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  1. #11
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    I'd rather have personal limit breaks interact with each other. Make a system similar to FFXI skill chains. All the LBs can be used separately, but if you time them together you get an additional effect. That additional effect creates a few second window for a mage LB to be more potent. Dragoon uses his LB, Paladin uses his LB, Monk uses his LB, puts an effect on the boss that increases the potency of the black mage's LB.

    Each job could have more than one LB also. For instance, Ninja could have a ninjutsu LB that could benefit from the additional potency and a physical LB that can used in the chain. Dragoon could have a pure damage LB and an LB that does less damage but grants a crit buff or something.

    Additionally, the LBs would interact with each other differently. A monk using his pure damage LB with the dragoon's pure damage LB wouldn't create an additional effect to boost the potency of a magic LB, but a monk using his pure damage LB with the dragoon's crit buff LB would.
    (3)

  2. #12
    Player
    Korilynn's Avatar
    Join Date
    Nov 2014
    Posts
    143
    Character
    J'esshica Clahne
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Alistaire View Post
    If you're no theorycrafter, why do you take the time to just throw out ridiculous ideas like these? And it's not just you, pretty much every post on this entire forum that goes in detail on someone's "dream abilities" are just way out there.
    When someone doesn't give numbers. People complain. Someone gives numbers. People complain. Someone gives thought out numbers and can point to how they're balanced. People complain.

    People just like to complain

    To the OP though, I like this idea! I find the LBs fun to use! Why limit them to the dungeon?! What would be better is if my LB worked with the class I was playing! Why is my Monk pulling out a huge sword? I'd love some huge energy claws or some nice martial arts move!
    (2)

  3. #13
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    It seems limit break might have been a poor choice of ward because reading them it seems like it has nothing to do with the party gauge. The problem with massive cooldowns is that they need to be on large cooldowns and you've picked up on that. The problem is when they are on cooldown. With the limit break you get usually one massive damage spell dependant on who casts it for the whole party each fight. With a personal massive cooldown you have 8 other people with one and then encounter designers have to design around 8 people using their massive cooldown. If they don't then the fight becomes trivial. If you still have your massive attack on cooldown then the encounter is impossible to beat without it. If you are doing coil for instance do you wait 15 minutes for the cooldowns. Seems a waste.
    (1)

  4. #14
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    during 1.x we had 15 min skills that we learned with lv50.
    (0)
    Last edited by Felis; 12-06-2014 at 08:43 PM.

  5. #15
    Player
    hallena's Avatar
    Join Date
    Sep 2013
    Posts
    509
    Character
    Fara Venator
    World
    Coeurl
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Jacost View Post
    20 minute cooldown[/B],
    .
    Lets not go there. super powerful skills on a long cooldowns are fun but they have to balance raid bosses around them.
    Alright guys, next pull in 20minute.
    (2)

  6. #16
    Player
    Phyllo's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    786
    Character
    Phyllo Tia'ristel
    World
    Phoenix
    Main Class
    Machinist Lv 77
    Why not just go for simple conditions ala FF 8, only being able to use it when low on hp or ala FF10; a gauge that fills due to specific actions like taking damage or dealing damage or healing teammates?

    Anyway I like your idea OP, as unbalanced as it could be, it seems pretty nice
    (0)

  7. #17
    Player
    Parodine's Avatar
    Join Date
    Aug 2013
    Posts
    1,044
    Character
    Cullen Dionysion
    World
    Adamantoise
    Main Class
    Gladiator Lv 70
    I like the idea, although it looks like Dragoon gets short-changed. 500 potency for a limit break seems nice at first, but if you're in the air for 3 seconds and were at the vorpal->full thrust part of your combo anyway, you'd do more damage with that than this hit. And looking at the other DD LB's, it'd get like no use.
    (0)
    Last edited by Parodine; 12-06-2014 at 11:41 PM.

  8. #18
    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.

  9. #19
    Player
    Hyouretsuzan's Avatar
    Join Date
    Aug 2013
    Posts
    221
    Character
    Hyouretsuzan Vlondett
    World
    Behemoth
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Vorpal_Spork View Post
    I think he meant that regardless of what you do, you keep infuriated. Meaning you can spam moves like steel cyclone for those 10 secs. Urrr, I think anyways.
    (0)

  10. #20
    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)

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