Giving every job it's own unique mechanical limit break just means you're going to have 10 limit breaks that don't get used instead of 3.
Giving every job it's own unique mechanical limit break just means you're going to have 10 limit breaks that don't get used instead of 3.
Would really depend on the particular fight, the particular LBs, and whatever adjustments are eventually made to the LB system generally. Who knows, we might eventually see sub-3-bar LBs used as more than just phase-pushers / waste-prevention.
Why don't each player has his own LB bar separated from the party as seen in PvP seal rock and slaughter modes. I think it would be more fun that way. If damage was an issue then it can be scaled down to have it as powerful as it is now. This way we can have more variety in fights such as using tank LB and heal LB.
Honestly, I'd love to see that expanded into the skillchains or whatever they were called in XI. I never got to use them (I was still playing RuneScape with FFXI was the big thing) but people have told me how skillchains worked and they are something I would love to see in XIV. That way, combining tanks, healers, and DPS, into a skillchain that creates its own unique effect, could make for some very interesting plays. Right now it's as simple as push the button, and watch as your up up down down left right left right B A starts up... not exactly challenging.Why don't each player has his own LB bar separated from the party as seen in PvP seal rock and slaughter modes. I think it would be more fun that way. If damage was an issue then it can be scaled down to have it as powerful as it is now. This way we can have more variety in fights such as using tank LB and heal LB.
And healers could actually use LB when they know the party is going to wipe and not be called out for it. Even if it's nowhere near as powerful (say it only raises people killed within the last sixty seconds, or that it only raises them with 30% health and weakness), it's better than watching everyone die because the remaining tank or DPS believe that they can outlast and then LB the boss when you (being fairly intimate with health bars and their tendency to drastically shrink) know they will not.Why don't each player has his own LB bar separated from the party as seen in PvP seal rock and slaughter modes. I think it would be more fun that way. If damage was an issue then it can be scaled down to have it as powerful as it is now. This way we can have more variety in fights such as using tank LB and heal LB.
WinterMaintenance is coming
This, so much this. I could easily see them slashing the potency of the limit breaks (except maybe tank) and making them individualized. And it would reward better play across the board. You want to use your LB3 against the final boss of the dungeon? Don't die. Ever. You die, it goes away. Just some quick examples:
Melee lv1: 900 potency
Melee lv2: 1800 potency
Melee lv3: 2700 potency
Caster/Ranger lv1: 500 potency
Caster/Ranger lv2: 1000 potency
Caster/Ranger lv3: 1500 potency
Tank lv1: 20% damage reduction, 10s duration
Tank lv2: 35% damage reduction, 8s duration
Tank lv3: 50% damage reduction, 6s duration, stoneskin II
Healer lv1: 15% max HP
Healer lv2: 30% max HP
Healer lv3: 45% max HP, AoE raise (with weakness)
Edit: Before anyone cries OP on those numbers. The Lv3 melee is 9000, so four melee would be 10800 potency, but... at the same time, four melee, and it is a similar case with casters and rangers (5400 vs 6000). Two melee and two caster/ranger would be 8400 potency, which is less than we have now, but is much more flexible as to when you have each player use their limit break, so it would work out okay.
Last edited by MiniPrinny; 09-28-2015 at 01:40 PM.
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