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  1. #1
    Player
    Jacost's Avatar
    Join Date
    Aug 2013
    Posts
    316
    Character
    Jeyrr Stenn
    World
    Moogle
    Main Class
    Astrologian Lv 90
    Just to address some of the comments: No, these are not true LBs, and have no bar. They'd be regular skills in terms of mechanics, but they evoke the feel of a limit break as we know them from previous FFs. I gave a 20 minute cooldown to ensure that they'd probably only see use once a run, but 5-10 minutes probably would work better.

    The numbers could definitely use some adjustment by someone who knows this stuff inside and out. I just designed them thematically, the idea being that this is what happens when a hero of this class really pulls out all the stops and shows that they have, in fact, been getting stronger over the last year. The only one I think doesn't really work is the WHM one, but I had some issues there. The only other thing I could think of at the time was a full-party Benediction, which sounded unimpressive (although perhaps if it also healed all status effects on the party...). Another idea I had later was allowing infinite Freecure and Overcure for a brief period.

    As to balance... Like I said, these would be learned at level 60. I think it's likely that SE will have all current content level-synched to 50 in future to preserve it's current balance, allowing them to shake things up for Heavensward. Since these wouldn't be usable outside of expansion stuff anyway, it could be designed around at SE's leisure.
    (0)
    Last edited by Jacost; 12-07-2014 at 02:25 AM.

  2. #2
    Player
    Kuskoo's Avatar
    Join Date
    Dec 2013
    Posts
    30
    Character
    K'aad Quik'of
    World
    Sargatanas
    Main Class
    Archer Lv 80
    it'd be great of the individual limit breaks has pro and cons to em; off that bat

    -paladins: reduce damage overall to the party but drop overall damage like effects of shield oath which can effect dps checks
    -warriors: increases damage output enmity (self) and hp to all but the drawback is at least 1 member thats not a tank and gotta be within a certain range for each benefit which effects party mechanics
    -black mages: 8 sec "fury" status castin any spells then the drawback is a 5 sec invincible burst final attack which can potentially hurt your party if caught in the aoe; big risk thing
    -bards: cast a song for mass tp and mp reduction for 20 secs then cast a finale aoe attack but the drawback bard song lockout for 1 min
    -dragoons: increase tp cost for all classes but increases damage output for 20 secs then pulls off a long animation attack like black mages risks of hurting the party
    -white mages: pulls off a powerful regen/cure aoe skill and negates any incoming status for 20 secs but boss wise mechanics will not be affected; drawback is long animation limit break casting 12 secs
    -scholar: casts special aoe buffs in the area simliar to arcanist story quest 1 can lower damage taken, another increases skill/cast speed for 40 secs, another casts a negate status effect shield for 10; drawback is it can't be stack with other zones and overall 9 sec cast when doing it
    (2)

  3. #3
    Player
    QiLymePye's Avatar
    Join Date
    Dec 2014
    Location
    Ul'Dah
    Posts
    312
    Character
    Bloody Knuckles
    World
    Lamia
    Main Class
    Archer Lv 50
    I like this idea...maybe instead of it being called a "limit break", maybe some kind of gamble? Because it can either help you out of a tough situation or completely make it worse. would make for interesting dungeon/raids.
    (0)