

Some really good ideas in here! I've often pondered about things like this, but never thought we'd get a good discussion going on about it, very nice to see.
I think a good addition to this would be if the "limit bar" worked in kind of a chunk system. This was touched on a little earlier, but I feel it has a lot of potential considering an MMO system based on strong progression. By this I mean, you get one bar/chunk at r25, two at r40, and one more at r50. This could give a nice additional incentive to hit a new rank tier, and get that warm feeling inside, instead of just higher stats and access to new gears. "Yeeaauuhh, finally r40, I 'cant wait to try out my new tier two supah move!"
This could pretty easily be added to at anytime in the games late future, as rank caps go up, battles get deeper, and players crave more giant red buttons to press. Also, to further reward players countless victories, you can always choose to use a tier one attack even at r50, and save your other two for later.
Different tiers could either be just suped up versions of each other, or different moves entirely. Like; T-1=boom attack> T-2=advanced battle stance/mode to enter for a duration (like has been mentioned)> T-3= bang bang attack/self destruct mode. Yeah that's some colorful word play, but you get the idea.
As far as timing is concerned, I think fifteen minutes of straight grinding mobs that=your rank, should fill up one chunk. If they could implement a system similar to FF-X, where you choose how the bar would fill, even better! And give each class a prime mode. GLA would receive 100% input in "receive damage mode" but could switch to MRD "deal damage mode" for a penalty of like a 70% charge speed. Classes already have set affinities, so those values could easily be copied over if you feel like using another jobs "overdrive mode". So you still have freedom of playstyle, but it encourages strategy and playing your job to its specified role. Like LNC would be prime when using status and buff moves, PGL when using TP attacks, THM status effect and things like that.
mm also, how about some class exclusive tonics and brews, that we buy with our guild marks, and help charge the bar (and using would probably have to give something similar to medicated effect in XI). And lets add some flavor to these, like a MRDs tonic is a frothy brew, CON would have some weird green potion, THM would throw some ashes in the air, DRK would bite off a bats head, etc..
also yet again, If something like this ever does come our way, I vote now that, though the bar shouldn't deplete while in passive mode, it does get erased upon changing zones or entering any kind of instanced fight. Nothing would get me "out of the mood" for a huge boss fight, like farming limit break bar would for forty-five minutes.



Matsui ftw.
It must be frustrating for the dev team to have to rework their years worth of progress.
I think they are all looking forward to these battle changes as much as we are.
It will allow them to create new and exciting mechanics and content, which all devs enjoy the most.
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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'
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.

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.
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