So your asking for more WS's? and also skillchains from XI right?
seems you guys just dont know what its called that you want....... if your meaning a long CD strong ability to use(2 hour ish) then say it... its not a limit break
Printable View
A secondary TP bar could work, one that cools down 1-2 points per min but only goes up: (an takes about 2.5k to fill)
When your hit 2-4 points for a basic attack 5-10 when your hit with a WS
When you attack 1-2 points AA/Basic 3-6 points WS
So in real world terms you would rarly get to use it unless your on a very long grind (so could be used as a oh s*** save if you keep it)
But in some areas (like the bowl of Embers) You enter with 0 but it fills at a rate of +100-200% of the above numbers, meaning there is a chance you can use it but its still not easy to get.
As for the skill itself, id love something involved (a mini game) not just a 1 click pony attack, where you can build it up or fail to build it up and have each class/job do it differently..
I would set a class LB at ~2-3x the damage of a WS, and the Job LB at ~3-5x personally
(maxing at 6x and 10x respectively with best reustls from the mini game thing)
The only difference between Cloud's "limit breaks" and FF14's "Weapon Skills" is that Cloud's limit breaks take 5 seconds or more to finish their animation. Functionally, they are the same thing: a more powerful attack performed by spending a secondary resource.
I know what you're asking for and I understand the sentiment behind it, but you have to think about it in the context of FF14 and the differences between a single player RPG and an MMORPG.
1. With so many people complaining about animation lag and animation lock when doing their weaponskills (Ifrit battle especially) , would a limit break that has an even longer animation work? Is it practical in an MMO?
2. We already have a resource system that involves doing damage to fill up a meter. It's TP. Do we add yet another "limit break" resource meter in addition to TP? Do we scrap TP and just implement "limit breaks"? Do we somehow integrate limit breaks into the TP system? If so, wouldn't they just be larger weaponskills?
3. As far as combos are concerned, we are already getting that next patch, so I wouldn't worry about it.
While over the top Limit Breaks would be awesome, I wouldnt like to be in the trap where like in 11 people used to only do boss fights when "2 hours" were up
Oh yes, lets turn this game into FF7 online, we already have materia and meteor.....
The Old Limit Break/Overdrive thread
The Dev post.
I would personally want those kinds of things. Final Fantasy has always been about Fantasy hasn't it? Can't we get these kinds of Heroes' Move?
EDIT: I personally think that "Simian Thrash" and "Chaos Thrust" is the only WS closest to Limit Breaks, Animation-wise.
Ahhh even when we give an idea the ff14 forum goers troll it like no other.
Anima and others thanks for cool ideas.. the rest will can act like kids if they want IDC....
I'll settle for one Limit for Paladin, and only if they do it right this time.
Knights of Round
A 13 hit attack where the Paladin dashes through the enemy, kinda like Cloud did for Omnislash Ver. 5. Each successful attack increases enmity.
:D
I loved the 2hours in XI, although after hearing how summons would be used in 2.0 (one guild or social-company whatever the new thing is) to be only able to summon 1 avatar at a time was pretty cool and I would think it to be something of a 'limit break' of sorts ;o