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  1. #21
    Player
    xJimmehx's Avatar
    Join Date
    Jun 2015
    Location
    Ul'Dah - 1.0, Limsa - 2.0
    Posts
    534
    Character
    Leon Manderville
    World
    Cactuar
    Main Class
    Warrior Lv 90
    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.
    (2)

  2. #22
    Player
    RyuSaarva's Avatar
    Join Date
    Dec 2014
    Posts
    1,094
    Character
    Ryu Saarva
    World
    Phoenix
    Main Class
    Bard Lv 90
    well if you dont want to have a healing limit..ugh don't use a healer?
    (0)

  3. #23
    Player
    Nici's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    283
    Character
    Sarai Vanlaere
    World
    Cactuar
    Main Class
    Conjurer Lv 66
    Quote Originally Posted by Canadane View Post
    Tank solo LB could be the return of Mighty Strikes or something similar.
    Hell let's bring all the cool abilities back this way.
    Instead of it being straight damage, make them an ability. Imagine your monk getting Hundred Fists again?
    OMG Hundred Fists!....oh how i wish we had this in game for MNK....why SE? why wouldn't you have this ability in game?

    I hope we do see this ability along with other old school abilities make a return at some point in future content patches or expansions.
    (2)

  4. #24
    Player
    Zetsumei_Tsunarashi's Avatar
    Join Date
    Mar 2011
    Location
    Shadowlord Server
    Posts
    1,601
    Character
    Zetsumei Tsunarashi
    World
    Sargatanas
    Main Class
    Summoner Lv 100
    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.
    (2)

  5. #25
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    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
    (1)

  6. #26
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    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.
    (1)

  7. #27
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    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.
    (2)

  8. #28
    Player
    WinterLuna's Avatar
    Join Date
    Dec 2013
    Location
    Doma
    Posts
    1,377
    Character
    Indira Light
    World
    Twintania
    Main Class
    Astrologian Lv 69
    Quote Originally Posted by Belhi View Post
    snip
    I was actually thinking this too after I posted, you have some good points. SE would have to work really hard to pull this off.
    (0)

  9. #29
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    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.
    (2)

  10. #30
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    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.
    (2)
    Last edited by MiniPrinny; 05-06-2016 at 02:01 PM.
    Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!

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