Because hitting certain buttons within a timer is so hard.
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Ahh ok, ty
Everquest II have something called "heroic opportunities", combos performed by one or more players and the more participants the better the final effect. The problem was with PUGS the system never really worked, in FXIV even with something so simple people still waste a lot of good LB opportunities imagine with something more complex!
The LB Meta depends on the fight/content. The Meta has LB3 being saved for the healers in "deadly" fights like Scathach and Diablos Hollow only being used to Melee lb at low hp if everything else is fine. Caster and Ranged LBs get saved to quick kill add groups and Melee lbs are often used to instant kill single adds when they spawn and the bar is full.
Often delaying a melee lb until 10% when it charges just extends the fight for longer as you are just delaying the charge of the next lb. 10% of a targets hp is 10% of a targets hp no matter if the target has 10% left or 90% left.
Many raids have adds that will quick charge the lb when killed, and I've seen a fair number of times when these charge opportunities are wasted because of dps waiting for someone to tell them to use the lb.
Its a shame the tank and healer LB are so situational they barely ever see any use outside of scripted events such as Alexander Prime. Outside of that I only use the tank/healer LB to "remind" DPS that forget it by using it after the last boss of the dungeon is dead.
How could they change the tank and healer LB so that it would be viable to use? What if the LB's were separate for each job? So the tanks and the healers could use theirs freely without sacrficing the damage potential of the DPS LB? Would it disturb the balance of the game too much if tanks were granted a 10 second damage reduction party buff once or twice per dungeon? And the healers be granted a party wide benediction once or twice?*
*Note that im referring to lvl 1 and 2 LB's that you only get in 4 mans.
I feel like, while I would certainly prefer "meaningful party interactions", the two are fairly different things, at least short of putting the alternate mechanic on a resource or (more accurately) causing it to be consumed all at once at varying tiers.
You could assign different properties to various skills wherein one given flank skill hits "high" and another "low" and if used simultaneously from opposite flanks they topple the enemy (or cause it to barrel roll), assign shared properties carried as granular on-target data such as Heat, Mass, Saturation, and Charge, by which to combine all synergize with (or stifle) other elements, or even attach different archetypal or iconic values by which to manifest enhanced skills (e.g. Dragon Kick opens a particular icon that Dragoons and Summoners can play onto), but none of that would need be mutually exclusive with each other or with the current Limit Break system. This game is still pretty bare-bone as far as undermechanics go; there's plenty left to choose from and add in if fitting and enjoyable, but that doesn't require replacement. Addition can be simply addition.
I feel like the more immediate question is whether or not we like banking these nuke effects for emergencies/added output/gimmicks (Tank LB composition checks to prevent them 2-PLD/4-SAM/2-AST comps...), or not. If we do, may as well keep them. If we actively dislike it, then streamlining it out would leave, however slim, a loss of aethesthetic, output, and gameplay that would need a replacement system, in addition to fight-by-fight revisions where previously reliant on the current LB system.
Why not make the limit break a mega attack executed by multiple people at once, like the Tales Unison attacks?
https://www.youtube.com/watch?v=3xeSN1VJHCI
I dont know if someone say it before, but we can "copy" FFXI skillchain system but easier.
We all already have 1 button for LB, so we keep all like now with a simple change when
Limit break bar fill up after 1ยบ player use it you have a time window to follow up
And add a bonus DMG counting how many ppl follow, so 2 players "chain" 10% 3 players 20% 4 players 50% extra Dmg.
Its easy, adds a "TEAM SYNERGY" and all tank, heal and dps take part.
You can add diferent effects, maybe diferent chain based on who start the chain, im always think this is a easy way to make it better with a lot of depth to improve.
Please no QTE's.
I think it would be nice if the gauge would fill faster when people are properly doing their combos. An extra bonus could be coming when the damage is getting boosted by other party members buff/debuff. The bonus could and should be applied to healing etc too, eg. WHM healing provides extra limit when it's being buffed by SCH fairy. These would then promote playing properly and working as a team.