Then such already describes the current system. The effects of each LB within a given role (Tank, Melee, Physical Ranged, Magical Ranged, and Healers) are identical and the LB is shared by the whole party.


I’m sorry my post was not meant for you to engage with right away as I was still organizing my thoughts, please check it out again. What I said does not describe the current system. What I said, is that each role consumes the resource at different rates. Yes, it is still shared by the party like the current system, as to not nerf LB to standard abilities. the difference is that the whole bar is not consumed upon use, but rather depends on which role is using it. 1 consumed by tank, 2 consumed by DPS, and 3 consumed by healer.
Effectively, then, you've removed LB2 and LB3 (and perhaps buffed LB1) for tanks and removed LB1 and LB3 for DPS (and perhaps buffed LB2)? As such, there's less of a cost for using tank LBs and they can be used more frequently and selectively, assuming it still allows for party survival in situations that used to require a Tank LB3, and there's no chance of a healer accidentally using LB at just short of LB3 and therefore getting nothing of consequence?I’m sorry my post was not meant for you to engage with right away as I was still organizing my thoughts, please check it out again. What I said does not describe the current system. What I said, is that each role consumes the resource at different rates. Yes, it is still shared by the party like the current system, as to not nerf LB to standard abilities. the difference is that the whole bar is not consumed upon use, but rather depends on which role is using it. 1 consumed by tank, 2 consumed by DPS, and 3 consumed by healer.
My main concern here then is the removed options for light parties. However, you could allow light parties to have access to 3 bars during bosses and 2 otherwise, up from their normal 1-2 bars. In that case, you'd still have access to more than a single type of LB (DPS and Tank, rather than just Tank) during dungeon trash and healers would still have an LB available to them as not to feel left out (even if only on bosses). Such would also remove the issue of full party disconnects removing your third bar of LB gauge.
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For context, my preference would instead be to just reduce the uptime costs (and increase the responsiveness) of the DPS LBs and increase the value of healer LB1 and LB2 (such as by having them also refresh mana and perhaps generate a small, further heal-over-time effect). I can see the benefit to not having to go all-in on a tank LB, etc., however.
Last edited by Shurrikhan; 12-25-2021 at 05:57 AM.


Correct. I think everybody wins with this type of system. That is a good analysis for light party that I hadn’t entirely considered yet, but yes as you say right here would also be my solution to it. Based on what you said seems to me like overall it’s a major quality of life upgrade for the LB system as a whole.Effectively, then, you've removed LB2 and LB3 (and perhaps buffed LB1) for tanks and removed LB1 and LB3 for DPS (and perhaps buffed LB2)? As such, there's less of a cost for using tank LBs and they can be used more frequently and selectively, assuming it still allows for party survival in situations that used to require a Tank LB3, and there's no chance of a healer accidentally using LB at just short of LB3 and therefore getting nothing of consequence?
My main concern here then is the removed options for light party. However, you could allow light parties to have access to 3 bars during bosses and 2 otherwise, up from their normal 1-2 bars. Such would also remove the issue of full party disconnects removing your third bar of LB gauge. In that case, you'd still have access to more than a single type of LB (DPS and Tank, rather than just Tank) during dungeon trash and healers would still have an LB available to them as not to feel left out (even if only on bosses).
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