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  1. #121
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    112
    Quote Originally Posted by Kiara View Post
    Clash, you might consider updating your Original Post with the 2 Video Links quoted above. They sum up the spirit of what you're going for very well. Cloud's Omnislash was pretty amazing. And hopefully it's a good reminder for any Dev Team member that might come across your post in the future. Thanks!
    Thank you for the feedback and I updated the original post with those links.
    (0)

  2. #122
    Player
    Atoli's Avatar
    Join Date
    Jun 2011
    Location
    Posts
    3,589
    Character
    Nhai Tayuun
    World
    Ragnarok
    Main Class
    Black Mage Lv 92
    I don't really care how it is integrated.
    I personally loved the Limit Breaks of FF XII Revenant Wings, they are just the first thing coming to my mind when I hear "Limit Break". Someone already said the MMO world does not stop while you have your 30 sec cutscene of beating the mob to smithereens, but what I liked about it were the different LBs you had, because every class had some special LB only they could do. But even if you used a mage's LB on a mob which was immune to magic, it got no dmg. So LBs were great, but not totally overkill.

    What I'm trying to say is..actually, I don't care how it is done, I just want some x)
    (0)

  3. #123
    Player
    Offdutyninja03's Avatar
    Join Date
    Jun 2011
    Posts
    1
    Character
    Aureus Oarwood
    World
    Ragnarok
    Main Class
    Armorer Lv 50
    I think it would be a wonderful idea. It would add an extra dimension to the battle tactics. I used to love being in a difficult battle that wasnt going my way only to be saved by a limit break. Would definitely make party play more exciting. Gives you more of those, "Did you see that!" moments
    (0)

  4. 07-07-2011 12:32 AM

  5. #124
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    45
    The addition of Limit Breaks adds to the desperately-needed Final Fantasy "Feel". I really hope this gets added because as it is now, FFXIV is hard to consider a "Final Fantasy" that we've come to know.
    (0)

  6. #125
    Player
    Skeloton's Avatar
    Join Date
    May 2011
    Posts
    154
    Character
    Torvidna Melanna
    World
    Zodiark
    Main Class
    Thaumaturge Lv 16
    been doing a bit of thinking..again:
    PUG and its associated job should get a LB/OB like Mad Rush/Lunatic High where you go berserk and hastened.

    GLA and its job Omnislash/Cross-slash/Meterorain

    THM and its job should get something similar to Vivi's Trance mode in FFIX or a FFVII Vincent tranformation mode

    CON and its job get summon if/when summoning is implemented or something similar to Vivi's Trance mode in FFIX

    LNC and its job get Boost Jump/Spear

    dunno about MRD and its job though
    (0)
    'United we stand, Divided they fall'

  7. #126
    Player

    Join Date
    Mar 2011
    Posts
    837
    Cool thread! I definitely like the idea of a Trance/Overdrive/Limit Break mechanic being implemented into the current battle system to give it more strategy and appeal. I personally would prefer more of a Trance mode (as proposed by ClashBlades) over a flat Limit Break skill, mainly because it can open up new mechanics and also allow for an extraordinary amount of room for future customization. Below are a few points I would like to touch on in regards to "Trance" (filler name )...

    Entering Trance: First off, I propose using TP as the means for achieving Trance (since it is already in the game and can be tweaked, rather than implementing an entirely new resource system). However, there can be a few problems encountered:

    At the current amount of max TP allowed, Trance would be too easily achieved to be considered properly rewarding. Also, if you just increase that amount to, say, 10000 from 3000, this could trivialize some content (as in being able to unload every ability in the spellbook without specific thought for strategy).

    My proposal to this (in addition to implementing a "TP reset", proposed by ClashBlades, for every boss encounter) is to keep the max TP integer around 3000-4000 in addition to gradually lessening the amount of TP generated from actions after 2000. This way, Trance can be built up without resulting in a complete overkill. (This also seemed more interesting than just throwing a flat cooldown on and calling it a day).

    Mechanics of Trance: My exact ideas about how the actual Mode itself will work are a little varied and probably more akin to how it worked in IX. I propose that the special mode vary depending on classes - for instance, for one class it might add special effects to spells/abilities, another it might add the ability to double-cast spells, another might add special buffs/debuffs the party can work with, some classes may be given a few special abilities usable only in the special Mode, etc. (The next section expands on this). The mode would last a set amount of time (possibly customizable).

    A few examples...
    CON - Become one with nature, temporarily gaining addtional effects and power with spells of a chosen school via Trance menu or formerly chosen Trait (can only choose one school). For instance, casting ranks of Fire builds up stacks to increase the damage of your next Flare, while casting another spell may decrease cooldown of Flare, can double-cast "Ancient Magic" spells, summons a greater elemental to make a flashy guest appearance, etc. I would also personally like the ability to ride a Goobbue while doing this.

    MRD - Enter into Arrrgggh mode, causing weapon skills to apply a stacking DoT that increases physical damage slightly in addition to increasing damage done by self (the DoT/self damage buff can apply several times and from different MRDs, but the party buff only counts once and caps at a certain amount of stacks).

    THM - Become a conduit of life and death, giving additional Trance buffs, additional effects to debuffs, and additional effects to Sacrifice. Examples: a spell to Link Damage among party members, casting Sacrifice gives Haste (or other customizable effect), Sacrifice healing DoT can stack X times, casting Dia/Bio summons astral/umbral spirits, etc.

    LNC - Turns your weapon into a Big Ole Pike!
    etc.

    Customization, Quests, and Guildmarks: The big advantage, in my opinion, of a special Mode over a singular Limit Ability is that it allows for loads of customization if a system is already in place to provide such - Guildmarks and special Quests/Encounters. With these, you can customize Trance with special abilities, mechanics, etc. ... you can pretty much define the actual functions and nuances of your class's Trance. This allows you to greatly increase the kinds of party compositions you can work with, as well as add another tactical dimension to fights.


    TL;DR - Oh look, a deer!
    (0)

  8. #127
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50

    Trance

    I love the ideas that have been come up with so far, but I would like to offer another suggestion. I'd like to piggyback off the last post as it's a fantastic idea.

    I would suggest a Trance like mode as well. You fill up your Limit Break meter to full. You can then activate it whenever you like in battle.

    When you activate it, you enter a Trance like mode where your character glows with power and gives you a buff based on your class.

    Gladiator - Increased Defense
    Marauder - Increased Damage dealt
    Lancer - Increased attack speed
    Archer - Increased critical hit rate
    Conjurer - Increased magic potency
    Thaumaturge - Decreased MP consumption
    etc.

    Also, while you're in this Trance mode, your TP flares with a red color. You gain special and Epic TP moves specific to your class that can be performed at 1000, 1500, 2500 and 3000TP. With the 3000TP Limit Break TP move being your "Ultimate Attack".

    Gladiator - Ultimate End, a 13 hit sword attack.
    Marauder - Shattering Stars, a spinning cyclone dealing 6 hits of damage, ignoring a targets defense.
    Lancer - Wrath of the Dragon, a stunning leap into the heavens, crashing down upon your foe with extreme force.
    Archer - Skyfall, Fire off a barrage of arrows into the sky that detonate and rain devestating shrapnel down upon your foes.
    Conjurer - Meteor. 'nuff said.
    Thaumaturge - Transfers all buffs from your enemy to a target member of your party.


    Once Trance is activated, your Limit Break meter flows backwards with the total amount of time allowed in Trance being dependent on player Rank or some other catalyst.

    During this time, you gain your class specific buff and specialty skills usable with your "Limit" TP.

    This brings together alot of the ideas presented here. Limit Breaks requiring a long build up, awesome moves using Limit TP, a reason to use them with proper strategy.
    (0)

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