not everyone that does a ranged job is useless. but yea... my god, the number of people that pick up brd/mch, in particular, and dont know how to play the job, dont know how to use the cc abilities and dont know how to support their melee teammates. pranged can be really effective support. just a shame most that play it have no idea.




I thought I'd give the new Battle High a chance and wait until I had a few games under my belt with it before commenting.
It really doesn't offer anything other than giving players who achieve it a perpetual safety net, and maybe give decent/middling players a better chance of achieving it. I wondered if the changes to Battle High "rating" (the numerical level) would have been fine on their own.
At this point, I'm left speculating on why they decided to make this change. Either wanting matches to ramp-up and end faster by creating more players with Battle High 5, or this is them capitulating once again to making the lowest common denominators not feel entirely useless, which, it doesn't. If anything, it makes steamrolls happen sooner and more difficult to counter if there's a coordination/skill discrepancy. Managed to kill a BH5 enemy in that steamroll? Well, they'll be back in the game momentarily, as if nothing happened.
I have a difficult time figuring out what they expected to solve by increasing the rating per killed target at green Battle High and higher, and making sure Battle Highs are never lost. This screams: "solution that was in search of a problem." Sure, most of my game's ended with more of my party sitting at BH5; but it didn't change how close the scores were compared to pre-7.5. All it really does is reward jobs like SAM, DNC and DRK to jump-in with impunity with none of the risk. Before, a SAM trying to bait their LB on a crowd had to manage to escape afterwards, or that BH bonus they got from kills was negated. Now they can throw them out and never really have a downside outside of waiting a few seconds to respawn, with a higher BH level for it. There is no longer such a thing as 'high risk, high reward,' just high reward for a mild inconvenience.
As always though, I am left wondering how the JP community is reacting to this. I personally feel like this was just done to placate the people who don't actually like the mode who feel bad about losing even their miniscule streaks, instead of learning the Frontlines ebb and flow. I suppose one thing to come out of this change is to shine a spotlight on how much your team really sucks at a glance, if by the end of the match their Battle High levels don't go beyond blue and green like in the screenshot above.
+1 to this. Even more so how many of them tend to squander their ranged status and opt to just split the focus on random targets and often laying into the tankiest possible options; managing to kill nothing while backpedaling away from objectives during teamfights. Like, you wanna know how to keep 4+ useless ranged DPS busy for a whole minute? Sic a GNB, PLD or VPR on them. Just 1. That person will get more attention than a cash shop whale in Limsa. Probably will kill some of those ranged DPS too.not everyone that does a ranged job is useless. but yea... my god, the number of people that pick up brd/mch, in particular, and dont know how to play the job, dont know how to use the cc abilities and dont know how to support their melee teammates. pranged can be really effective support. just a shame most that play it have no idea.
It's not the triumphs they're afraid of--that's exclusively what they zero in on. It's the other skirmishes they completely avoid. A tank just has to block one node until the team (or Team C, since they're still trying to win) gets there, which wasn't as good of an idea if you had BH to lose.
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