dimension. Not only you need to see the score, but also you need to remember which team is the strongest, and act accordingly. The interplay between those is what sets the winning team apart and makes frontlines fun. If you can get good battlehigh and good score - the 2nd and 3rd should make your life a living hell. Of course as some mention 1st would opportunity to retreat and strike back, but 3rd and 2nd also have that opportunity to counter.

    Additionally if the strongest team is actually in 3rd and spent the whole game farming BH, you also need to be mindful that they can turn the game around by strength. This is the fun bit!

    I like that it serves as a kind of a memory of your performance within a game - if you and your team are doing well - you get rewarded within the game. It encourages PVP and without battlehigh you could just all sit still and wait for nodes - and it would basically be the same. Without BH - there is no frontlines, IMO.

    What would I change in BH?

    Hm, I think BH system is fine overall, but it's just a multiplier on the effects that were broken to begin with.
    What isn't fine is the amount of burst damage and crowd control we have in the game now, which seems to be what a lot of commenters complain about. In burst focussed AOE gameplay your health can go from 100% to 0% within a split second, and I guess that's not fun for a lot of people, as with good BH that can happen with less effort. The skill effects aren't balanced for frontline - they are balanced for a mode with way less players - CC. This is the problem I hope they will address in 7.2 (cope?)

    You can also say it's a skill issue, and be somewhat right, because you can definitely watch for the burst and try to counter burst it.
    (1)

  9. #9
    Player
    Mawlzy's Avatar
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    Jessa Marko
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    Adamantoise
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    Machinist Lv 100
    Quote Originally Posted by TofuLove View Post
    I like Battle High...
    Agree with your points. I'd add that BH is an antidote to unfavorable spawns, which also appear to upset many people.

    I do like the suggestion made in other threads that the defensive advantage/buff of BH is not needed. And perhaps that KO'ing someone with BH should reward more points.
    (0)
    Please quit telling me to unsubscribe; I already have.

    Proletarier aller Länder, vereinigt euch! Ihr habt nichts zu verlieren als eure Ketten.

    #NeverForgetMao

    Vive la résistance!

  10. #10
    Player
    TofuLove's Avatar
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    Tofu Love
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    Twintania
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    Paladin Lv 100
    Quote Originally Posted by Mawlzy View Post
    I do like the suggestion made in other threads that the defensive advantage/buff of BH is not needed. And perhaps that KO'ing someone with BH should reward more points.
    Problem with nerfing the defensive buff and reducing health recovery bonus, is that the other teams might have BH also. I think in this thread people go to extremes and compare BH5 and BH0 engagement. What if it's BH5 and BH5 engagement. If this is the situation it's basically who is the first person to have pressed the button because the other team just won't be able to handle that much damage or recover from it.

    [edit]
    And i have no opinion on BH5 kills rewarding additional points. Additional points usually mean the games get sped up. It seems unnecessary to me. BH5 enemies should already be on priority list in order to win the encounter. I just don't know...

    [edit 2]
    If you do give additional point for killing enemies with BH, it should be proportional. Let's say [BH0] = 10 points; [BH1] = 11 points; [BH2] = 12 points;...and so on with [BH5] = 15 points. Because frankly BH4 isn't hugely different from BH5 from perspective of BH0 enemy.

    You can see how this can snowball into super fast games.
    (0)
    Last edited by TofuLove; 03-03-2025 at 07:07 PM.

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