I still feel like the LB system right now is just too simplistic. Absolutely nothing special about a PLD LB compared to a DRK LB and its quite unfortunate since there is indeed an opportunity to make it something more interesting.
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Unfortunately, simplistic is what you need for a mechanic like LB. It's a mechanic that's usable once per fight, so we'd go from seeing only damage limit breaks being used to only ninja limit breaks being used or something.
I understand the intention, but this just isn't a mechanic that'll translate well to MMOs.
Those still remain strong abilities on a very long CD. The LB would be stronger than these, just not as strong as an LB3. And I wouldn't underestimate the reward in of itself with really cool animation that would be exclusive to the job.
If you think that is all I am suggesting you are misreading the entire intention of it. I am not even say this would work, but the idea is to reward players who optimize their roles. Other things can be granted such a higher exp yield from mobs that take damage from said LBs, increased drop rate, etc.
No, that is not the same thing. We already have the problem of useful abilities on player's hotbars collecting dust. The idea is to get them to use these skills.
The problem remains that healers and tanks still rarely get to use theirs. :|
I'll call them Limit Break Level 4!...
Bard's LB4 will revive the entire party like it did before it was crippled!... :mad:
Mmm. I think I'll pass. The purpose of Limit on tanks for example, is mitigation, as their role is to protect people. It is too OP having extra effects. On the other hands, makes the limit break of tanks and healers more frequent and not only on specific situations. Tanks on some duties like Bahamut teraflare or Alexander judgment is too few, and for healers is like "Oh shit" button.
If we need upgrade the LB system, I will say for a job unique LB on all levels, not only level 3. At least the animations. And more use to the tanks and healer LB.
i think the lb system is a joke as it stand right now, let's face it, it's one mechanic we save for rare occassion. tank lb have very limited usage, same for healing lb (exept when the group wipe, but that another trouble) we end up using mostly dps lb.
the idea behind is nice, but i feel it's lackluster and need more work on it.
Actually it makes sense to gain another Limit Break bar and of course additional effects!...
Why!?... The reason being that as level cap increases Limit Breaks must also become stronger or we would end up with a Lustrate at level 60 which does wimpy healing compared to what it did at level 50 before being weakened!... :(
As a few people have pointed out, tanks and white mages already have their own mini-limit breaks, which somewhat makes up for the fact that they rarely get to use a limit break in most content. I suspect that's not a complete coincidence.
I see a lot of problems with adding more effects to limit breaks, though. Aside from the obvious issues like favoring a particular class for their LB, I feel like it would cause a lot of unnecessary conflict. No tank or healer is going to LB right now unless it's going to save the party, but what if WAR's LB had an offensive buff? Maybe WARs would considering using LB at LB1 or LB2, thus a.) decreasing the limit bar for later in the fight when it might be needed and b.) annoying people playing other jobs who feel their LB would have been better. As it is, I already have MNK friends who refuse to LB because they don't like risking losing their GL stacks, and if that is going to be an issue I can't imagine if the difference actually matters.