I hope they implement over drives, but I hope they make it a flashy skill and not just copy and paste an animation. ;X
I hope they implement over drives, but I hope they make it a flashy skill and not just copy and paste an animation. ;X
I'm not a troll I'm just the voice of truth :P
Losing limit bar on entering instance = good idea.
In FFVII, limit gauge filled as you took damage. It should fill more quickly the worse shape you're in, and be set up as a "desperation" move, rather than as a farmed TP-style move.
In FFVI and FFVIII it had a % chance of kicking in based on the character's invisible "crisis level". This approach would allow players some control over activating their limit abilities, but would also entail some additional risk on their parts.
Of course, in a FFX style system of deliberately farming for overdrive, the devs could counter pre-farming by putting the enemies into overdrive after they're hit by overdrive moves, and balance the overdrive gauges to fill up toward the end of a battle, encouraging players to save it for a finishing blow or risk making the fight more difficult.
Limit Breaks/Overdrives, To make things fair, It should not be farmed and saved for use. If you're not using it, it should deplete over time in a moderate rate. But let TP stay instead. I think A fair way to break your limits is by taking damage, and by using TP.
To make it fun, I think it would be cool if we can upgrade our limit breaks the more times we use them to learn different ones and even quest some powerful ones as well.
thoughts?
I completely agree that the limit gauge should not be farmed. The last thing I want to create is the need to make an extra and time consuming preparation for a big fight. There are a few ways to avoid this. The one that I think is by far the best option is for it to reset when initially engaging NM's or bosses. This is very similar to how you can heal someone outside of a party on all other occasions except for when they are engaged in an NM fight. After the initial engagement of the NM or Boss your bar would fill up normally. Obviously this would mean that the actual time that it takes for the bar to charge would have to be roughly the duration of an NM or Boss Fight. Would everyone agree with this?
Last edited by ClashBlades; 06-11-2011 at 06:01 PM.
Omnislash, that is all...
ok i lied, maybe you could tie the LB/ODs to the TP bar but up the max from 3000 to 6000/9000. The acquisition of them could also take a lot of effort too, Guild marks or perhaps a sqecial quest that leads you to an item of power that infuses you with the ability which then also leads into a boss fight.
'United we stand, Divided they fall'
According to what I see here, alot of people would like to have the Overdrive available through means outside grinding. Here's what I think: to have it available for everyone and benefit them all like so:
-Casual Players: Overdrive automatically resets every 12 hours, on a timer similar to Behest, Guildleves, Anima, and Guardian's Favor, and checkable through /clock
-Regular Players: In addition to the reset timer, it can be grinded to be used multiple times per day.
With these options above, no one would be sitting around waiting to use Overdrive. Either you're casual and it's sitting there waiting on you when you get on, or your a grinder and you're not waiting hours on end for that reset timer.
Also I believe all overdrives shouldn't be single moves, but buffs that last depending on "tier" of overdrive you're on (going by someone who posted about Overdrive having Tiers). Tier 1 is 1 minute, 2 is 1 minute 15 seconds, 3 is 1 minute 30 seconds.
Kor Poni of Mysidia server.
While I and a lot of different people do not agree with the expansion of the TP bar, I agree with the later part of your message. I strongly agree that the limit breaks should be achieved through special quests. They should not be easily achieved and should be something that makes you feel accomplished when executing them.Omnislash, that is all...
ok i lied, maybe you could tie the LB/ODs to the TP bar but up the max from 3000 to 6000/9000. The acquisition of them could also take a lot of effort too, Guild marks or perhaps a sqecial quest that leads you to an item of power that infuses you with the ability which then also leads into a boss fight.
I really like this idea. Limit Breaks were always one of my favorite things in FF games. And I second that your suggestions, KorPoni, were great.
I wonder if something similiar could be created for DoH and DoL? Hmmm...
Philippians 4:13
Instead of making it time based, it should be "charged" as you perform BR on a specific target. This way people cannot farm it for a boss fight/instance. In addition to greater dmg/effects of these new abilities, I'd also suggest that they unlock a second tier of BR (ie: BR of these new abilities) which will make certain high end boss fights easier but not game breaking. For example, one of such second tier BR can significantly lower physical defense for a super-admantoise HNM for a short time period.
This way, it'll promote party interaction and tactics. For example, players now have the options to:
1) spam their best damaging skill at TP 1k or whatever, kinda like the old way
2) they can perform BRs, which would do less damage compare to 1), to build up this new guage and solo their new "overdrive' skill.
3) even go further for the 2nd tier BR for a super debuff/dmg (then they can spam their best damaging skills).
Depending on the available skills/jobs/number of players at the field, players can choose options that'd fit best to their situation. In other words, more variety of tactics.
Edit: One example of the 2nd tier BR can be something like the one shown in the intro moving when they fight the molboro!
Edit2: Yes, they need to fix the current BR before implementing this![]()
Last edited by DarkOrca; 06-19-2011 at 08:23 AM.
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