The thing that bothers me the most about the current LB system is that the buildup isn't based on your or the group's skill

The thing that bothers me the most about the current LB system is that the buildup isn't based on your or the group's skill
Mods already stated they aren't going to implement individual LBs. I don't care either way.
The people saying the current group lb system creates strategy makes me lol.
The strategy is, melee dps use your lb 90% of the time. for ifrits nails then the mage uses it. everyone is dead except the healer lb (which usually won't end up saving the day). ultima hm is just about the only time for tank lb MAYBE for cas if dps is taking too long and i guess if your team wipes on twin you can use it before you restart the fight.
That isn't strategy because like I said 90% of the time either the monk or dragoon is using the lb.
It also seems to go up based on mitigated damage, buffed heals, shield timing, and the like. If you're playing really well as a party, there are many opportunities to add to the gauge.
At OP (you!), I like the Limit Break system as it presently is. I believe it's intended to be something special you use once or twice in a fight to turn the tide of battle and I do enjoy this aspect of it.
LB use in Titan EX on Gaolers or in t5 on snakes or to accelerate the transition to the last phase feel pretty awesome. (There is strategy involved. Do you wait for LB2 to try to push her past Twister phase, use it right away because you think you won't get to LB2, or save until LB3 to finish her off before enrage?) LB3 on the boss when the tank just died and the mob is running for the healer is a pretty cool feeling, as is using Hallowed Ground and then the tank limit break (and then Sentinel) for effectively 30 seconds of invincibility. Even Pulse of Life is a really awesome ability (when everybody but the bard is dead, nobody expects a recovery), except I seem to always die myself using it =\.
Last edited by eagledorf; 03-08-2014 at 11:04 AM.


I agree, there isn't any strategy involved when the only Limit Break allowed to be used 99.9% of the time is from Dragoons, Monks and Black Mages. Anyone else popping the Limit Break causes people to rage. And not without reason, as the damage Limit Breaks are the best.The people saying the current group lb system creates strategy makes me lol.
The strategy is, melee dps use your lb 90% of the time. for ifrits nails then the mage uses it. everyone is dead except the healer lb (which usually won't end up saving the day). ultima hm is just about the only time for tank lb MAYBE for cas if dps is taking too long and i guess if your team wipes on twin you can use it before you restart the fight.
That isn't strategy because like I said 90% of the time either the monk or dragoon is using the lb.
I like that the LB are party base, I however really deplore that they are job/class based. The other Day in CT our group contained 0 DPS LB, that's right ZERO. 2 tanks 2 healers 4 brds. I'd rather see the removal of LB to the classes and have access to them all. I will however say that the two physical DPS LB can stay devided when magic classed do the magic ones, and physical classes do the Single target one. This will guarentie that you have access to all the LBs in a standard makeup group. LB were ment to be party based and I believe they should stay that way, but because when you DF or DR solo, you can get groups that have no DPS LB.
Or as another option make tank and healer DPS LB worth more then last resorts or specific instanced use. Link maybe for a healer LB add a regen effect and remove all debuffs.
Not really, even though it's suppose to be that way, LB are really charge at "risky" play, and realistically it's almost completely "fixed" aka certain events of the fight it will charge massively to "give you" a LB for the next part.It also seems to go up based on mitigated damage, buffed heals, shield timing, and the like. If you're playing really well as a party, there are many opportunities to add to the gauge.
At OP (you!), I like the Limit Break system as it presently is. I believe it's intended to be something special you use once or twice in a fight to turn the tide of battle and I do enjoy this aspect of it.
LB use in Titan EX on Gaolers or in t5 on snakes or to accelerate the transition to the last phase feel pretty awesome. (There is strategy involved. Do you wait for LB2 to try to push her past Twister phase, use it right away because you think you won't get to LB2, or save until LB3 to finish her off before enrage?) LB3 on the boss when the tank just died and the mob is running for the healer is a pretty cool feeling, as is using Hallowed Ground and then the tank limit break (and then Sentinel) for effectively 30 seconds of invincibility. Even Pulse of Life is a really awesome ability (when everybody but the bard is dead, nobody expects a recovery), except I seem to always die myself using it =\.
no one would want to make a tank go to critcal hp before healing them. Yet it charges the LB, wtf I want to top off a tank to save CDs not let him die.
no one would waste a stun on Dodgable mechanics (to prevent resist or in other cases to low auto attack damage), yet it charges LB
etc, etc, etc.
And LBs end up being gimicks, which is pretty dumb. It's no different then "dodge this press that button" mechanic in most fights.
Personal LB would have been so much better if they drew it from the skill chain system of FF11 or even the broken-ish regiment system of 1.0.
Basically It doesn't change a fight, only make it another gimmick to do. We hated it in beta3 and we still hate it. It's makes a shallow battle system painted in gilled shallowness.

People will never let this go will they? We're not very far into the game yet for people to be saying that non damage limits get the short end of the stick. Lets not forget the simple fact that Damage limits have almost zero strategic process. Just point and click. Tank limit is a strategic use limit, and there are fights where you should use it. Healer limit isn't something you should just use because it's there. It's something that is to be used when in dire need.
The only thing about limits that need to change, is that archer/bard should posses a different limit, whether it be damage based or support based, they shouldn't be using the same limit that healer's use.
Also of note, saw "the limit break system work more like FF 12 Quickenings" and facepalmed so damn hard. Because the ability to just spam limits over and over is such a good idea, cause like, no fight needs to be challenge, ever. lolz. Hell just giving everyone their own limit in turn would make passing content in the game exponentially easier. As if we need a reason for more people to say "Yawn, game to easy. going back to WoW/GW2/Aion/whatever you play".
And using the troll aspect of anything is not a valid reason to change an entire system set up. If you want to use the DF, that's what you're going to have to expect. On top of this, having healers using braver, or a DD using a healer limit is such a bad idea. Proposing a change like what you think should occur would involve such a massive undertaking to change everything that it would push off the creation/inclusion of more content. So ask yourself whats really more important, making the game retardedly easier, or getting more content to keep the game interesting?
Last edited by Slatervonjager; 03-08-2014 at 06:35 PM.
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