I think adding in a personal LB, similar to the Adrenaline gauge wpuld be cool. And it doesn't have to be "massive" either. Maybe just a 500 potency attack. It's just a FF staple that feels like it's missing.
I think adding in a personal LB, similar to the Adrenaline gauge wpuld be cool. And it doesn't have to be "massive" either. Maybe just a 500 potency attack. It's just a FF staple that feels like it's missing.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
Again, it would just end up being "another cooldown" to use. What if they just re-branded all the currently existing high potency/long cooldown skills as "Limit Breaks", e.g. Dragonfire Dive, Forbidden Chakra, Hallowed Ground, Foul, Benediction? Because that's literally what you're asking for -- but I'm telling you they ALREADY EXIST, they just don't have "cast bars" or charge animations, but they turn the tide of battle just the same by either having a high potency or by making you invincible or by being a free mega heal for 0 mp, just like DPS/Healer/Tank LBs. Every job already has personal "Limit Breaks" as you want them, they just aren't called Limit Breaks--but they're extremely powerful skills on long cool downs nontheless that are already very similar to Limit Breaks but on a smaller scale.
And we have "trances", most jobs have a stance/skill/aura (Greased Lightning, Life of the Dragon, Darkside) that they maintain with their job gauges, and when the gauge is maxed out, they unleash "Limit Breaks", e.g. Nastrond, Verflare, Bhavacakra, Bloodspiller, etc...
Last edited by Jonnycbad; 05-16-2018 at 01:21 AM.
LB is not useful? Try getting out of 24 man and expert roulettes. EX trials and Savage/Ultimate is where good LB usage shines.
I could see everyone having separate Limit Breaks, like the Adrenaline in PvP, working inside regular dungeons and open world... But for Trials and Raids, the current system is much better.
It would be the healer's nightmare if that Limit Break bar fills up when the character takes damage, as it was on FF7/8 or trance bar on FF9.
It's true that healers and tanks don't often get to use limit breaks, but it's also true that healer and tanks have their own limit breaks, more so than DPS do. Every tank has a long-cooldown invincibility of some kind, and every healer has a long-cooldown "oh crap" button like Benediction. Those are your personal limit breaks.It's kinda annoying that no one allows you to LB because everyone wants to use the damage dealing sort of Limit break. In previous Final fantasies all our characters had their own seperate LB. So plz bring this back to FFXIV by also giving us all a seperate bar so it fills up a little slower, but everyone gets to use their LB seperately without anyone getting annoyed about it!
That would be fun if each person got their own personal "super move" of sorts while still having the team LB.
Summoner literally has dreadwyrm trance that works exactly as you mention, giving access to unique abilities while under its effect.
I already have a supermove on a huge 7 minute cool down, it's called hallowed ground.
Ultimately I think the OP has good intentions with their request however in reality it doesn't add anything that isn't already in the game, without a complete rework of the LB system.
Perhaps if moves like hallowed ground, benediction, bahamut egi (I don't know the move) etc. were moved to the solo LB system I could maybe see something forming, but I really don't like this idea at all. Creating this kind of system would homogenise jobs, force all jobs to have a huge supermove rather than a smaller tighter kit, which is always activated the same way, and jobs that have their existing moved taken away to be moved to this new system would lose their identity.
Last edited by Lambdafish; 05-16-2018 at 06:07 AM.
Every. Job. Has. A super move.That would be fun if each person got their own personal "super move" of sorts while still having the team LB.
They may not feel like Super Moves to you but they were capstone skills at 50/60/70:
Hallowed Ground, Perfect Balance, Flare, Benediction, Dragonfire Dive, Infuriate, Kassatsu. Most jobs even got a second super move at 70: Nastrond, Foul, Passage of Arms, etc. Powerful abilities on long cooldown. If that's not the definition of "Super Move" I don't know what is, or did you mean a totally other move on a separate gauge that's a different gauge than your job gauge? Cuz how about they move the skills i just mentioned and made a separate gauge, would that THEN fit your criteria of what's considered a super move?
DRG getting a LB like similar to one of Freyas attacks from IX. Yes, please.
Last edited by Krokov; 05-16-2018 at 06:50 AM.
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