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  1. #1
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90

    Limit break changes suggestions

    There's an imbalance in the amount of times that each limit break is used. So i'd like to suggest some changes that I think would make the other limit breaks more desirable.

    First, melee and Mage are fine to be honest. They can be used tactically or just for fun and they're still effective.

    Healer LB, the only time this is used is the T3 version, why? AoE raise. My suggestion for this is simple, add AoE raise to all 3 tiers of the LB, but T1 comes with double weakness on half weakness timer, tier 2 comes with weakness on half weakness timer and T3 comes with no weakness.
    This way the healer limit break will be effective at any time when half the party is down rather than having to wait to T3.

    Tank, might seem a bit more radical, but if you think about it it's suitable. Basically I want the effect to be the same as it is now, but have an additional effect of fatal blows will reduce hp to X% of current hp. Where X is the power of the limit break. E.G T1 = 10% damage reduction, so on a killing blow you would have your hp reduced to 10% of its current value. This would apply to any killing blow including primal specials, ultima, ecliptic meteor, and even just a regular hit that would otherwise kill you.

    This would make the limit breaks work in a more scaled fashion, damage limit breaks would be used when you're having a smooth run, tank would be used when you mess up a mechanic and save you, and healer would be used when you're on the verge of a wipe.

    What are everyone else's thoughts? What else would you change?
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    Last edited by Cabalabob; 02-25-2014 at 11:24 AM.