So, I just don't get this change:
The game devs here are turning all sorts of circles on what they want the game to be. One of the major points of the game was that every class/job was available to every player at the simple switch of the weapon, yet all our jobs still share the same single lock outs each and every week severely limiting to near crippling the whole aspect of being able to do this.When multiple characters are playing the same class/job in a party, the gauge for level 2 and level 3 limit breaks will now fill more slowly than before.
In addition to this is the LB itself with having such a drastic difference in effect between the class types either it be ranged, melee, tank, or healer creating areas of the game in were certain classes are more of a requirement.
Now, 2.1 is around the corner and again, limiting player choices with this new change to the limit break system. While I get it, I understand that some groups are stacking certain classes for specific reasons but seriously, the amount of players doing this has to be such a small portion that it shouldn't affect those that might have multiples of the same class because that is what they enjoy and want to play with friends.
It's already been stated that it is a small percentage of the player base that is running the only non Duty Finder content (which in 2.1 is being changed to only Coil not being DF available) So this change is being made based on a small percentage of the already small percentage of players that might be stacking one class. I just don't understand this....
For an example, my primary Coil group consists of 2 PLD and 2 BLMS. We have been running this group in coil for maybe a couple hours per week and started this before we had any clue that 2 PLD was naturally easier on Turn 1 or the pair of BLMs were going to be nice to have for Turn 4... this is our group make up, we did not put this group together for any other reasons then we are friends playing a game. We rarely get LBs to were we want them as it is now.
I thought the LB was to build by playing the game correctly? At least that is what Yoshi claimed near launch..... So, Please, someone explain why are we having to hard slow/stop damage done, intentionally taking extra damage, and/or not using cooldowns properly in order to build the LB to be able to use it at the key points or have it if something goes wrong? We have to intentionally play wrong to get the LB as it is pre 2.1.. are we really going to have to play worse post patch in order to get passed certain mechanics that appear to be designed around the LB (turn 5 snakes for example) I'm seeing groups intentionally having people die at the start in order to get a LB3 for this phase of the encounter. Clearly, this isn't playing "correctly" as it was explained how the LB worked.