I'm ... mixed on the BH changes. After clearing the patch content tour, It feels worse now to catch-up late-game if your team cannot or does not want to engage (close matches when a company hits around 80% score are nigh-impossible to turn around now if you're last place below that unless you get lucky on nodes or second hard-focuses first alongside your own company). Maybe it's too early, but it's also not fully understood yet that you NEED to be fighting to get BH VERY early on to not only /keep up/ with the other companies with BH's damage increases but to also be able to /survive/ other companies' damage with BH's healing potency increases. The changes do absolutely nothing to make players want to engage if they weren't already; they'll still be too afraid to push because either they don't understand what their (or other's) role/job can do to get kills/where to sponge assists or they simply don't want to play the mode itself.
Personally, it feels like there's just too many stat modifiers in Frontline synergizing with certain jobs for the damage and healing potencies increases to remain on BH as well. You have varying incoming and outgoing damage base modifiers on every job, you have role PvP actions that also synergize too well (or not enough) with certain job combinations, and depending on when or where the wind blows for PvP balance patches, some compositions become too heavy to deal with once they snowball (I don't have an issue with very efficient comps; the issue lies with inexperienced players who have no idea how to defang oppressive comps because they lack understanding which jobs need more attention when playing against and what their own job can do to help survive, there's not much time you can explain during an ongoing match either).
My own thought is to probably move the damage and healing potencies from BH to be based on companies' scores instead being granted to individual players, as if it were like a second wind. Of course, first place shouldn't benefit and second might benefit a little (or not at all either), but perhaps third place can be given --for an example, the equivalent of a BH3 to keep them in the game if they're behind.
I do realize that if this were to happen though, BH really wouldn't be useful outside of last place and would possibly border on removing it entirely in the future if there's no good incentive to even fight for high BH. That said, while increasing rewards by a percentage like wolf marks and series exp based on tracking a player's BH at the end of a match could be an incentive, it becomes an entirely different discussion on pvp rewards not being inticing enough to keep playing FL beyond series completion.
Forgive me if I'm wrong though on any of this, I'm just a soloist who just likes FL chaos; I just want changes to make sense.

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