We should be able to equip multiple limit breaks, similar to how we can have cross-class skills. A party should also not share a single limit break gauge.
There are a few reasons for this.
1. The current system is too easy for trolls to abuse in the Duty Finder. There are many stories of people purposely wasting a Limit Break right before something like Titan HM heart phase and then mocking the other players when they wipe. Because it is possible to reach the heart phase before the 15 minutes abandon / vote kick lockout ends, this can be extremely frustrating to deal with if the party strategy was to do something like auto-attack to build up a limit break.
2. The current system heavily favors damage Limit Breaks; tanks are never allowed to use their limit breaks, save for one encounter (Ultima HM) and the healing limit breaks have even less value as White Mages and Scholars are both capable of keeping a party topped off while also having extra time to do some DPSing. Therefore we should be able to switch what Limit Break we want to use as per the encounter demands, and not be restricted by what class we happen to be playing.
3. Limit Breaks in prior Final Fantasy games have always been a signature move personal to a character. I’ve never seen a Final Fantasy where the entire party shares a limit break bar before, and I don’t like this system. A shared Limit Break actually goes against the concept having a personal avatar in an MMO; it makes as much sense as having the entire party share a single HP, TP or MP Bar.
I propose that the developers make the limit break system work more like FF 12 Quickenings; more powerful limit breaks require more bars than less powerful limit breaks. The limit breaks can be abilities that require a 1-3 limit gauge bars in order to activate. This is compatible with the current graphics and system that has Limit Breaks divided into 3 levels of strength.
I would make the existing Limit Breaks into Abilities that are unlocked by leveling a class to certain thresholds (but reduce their potency, since now multiple characters will be using limit breaks during fights). A character can then slot the Limit Break ability into their hotbar to use on demand when the appropriate amount of Limit Gauge is acquired by the player.
Example: Braver is unlocked by leveling a Pugilist or Lancer to level 20 and can be used when at least 1 Limit Gauge bar is full. It consumes 1 Limit Break bar.
With Limit Breaks working this way, a character could have multiple Limit Breaks they use as the situation demands. You could also have new Limit Breaks earned as achievement awards (example: Get Gold in Odin’s FATE and you learn his Zantesuken Limit Break move, or defeat Titan Extreme and earn the ‘Anger of the Land’ Limit Break that summons Titan to do a magic-based AoE attack that stuns for 2 seconds)
It is important to note that I’d suggest leaving the accumulation of limit break points as they are. Players still earn points to their limit break gauges for the same kinds of things as they currently do, save perhaps that group auto-attacks do not contribute to personal limit break gauges. Otherwise things like avoiding AoEs, interrupting important spells, etc still increase the Limit Break gauge as normal.
I would also suggest leaving it so a player must be in a party to use Limit Breaks; with the same parameters as now for unlocking the tiers;
To help the developers I will give a detailed breakdown of how I think the current Limit Breaks should be changed into personal Limit Break abilities:Level 1: Must be in a light party of four to seven players.
Level 2: Must be in a full party of eight players, or be in a light party and engaged with a boss.
Level 3: Must be in a full party and engaged with a boss.
=Damage LBs=
Current damage for Limit Breaks is as follows:
Attack 1 Braver: Delivers an attack with potency 2300.
Attack 2 Bladedance: Delivers an attack with potency 5000.
Attack 3 Final Heaven: Delivers an attack with potency 9000.
Obviously this needs balancing, as an eight man party tossing out 2,300 + potency attacks at once would be broken.
This is how I propose re-balancing the damage limit breaks:
Currently, a level 3 requires eight players in the party, so 9,000 divided by eight is 1,125.
With this information in mind, to balance the damage of personal limit breaks I propose 1,125 potency to be the max. potency a Level 3 personal Limit Break can have.
This would make Level 1 single-target damage Limit breaks have 375 potency and Level 2 Limit Breaks have 562.5 (round up or down; your preference Yoshi).
What is happening here is that, rather than the party sharing one massive attack, the massive attack is fragmented into pieces that individual party members can use.
Pugilist or Lancer level 20 will unlock Braver
Pugilist or Lancer level 40 will unlock Bladedance
Pugilist or Lancer level 50 will unlock Final Heaven
As for the Black Mage LB.....currently the Magic damage limit Break is as follows:
Magic Attack 1 Skyshard : Deals elementally neutral damage with a potency of 1400 to all enemies near point of impact.
Magic Attack 2 Starstorm: Deals elementally neutral damage with a potency of 3000 to all enemies near point of impact.
Magic Attack 3 Meteor: Deals elementally neutral damage with a potency of 5400 to all enemies near point of impact.
As with the melee damage Limit Breaks, we will split the max potency into eight parts; 5400 divided by 8 is 675.
Level 1 is 225; level 2 is 337.5; level 3 is 675.
Thaumaturge or Arcanist level 20 will unlock Skyshard
Thaumaturge or Arcanist level 40 will unlock Starstorm
Thaumaturge or Arcanist level 50 will unlock Meteor
=Defense LBs=
The Defense Limit Breaks are currently as follows:
Defence 1 Shield Wall: Reduces damage taken by all party members by 10%: Duration: 10s.
Defence 2 Mighty Guard: Reduces damage taken by all party members by 20%: Duration: 15s.
Defence 3 Last Bastion: Reduces damage taken by all party members by 50%: Duration: 12s.
Currently these limit breaks are useless, as there are few situations the Limit Breaks would make any difference; save for Last Bastion having some use during one phase of Ultima Weapon Hard Mode while using a particular strategy. Because of the poor utility I suggest you could actually implement the Defensive Limit Breaks as stand-alone limit breaks with their current effects intact. This is just my assumption, and if I'm wrong play-testing should decide if the effects need nerfing.
This is how I would have them unlocked;
Shield Wall : Achieve Gladiator or Marauder level 30.
Mighty Guard: Achieve Gladiator or Marauder level 40.
Last Bastion : Achieve Gladiator or Marauder level 50
=Healing LBs=
Healing Limit Breaks are currently,
Recovery 1 Healing Wind: Restores 25% of own HP and the HP of all nearby party members.
Recovery 2 Breath of the Earth: Restores 60% of own HP and the HP of all nearby party members.
Recovery 3 Pulse of Life: Restores 100% of own HP and the HP of all nearby party members including ones KO'd.
I would suggest adding these as personal Limit Breaks with the current parameters that they have. They are not particularly powerful considering that Medica II is more than capable of replenishing 40%-50% of a non-tanks HP, which is all that is necessary in most cases. This is just my assumption, and if I'm wrong play-testing should decide if the effects need nerfing.
I proposed that they can be unlocked by leveling a Conjurer / Archer to 20, 40 and 50.