LOL. You lost me at "healer LB is a DPS gain".
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Unless they changed it recently, none of the help windows that pop up so much as mention limit breaks.
To read the tooltip you first need to look at icon for limit break - and you are unlikely to even see that unless you actively search for it, which requires knowing it exists in the first place.
How about not dying at all is a DPS gain. His argument that you're trash if you use a melee LB3 but we're these supreme clearing gods if we use our healer LB3 to rez our multiple dead teammates who failed mechanics is the dumbest thing I've read here in a while, and that's very telling.
give feedback on what changes need to be made and wait for them to make up their minds about it.
It is also great for memes on Youtube. :)
https://www.youtube.com/watch?v=Fk9x5LfQYOc
Cheers
The LB matters 0.01% of the time that a tank or healer LB saves a wipe. DPS using the limit break saves like 2 seconds of DPS. Your bard did absolutely nothing wrong, and when DPS uses the limit break, then that means the run was smooth and the LB literally wasn't needed. Again, a DPS limit break, at best, saves a few seconds of clear time. Splitting hairs about ranged vs. melee using it is a waste of your time and energy.
They should just add limit break usage in the novice hall and leave it at that. Doesn't take much to explain a player that it's shared and different with each job.
My only issue with the current Limit Break system is how Tank LB effectively exists as a "GOTCHA!" mechanic for how its completely worthless except in the 2 fights where its not.
New tanks are going to wipe to those fights every single time because, lets be real, they never used that shit before, and most likely never will again.
I recognize this is nitpicking, but there are three fights in normal/story content where tank LB3 is "required": A12N, Seat of Sacrifice, and Endsinger. Though I grant only two of those are required for MSQ progression. (And while there are a few other instances where tank LB3 is relevant -- the alternate timeline in Dragonsong's Reprise, for instance -- they're all in higher-end content, and one assumes anyone venturing into savage or ultimate knows by then how limit breaks work.)
Still, I mention this because many, many players have done the Alexander raids by the time they get to Shadowbringers (and Seat of Sacrifice), so hypothetically the idea of using a tank LB to survive a mechanic is not unfamiliar to them. This is quite possibly not be true in practice, especially if they weren't the tanking at the time and so weren't paying attention to notice what was done to survive it. (Or if they did not in fact ever run the Alexander raid storyline.)
But I suspect the devs assumed people might already be familiar with the mechanic from back in A12N when they threw it in to SoS and Endsinger, and were just aiming for the Big Drama Moment in the fight narrative, rather than actually intending it as a "gotcha".
I agree that the system is a little stale.. I mean, it works but in the end - outside of healers and rare tank occasions - mechanically it is very uninspired.
I'm not even sure how it could be reworked without generating balancing problems, but I'd LOVE to see the LBs 1 and 2 having a custom animation instead of the generic ones. Maybe 1 and 2 could be the same thing, but the latter having more special effects.