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  1. #61
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,323
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    The funny and sad part about the second part of the change that increases the amount of BH gained from killing higher BH players, is that it also participates heavily into giving more BH to everyone since BH goes up all across the board as a game progresses, so you gain even more BH as you kill players with higher and higher BH.
    And yet some teams don't achieve high BH.

    I've had a game where my team and one of the other teams was literally 90% of BH5 players (which I grant you Borderlands Ruins probably helped a fair deal with the pve BH boosting mechanics), and the third team somehow barely had like 20-30% of their team with BH 4 or 5.

    The devs certainly have tried increasing BH gains over multiple expansions, remember that BH was entirely lost in a distant past upon death. Then it was halved. Then they increased the amount of BH per kill assist. Then they added pve BH boosting mechanics to Secure to make sure people get their BH. And now this.
    (3)
    Secretly had a crush on Mao

  2. #62
    Player
    Deccado's Avatar
    Join Date
    Jul 2019
    Posts
    20
    Character
    Claidheamh Mor
    World
    Cuchulainn
    Main Class
    Warrior Lv 66
    Legitimate question for those who are so set against this; how is it actually impacting your matches?

    As a middling solo queue player, I am finding my matches are actually really close for the most part, which is making them a lot more fun. It is making me wonder, though, whether the changes are lessening the gap between the higher skill players and the rest of us, and whether that was the idea.
    (1)

  3. #63
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    1,008
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Valence View Post
    I've had a game where my team and one of the other teams was literally 90% of BH5 players (which I grant you Borderlands Ruins probably helped a fair deal with the pve BH boosting mechanics), and the third team somehow barely had like 20-30% of their team with BH 4 or 5.
    Because every single match has two teams trying to win. All of the people that refuse to fight anyone are conveniently funneled onto your team. This is how three-team PvP operates, and the matchmaking in this game does not reward individual performances.

    Quote Originally Posted by Deccado View Post
    Legitimate question for those who are so set against this; how is it actually impacting your matches?

    As a middling solo queue player, I am finding my matches are actually really close for the most part, which is making them a lot more fun. It is making me wonder, though, whether the changes are lessening the gap between the higher skill players and the rest of us, and whether that was the idea.
    They're all always close. There was once a time when you could have blowout victories in this mode, which were especially good because they were quicker. Now, victories are scarce and are always nail-biters, if not flukes.

    Solo queue, meanwhile, is a waste of time for the win achievements. Premade leaders effortlessly get 200 wins a month. Pity they're all private friend groups so you won't be joining any.
    (0)

  4. #64
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    496
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    I'd love to find these games where you guys are getting close fought matches down to the wire. Mostly, they have been blowouts with it being incredibly difficult, if not impossible, to claw back advantage from any team that gets to an initial lead. You can claw back some points, from kills. But you can't really take any advantage off the lead team. You chip their points, they just come right back, with their full BH and unload their reset abilities on you.
    (3)

  5. #65
    Player
    jollibeelovely's Avatar
    Join Date
    May 2026
    Posts
    1
    Character
    Sola Mola
    World
    Marilith
    Main Class
    Dragoon Lv 71
    as a pvp main im devastated by the changes in battle high. i'm considering taking a break from playing for a while u_u);

    we are already seeing skilled players divebomb unsuspecting teams without consequence of losing their bh if they die. battle high five does NOTHING to help people who still don't know what they're doing - it's also bad from a strategic perspective because you have no idea who to focus attack, who to protect; who got their BHV from earning it and who got it from afking? this is like dumbing down savage raids because the people who dont even like savage can't clear it.

    i don't understand what the intent was. if they wanted to drive engagement up, battle high was never the problem. people didn't avoid fights because they didn't want to lose battle high, it came from an inherent fear of getting your butt kicked, which is just how pvp goes!

    if they wanted teams to focus on overall score instead of personal gain, players are STILL not paying attention to the score, and once again, battle high was not relevant to that issue. in the matches i've been playing, it hasn't made any difference in shortening the gap between team scores either. i had a team on onsal end with only 800/1400 points, and that won't be the first or last time we see that.

    this change does not level out the playing field by putting everyone on equal ground. even if all 72 players had permanent battle high five, this makes coordinated team bursts even more devastating, because they can now do all that damage in a shorter span of time, and no one can stop them, and they go unpunished for it, and they are doing it again, and again, and again.

    this also discourages improvement. most people already don't care about the outcome of their game and now they don't even care about personally doing well. when i was first starting out, i didn't really see the appeal of battle high - but as i was getting assists and knockouts, and getting more and more battle high, it was motivation to get better, so i could achieve battle high five AND keep it. it's risky, but it's an accomplishment, a reward that is *earned*. why work hard when you can get to the same place by doing nothing?

    it seems like this change came from a gross misunderstanding of pvp, which is not surprising considering that people can still have the pvp mentor crown without ever stepping foot into pvp, but still incredibly disappointing. i think the worst part is, NO ONE ASKED FOR THIS. there are endless very valid critiques and complaints about the current frontlines system and instead of fixing any of that, they added a change that no one even considered asking for. it brings on heaps and heaps more of problems that i'm unsure they'll ever do anything about because this change comes from such a tone-deaf place.

    i'll be huffing copium that they'll consider walking this back
    (8)
    Last edited by jollibeelovely; 05-01-2026 at 01:09 PM.

  6. #66
    Player
    Fawkes's Avatar
    Join Date
    Mar 2011
    Posts
    2,853
    Character
    Fawkes Macleod
    World
    Excalibur
    Main Class
    White Mage Lv 100
    This feels like "Battle High is going away in 8.0, enjoy it while you can"
    (3)

  7. #67
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,187
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    When they make balance changes for melee, they have to understand that, in the context of Frontline, melee is the hardest role to play well. But when you do, it has the highest payout. We are by far the best role overall at a certain skill threshold. We're absurdly sturdy while having incredible burst, but it takes a lot of awareness to know how to play that aggressively, especially prior to the battle high change. Having that said, you can't really balance melee around overall usage statistics. More than any of the other roles, you're just going to get more people struggling to get anywhere with it. There's really few people in an informed position that uses Swift, so you can't use the poor usage rates of Swift as a metric. You should really get data from people who clearly understand the role.

    On that note, viper, the heavenly emperor of padding, is already one of the most annoying jobs in the game. I am not saying it's over or underpowered. It's just not fun to fight. It was already an annoying job to fight, and it's not fun gameplay to use MNK/RPR/DNC LB to have to go through their relatively short CD that's accelerated by all the practically free assists they get for just existing. Please reconsider the 60% passive damage reduction on viper (and 55% DR on GNB, on that note). If your metrics insist the job needs help for some reason, buff it in anything that's not related to their stall-based gameplay loop.
    (3)

  8. #68
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    496
    Character
    D'ark Bunny
    World
    Behemoth
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Esmoire View Post
    When they make balance changes for melee, they have to understand that, in the context of Frontline, melee is the hardest role to play well. But when you do, it has the highest payout. We are by far the best role overall at a certain skill threshold. We're absurdly sturdy while having incredible burst, but it takes a lot of awareness to know how to play that aggressively, especially prior to the battle high change. Having that said, you can't really balance melee around overall usage statistics. More than any of the other roles, you're just going to get more people struggling to get anywhere with it. There's really few people in an informed position that uses Swift, so you can't use the poor usage rates of Swift as a metric. You should really get data from people who clearly understand the role.

    On that note, viper, the heavenly emperor of padding, is already one of the most annoying jobs in the game. I am not saying it's over or underpowered. It's just not fun to fight. It was already an annoying job to fight, and it's not fun gameplay to use MNK/RPR/DNC LB to have to go through their relatively short CD that's accelerated by all the practically free assists they get for just existing. Please reconsider the 60% passive damage reduction on viper (and 55% DR on GNB, on that note). If your metrics insist the job needs help for some reason, buff it in anything that's not related to their stall-based gameplay loop.
    Well, apparently Viper is struggling a little in CC. I mean, we all know the specific job balance stuff is only related to CC and never factors in FL. It's just the role action stuff. And no self respecting melee picks up Swift. Smite is S-tier for role action. But they buffed it anyway. Though, actually, it would be super super funny if they came out and said, yea, actually, job balance stuff does factor in FL. Could you imagine...
    (2)

  9. #69
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,187
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by ChrysOCE View Post
    Well, apparently Viper is struggling a little in CC. I mean, we all know the specific job balance stuff is only related to CC and never factors in FL. It's just the role action stuff. And no self respecting melee picks up Swift. Smite is S-tier for role action. But they buffed it anyway. Though, actually, it would be super super funny if they came out and said, yea, actually, job balance stuff does factor in FL. Could you imagine...
    Of course, and they should balance PvP jobs around CC, just like PvE jobs should be balanced around high-end content. That said, in FL, jobs have separate modifiers for damage dealt/taken and LB generation specifically for this purpose. If a job was already good in FL gets a buff for CC, it just makes it all the more easy to adjust it in FL without having to consider how it impacts CC. I don't think any job should have more than 50% passive DR honestly.
    (1)

  10. #70
    Player
    ThreeBeastSmile's Avatar
    Join Date
    Jul 2014
    Posts
    104
    Character
    Raccam Tantaram
    World
    Omega
    Main Class
    Reaper Lv 100
    I didn't know what the changes actually meant until I saw it via a stream. So it's just... nobody ever loses BH now? Like Soaring in RW?

    Why? They already made it easier to get BH, why on earth this too? I just don't understand. Unrelated to what it even means to match flow itself, that's a hell of a lot of useless screen clutter for how pronounced a BH5 icon is. And most people will have it now, right..?

    Gdi I just came back, enjoyed my time in the new map (one of the very few it appears) and then... this.

    <sigh>

    Yeah, I tentatively agree with an earlier post. This almost seems like a precursor to full removal. Stupid imo, BH as a system isn't bad, but what they've been doing to it over time is that's for sure. I liked it when it was just battle high and battle frenzy tbqh. Frenzy was harder to attain and maintain, and a lot of those that did became battle shy as soon they did get it (even though visible on the map), so making them useless lol. Proper boon and bane situation.

    Also, no punishment for stupidly brazen gameplay is just laaaaaaaaaaame. I'd snort at daft SAMs doing their "werth it!!" LBs only to drop down to BH2 or whatever, every time, but now they can just do that all the time sans the shame BH loss? Being able to navigate out of the swarm after an LB (with decent yield) was a badge of honour. Now it just doesn't matter, you'd be better off going kamikaze like those ones do?

    <sigh>
    Again.

    /mykneejerkreaction

    I'll play on when I do, but I'm not happy with the sound and look of this at all. If the goal was to make more people less spineless, it may, but their effectiveness levels...? Idk man. Doubt that it's gonna cause an increase in aptitude or whatever it was they were actually aiming for. We'll see. Maybe. Maybe the fear of dying really is that mind-numbing, and with it being less profound there'll be an improvement?.. That's a big leap of faith though.

    But also... why not just make it outright like Soaring then? But with like... I don't know, smaller increments up to a stack of 30-40? It's just too easy to cap out right now, for the players that care.

    Ah yes, and finally: Smite changes LMAO. Does that even need a comment as to why it's insanity? Nah, didn't think so. I'm already on the side of those that benefit as a melee main, and that's crazy work seeing that.

    Extra: quick skim of some JP stuff, and there's actually positive press for it. Uh-oh.

    [the thread for those interested, "Frontline Improvement Requests"]

    (3 out of 4 I randomly checked across that page and the previous one had praise for it. Region diff?)
    (1)

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