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  1. #1
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by MagiusNecros View Post
    If anything LB should either be individual to each player or separated by role. Not fond of the party share thing since most encounters have me not bothering with LB at all.

    If every player had their own individual limit break, then they would need to rebalance the entire game to account for what is, in essence, a new and powerful cooldown. And then that's what it becomes-- a cooldown as part of your rotation. It becomes less special.

    Secondly, every job already has their own personal "limit break". It's called Level 50 CD or the job gauge skills, and it features such things as Pitch Perfect, Nastrond, Bloodspiller, Hallowed Ground, Benediction, Turret Overload, Foul, Verholy/Verflare, Fey Union, Sleeve Draw, etc. Powerful or strategic moves to be used in a pinch for great effect. That's what a limit break is defined as, right?


    I think they DO need to change Ranged Physical limit breaks because they're slightly weaker than Caster's (though they have a 30' range instead if 25'). I think it should do more considering it's trickier to aim (you don't place a reticule, you just target a mob and it makes a line). Maybe they could make it conal, or add a small DoT (but not snapshot any buffs) that allows it to catch up to caster LB. I think they should add a potent Regen/Refresh effect onto Healer LB1/LB2 and maybe see more use in dungeons where a boss has more HP than what an LB1 or LB2 would deal, yet the healer is out of MP and the rest of the party is near death. It would heal the party up and give them a 10-15second regen/refresh to get back in the game. The tank LB1 and LB2 could add a powerful damage-spikes effect to the party that's like 100-150 potency Vengeance style-attack, or maybe a Stoneskin effect instead of damage% down. Imagine if tank LB gave everyone a shield worth 25-100% of their HP and lasted until the shield decays from absorbing damage, instead of it being a 10-12 second duration -50% damage down?
    (0)
    Last edited by Jonnycbad; 04-19-2019 at 12:01 AM.

  2. #2
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Jonnycbad View Post
    If every player had their own individual limit break, then they would need to rebalance the entire game to account for what is, in essence, a new and powerful cooldown. And then that's what it becomes-- a cooldown as part of your rotation. It becomes less special.
    They already factor in LB into the balancing of raid fights so I don't see an issue with rebalancing. *shrug*
    (0)

  3. #3
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Quote Originally Posted by MagiusNecros View Post
    They already factor in LB into the balancing of raid fights so I don't see an issue with rebalancing. *shrug*

    They do not. This was stated before in interviews. It's a bonus option meant to help you recover or clear faster. Limit Break damage is never required except in rare instances like Ultimate Raids, or when attempting a new Savage Raid at the onset of it being opened, when everyone is at the minimum iLvl.

    I think Yoshi said they approximately base raid boss HP off of:

    -Total DPS of 4 DPS doing standard rotations + 2 tanks in tank stance (doing enmity combos) over 10-12 min with minimum ilvl.

    Then, they subtract 15% from that to account for mechanics, less than perfect rotations, 1-2 deaths and then you arrive at the boss's HP. What wasn't accounted for in raid boss HP, was Healer DPS, tanks in DPS stance, stat potions, food, and limit break damage. Through those aforementioned extra things, players were able to topple new raids in min ilvl. Not intended by devs, but not unwelcomed either.

    Remember, Yoshi said numerous times in past interviews that they never EXPECTED players to beat savage raids at minimum ilvl. They intentionally ALLOWED players to ATTEMPT to challenge savage raids at minimum ilvl, so they can learn the first few phases of mechanics, while simultaneously increaseing their ilvl over time from normal raid gear and tomestone gear until they have the proper DPS to clear. Hardcore players, being as clever as they are, took advantage of numerous creative ways to increase their survivability (VIT overmelds) and extra sources of damage (healers with accuracy gear; tanks with STR melds and stance dancing; stat pots, shield crit HP LB meter cheesing) to beat them. We think of it as a no-brainer now, but healer DPS was not something that even existed until final coil or Gordias Savage, really.

    Devs knowing this, it's unknown if these things are now taken into account since healer DPS no longer relies on accuracy, and tank DPS has increased vastly. But I still suspect limit break damage is not taken into account, because that would presume that melee LB is the default only proper use of LB, wherein I would imagine when designing the fights, the LB is sort of a wildcard SOS type move
    (3)
    Last edited by Jonnycbad; 04-20-2019 at 05:00 AM.