It stinks that we only get a shared a limit bar when in a group. I do like that we get an individual limit bar in the FEAST. Please devs consider giving us solo players a limit break bar for unsyned and deeper dungeons.
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It stinks that we only get a shared a limit bar when in a group. I do like that we get an individual limit bar in the FEAST. Please devs consider giving us solo players a limit break bar for unsyned and deeper dungeons.
Yeah like no shit. More like give us personal LB's and a Party LB as 2 separate general actions.
I'm sure if SE really wanted to they could set it up so LB 3's damage is scaled based on whenever its a light or full party. Like have it so it only does 30-40% more damage than LB 2 in Light parties or whatever, I mean we all generally use the dps limit breaks when the Boss is on 20% anyway which generally finishes it off.
I wonder if they'll ever add a 4th limit break though in future expansions.
I was just mulling this question recently, i was like "why don't we have any LB bars as a solo player?", and i don't see anything wrong as a balance issue...its against mobs...not other players, ofcourse it would be restricted in PvP. make it happen SE!....or at the very least think it over. ^_^
The thing that gets me is in any FF with LB's each party member had their own and never had to share. But here oh no it has to be meticulous and limited to usually a one or two time use.
It always felt awkward to me seeing Limit being forced into a single person, from a very long wait at that. If anything the party limit break felt like it could've been a ReadyCheck-like mechanic (example someone hits LB, rest of the group confirms with R1 etc) and had a mesh of everything within the move. Then alongside that personal breaks that are similar to LB1s, granted adjusted for balance. They even could've taken a page from FF7 in this regard and given us quests and other ways to get improved personal LBs as we got higher in level; or do different things such as extended stuns, knock-backs etc. Hell they even could have stuck to their beloved RNG and did the Desperation attacks from FF6 for personal LBs, where there is a chance of it popping up at low health or something. As it is now its just "save it till boss is at x% or your gonna be flamed."
Personal LB was what a lot of us initially thought when they first announced it. When the truth was revealed, it was a little disappointing but all right since the concept was new. We're at a point where combat needs a bit of a facelift, so personal LBs might be nice but they'd obviously have to nerf it a ton compared to what we experience now for balance concerns. With that in mind, one would have to wonder how detrimental the animation lock would be from cast to finish. Animation locks seem almost mandatory in this game unfortunately lol.
You know being an old school FFXI player it would have been nice if they incorporated Skill Chains, have players with their LB bar and have them do their special thing and have another player use their LB ability and have it skill chain into a bigger damage dealing attack....not sure if it would work as combat is faster paced in XIV than XI was....but it would have been nice to see it implemented into XIV.
Had a sudden, horrifying thought, if this were to become a thing.
Waiting at the "Quenching the Flame" FATE for the Beast Tribe quest as a tank or healer. Mob appears, folks click their level cap. Healers and tanks have time for maybe one or two spells or weaponskills, before sixteen limit breaks all hit the boss at once. FATE over! Bronze credit obtained! No Fang Necklace... Welp, time to wait another forty minutes, and pray that not too many DPS show up between now and then...
All I want is lb to appear when 2 people + 2 chocos are in a party. Everyone knows that chocos are the true warriors of light. >:[
That and to finally be able to queue with them in party e.e
No body has really pointed this out but... A personal limit break bar while running around solo sounds like just a straight buff for DPS classes. It wouldn't do much for Tanks or Healers. They would have to introduce a new LB for tanks and healers when solo for them to find any use out of this.
And I'm pretty sure the Devs have commented on the idea of adding "Ultimate" abilities to jobs. Why add such restrictive abilities to jobs that can only be used when a bar is filled up when they can just make it a part of the abilities in the game now. Personal Limit Breaks are just for those who want eye candy, the amount of work it would take to create a concept that is used for one unique ability per job just isn't worth the time or effort to put into the game, when those resources could be better spent creating new abilities and balancing them for 60+ content.
Just make all the individual LBs do damage. And to encourage cooperation, make them only do significant damage if used in combination with other people.Quote:
I was just pointing out that it would be pointless to add the individual limit breaks if Healers and Tanks wouldn't be using it outside very specific situations. Ultimate Abilities would be cool, and would make far more sense on my opinion.
dont much like this idea, its already annoying enough to have to use the main LB as a melee and get forced to drop all my buffs because animation lock. doing this would just be a sustained dps loss especially if it did lower damage than it already does, unless they removed the animation lock altogether, but at that point, you might as well just add one new OGCD ability per class sinces thats bascially what this would be
Make the option to choose what happens when you click LB(damage/defence buff/heal/aoe/single target/blah blah blah) and make optional items on the mog shop for limit break glamours.(make your LB look like limit breaks from past titles or simply different than the current ones) Then maybe we can fund more inventory space or buy Yoshida and co. a coffee.
well if you dont want to have a healing limit..ugh don't use a healer?
I feel like with the deep dungeon becoming a challenge you can take on solo, there will be a lot more pressure to add solo limit breaks in order to be able to use them in this content.
I feel like it could encourage people to try out classes they don't normally play in order to use a certain limit break as part of a strategy to clear bosses in the deep dungeon.
Imo anything to encourage players to move out of their comfort zones is a good thing for the community.
couldnt you select various limit breaks in ff7? would it really be hard to give a drk braver they seem to already have a good theme to use it, maybe give roles a few different personal lb to swap around based on situation? seems legit to me and would be more useful than never using a tank lb because meta said so I think it would help mix it up im totally down
I'd much rather have scaled-down personal limit breaks (even in a party) than one large one which is often wasted.
It just makes a lot more sense to me and also adds a little extra fun to duties.
There are some issues with everyone having their own LB when it comes to content creation and game balance.
For example, if SE is developing bossfight mechanics they need to take the LBs into account. Core mechanics of fights might become trivialised by personal LBs otherwise which would lead to broken encounters. To counter this they would have to do one of two things:
1. Make personal LBs substantially weaker than party LBs. The issue with this option is it turns a personal LB into little more than just another powerful CD.
2. Make it LBs are required as part of encounter mechanics. The issue with this is that if you have other players screw up you either wipe or have to wait while everyone recharges their LBs from scratch. This would cause a lot of problems in PUGs in particular.
The first option seems kind of pointless. Its just another cd with a mechanic that makes it harder to use effectively. In the end in the first case most dps would use it the moment it fills and Tanks and Healers would save it for major damage spikes. Pretty much what happens with CDs now but without a reliable recharge mechanic.
The second option would be too problematic to be practical. It would inevitably cause many problems in Pugs and Duty Finder and lead to a lot of ingame arguments and conflict.
From my point of view, while it sound like a cool idea, when you look at the practical application of the idea it's very flawed.
To the people opposed to this idea, I would say the current LB system is flawed in that it favors certain jobs more than others. Some jobs might go the entire lifetime of the game without ever getting to use their LBs.
Tank LB is only ever preferred over DPS LB in a situation where it is impossible to survive without its use, and since I'm not a savage raider I don't know if any content/mechanics like that exist anywhere. Healer LB would only be used in a dire situation when multiple people are dead or at risk. DPS LB gets used in all content, all the time.
Almost a year after Heavensward was released, I can say I've never once gotten to see the LB3 animation of my Dark Knight. So I would support the idea of weaker personal LBs that don't deplete a party meter and thus can be freely used without depriving other players of using theirs. New content could be balanced around that. Old content doesn't really matter because we always extremely outgear and echo them anyways.
Just because I enjoy having fun with this sort of thing...
PLD - Climhazzard: Delivers an attack with a potency of 600. Reduces damage taken all party members by 10% for 15s.
WAR - Lunatic High: Delivers an attack with a potency of 600. Increases target's damage taken by 10% for 10s.
DRK - Oblivion: Deals magic damage with a potency of 350 to target and enemies near it. Increases targets' damage taken from magic by 15% for 15s.
MNK - Meteor Dive (Suplex): Delivers an attack with a potency of 900.
DRG - Astral Breath (Animadversion): Delivers an attack with a potency of 500 to all enemies in a cone before you.
NIN - Mirage: Delivers a sixfold attack, each hit with a potency of 150.
BRD - Doom of the Living: Delivers an attack with a potency of 450 to target and enemies near it. Increases target's physical damage taken by 15% for 15s.
MCH - Ungarmax: Delivers an attack with a potency of 850.
BLM - Doomsday: Deals magic damage with a potency of 900.
SMN - Megaflare: Deals magic damage with a potency of 500 to all nearby enemies.
WHM - Rapture: Deals magic damage with a potency of 300 to all nearby enemies. Restores own HP and HP of all nearby party members. Cure Potency: 600. Potency varies with current attack and healing magic power. (Formula for all healer LBs would be attack magic + healing magic / 2 = limit break magic potency)
SCH - Energy Blast: Deals magic damage with a potency of 150 to target and all enemies near it. Restores own HP and HP of all nearby party members. Cure Potency: 300. Can critically hit. Additional Effect: Unstable Aether: Deals magic damage to target equal to damage dealt with Energy Blast when Unstable Aether expires. Duration: 15s. Additional Effect: Erects a magicked barrier which nullifies damage equaling the amount of HP restored. When critical HP is restored, damage nullification is doubled.
AST - Stardust Ray: Deals magic damage with a potency of 500 to target. Restores HP of all party members nearby target. Cure Potency: 700. Increases the duration of all detrimental effects on enemy target and all beneficial effects on all party members by 10s.
I really wanted to diversify the limit breaks by breaking things up, giving more unique effects to each Job rather than just a bland copy/paste. I know I'm just wishing, but I love to nerd out about stuff like this.
Current LB only used by melee mostly and ranged dps at sephirot ex. Tank and healer only useful at pvp lol. All roles should have their own LB bar not party bar.
Replacing a flawed system with one that could break the game's balance and gameplay isn't a good alternative.
Again if the game is balanced around personal LBs then either they become necessary to complete content at which point it will cause all types of problems in random groups or they are weakened to the point where they are just another CD at which point what makes them special becomes pretty obsolete.
Balancing the game around ultra high powered abilities is much harder said than done.
If personal LBs become a thing, I'd imagine they'd only be used in open world content and instances with parties of 3 or less. The latter would be especially important so dungeon runs still have a chance of progressing instead of being dead in the water if a tank decides to throw a hissy fit and leave, or someone disconnects and the party wants to progress while waiting for them to return. (Although this might give people an incentive to kick someone from a dungeon run to activate personal LBs, so a vote kick to someone that's online would disable the ability to use them for 5 minutes.)
As for what the personal LBs should be, I don't think they should just be watered down versions of the current role-based LBs. They should be something that adds to the class, and available as soon as the job (as in, WHM, not CNJ) is unlocked. For example...
- White Mage: Summons a 250 potency tornado that strikes the target and all enemies around it. The tornado inflicts Aero I, II, and III all at once, if applicable (as in, if the WHM is in an instance where Aero III isn't usable, that debuff won't be applied). 10% of damage inflicted to all enemies is also returned as MP for the caster.
- Monk: Unleashes a brutal flurry of punches against a single target, 5 hits of 150 potency each. Before the attack is launched, the Monk gains the maximum amount of Greased Lightning stacks available, and Greased Lightning stacks will not fade away for the next 20 seconds. Sprint is also automatically activated upon use, but will not consume TP.
- Bard: Sings a ballad that imbues arrows with further power for 15 seconds. Venomous Bite, Windbite, Heavy Shot, and Straight Shot will now strike enemies in a line. If only one enemy is struck, potency is increased by 20%. All four skills also become instant cast if Wanderer's Minuet is turned on.
I would love to have a personal lb bar.
If that isn't possible I would enjoy access to one hour abilities for each job that are very potent(similar to abilities offered in ffxi ie/ hundred fists etc..)
As for lb in general though I would also love to see all dd lb equal in damage output regardless of job. Keep ranged lb aoe but potency of it matches melee IF used on single target. (only lessened if spread between a number of targets). I don't agree with melee being the strongest and therefore most used/desired in the majority of encounters) less damage due to being aoe should only occur IF spread out.
And lb bars should be filling up a bit faster then they do. With the perfect party setup , its still a tad slow.
Where is "Square Soft" when you need them?!
The human race has accomplished some amazing things. I think if we put our heads together, we can solve this too.
It doesn't need to be ultra powerful, nor so weak that it's just another cooldown. How about somewhere in the middle, on the lower end, but appreciably stronger than your other cooldowns.
Using it at the perfect moment is not required to clear any fight, except savage raids pre-nerfs where it's already a requirement to maximise dps.
Most amazing things humans have accomplished have required compromise and cost to achieve. What are you willing to give up? Less content so more time can be spent balancing? Fights that are less mechanically diverse so to avoid multiple uses of LBs from trivialising the mechanics? People already complain that a lot of the content is already too easy. Frankly there isn't much give here. The current LBs aren't ultra powerful. They are just powerful and a number of CDS are very powerful. Hell Fell Cleave hits for 500 Potency and it isn't even a CD. Benediction fully heals a person.
Personal LBs are an interesting idea but Im not convinced the game's system is right for it.