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  1. #1
    Player
    Tsuole's Avatar
    登録日
    2014/08/21
    投稿
    57
    Character
    Tsuole Haato'an
    World
    Adamantoise
    Main Class
    吟遊詩人 Lv 70

    Class-Specific Limit Breaks

    After a while in Heavensward, I look back to the excitement I had when new Limit Breaks were announced originally.

    Despite loving the new animations, I am disappointed with the system. Dressing something up differently is not enough to prove to me that two of the same thing, are different.

    My problems:
    not all LBs are made equal and even though we have these great animations we NEVER see them all in use which is really sad.

    These are not the class specific LBs that people were talking about before. There are class specific animations, but in terms of effect this is not the case.

    I want to talk about the possibility of class-specific limit breaks which would help to divide the currently problem of homogeneity within class categories (healer, tank, ranged dps etc.) which would bring about more excitement, utility and strategy when creating a raiding, PVE or PVP party.
    (3)

  2. #2
    Player
    BlueMageQuina's Avatar
    登録日
    2015/05/22
    Location
    Gridania
    投稿
    96
    Character
    Daddy Curaga
    World
    Coeurl
    Main Class
    占星術師 Lv 100
    I wish they had implemented it this way too and was disappointed that it wasn't so. I would prefer it if the limit breaks were by class with different additional effects that relate to the class' lore (and if there were a separate limit break bar for each player) instead of the copy-paste same-potency, same-effect, different-animation silliness we have now.

    For example, the SCH's niche is that it's the damage mitigation/DPSing healer. SCH could receive an AOE heal of X potency that creates a unbreakable barrier that reduces damage taken by x% and restores HP equal to the effect of the barrier each time the target is damaged, lasting a duration of Xs. This plays into both of its characterizations, making a barrier that also heals which frees it for more DPS time.

    WHM is the raw potency healer. WHM could receive an AOE regen that increases each target's reception to healing by X% on each tick for a duration of Xs, the increased reception to healing lasting a duration of Xs after the final tick. This affords it for even more raw healing for that next Cure II.

    To me, there's just too many possibilities for the uniqueness of LBs for them to not have been implemented by class and with less homogeneity.
    (1)
    2015/09/11 22:56; BlueMageQuina が最後に編集
    I don't practice Soteria -- I ain't got no star globe ball -- If I had a million Broils -- Well, I... I'd cast them all
    If I could find that Haima -- And that Eos that she's found -- Well, I'd pop a DOT on Eos -- And I'd Combust her down
    When I really wanna play -- White Mage -- All I really wanna weave is my sublime -- cold, Blood Lily

  3. #3
    Player
    Kabooa's Avatar
    登録日
    2013/09/20
    投稿
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    彫金師 Lv 100
    Bard/MCH Limit breaks really should have been ramping Party Buffs

    Lunatic High, anyone?

    Limit 1: Move Speed For 30seconds
    Limit 2: As Limit 1, + TP/MP cost reduction for 45 seconds
    Limit 3: As Limit 1+2, +Attack Speed for 60 seconds.

    This gives the limit a definitive use for Bards / Machinists, filling the niche of being of far greater use when you don't need an instant -burn it the !#% down now- from standard DPS limit breaks, or -get everyone up right the !#^% now- from healers.
    (1)

  4. #4
    Player
    Paladinleeds's Avatar
    登録日
    2015/09/19
    Location
    Ul'dah
    投稿
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    白魔道士 Lv 100
    @Kabooa
    While that does give BRD/MCH a new viable usage case for the Limit Break, it doesn't fill the issue of each LB being unique per class. Right now, you've got the tank "Defences up" LB, the healer "OMG HEALTH UP!" LB, the melee DPS "Super-Burst" LB, the Caster's "AoE Bomb" LB, and the BRD/MCH "Skillshot Bomb" LB. The OP was suggesting that each class has a different LB, as opposed to a different animation per LB. Let's take the SMN and BLM as an example. Here's how we could separate the LBs so they do something different as opposed to just having a different animation.

    BLM LB: Keep same as before, same animation, looks nice. This big AoE burst bomb.
    SMN LB: Perhaps a powerful DoT, for where you need a steady influx of extra damage.

    The SMN LB now ties in a lot nicer to what the class is about (DoTs and debuffs), as well as becoming more unique to BLM LB as opposed to just a different animation.

    Now think that, but across the board for all different jobs/classes.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    登録日
    2011/09/14
    投稿
    12,784
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    モンク Lv 100
    Quote 引用元:Tsuole 投稿を閲覧
    My problems:
    not all LBs are made equal and even though we have these great animations we NEVER see them all in use which is really sad.

    These are not the class specific LBs that people were talking about before. There are class specific animations, but in terms of effect this is not the case.
    Can't get both unless each class has at least two options. They would each have to have an equal (read: basically identical) option atop their much more unique effect LB.

    Some LB sets I'd like to see:
    Monk: Sovereign Fist (standard single-target LB, but with extended (leap) range and portion of overkill damage as AoE) / Six-sided Strike (random dash attacks from the perimeter, gaining strength based on damage dealt while moving towards center of AoE zone); Sixth Gate (massive self-buff), Dragon Dance (the monks' and certain other class abilities deal bonus damage and cause linked AoEs between the performing players); Final Heaven, Soul Without (sort of a temporary raid-saver somewhere between dps, healer, and tank LB)
    Puglist: Sovereign Fist, Scoundrel's Honor; Dirty Fighting, Simian Thrash; Beatdown
    Lancer: Surge, Pierce; Reis Wind, Doom Lance; The Rounds
    Dragoon: Highwind, Wyrmcall; Six Dragons, Orbital Drop; Dragon Soul,
    Archer: Shrieker, Puncture; Trifurcate, Crosshairs; Heavens Salute
    Bard: Shrieker, Make Haste; Trifurcate, Hunter's Chance; Heavens Salute, Of Legend
    Machinist: Big Shot, Augment; Desperado, Automate; Orbital Lazer, Machina
    Conjurer/WHM: Earth Call, Wind Song; Hidden Springs, Sanctuary; Pulse of Life (won't differ until Geomancer)

    etc., etc.
    (0)
    2015/09/19 03:00; Shurrikhan が最後に編集

  6. #6
    Player
    Anova's Avatar
    登録日
    2011/10/06
    投稿
    861
    Character
    Deneb Algiedi
    World
    Leviathan
    Main Class
    占星術師 Lv 70
    I think there's too many balance issues when you change the LBs for all the classes to be unique; especially replacing damage spells with buffs. You essentially have to calculate that the group buff will equal the damage dealt by the LB for however long it lasts.

    It's actually really hard to balance because if you set it up at a perfect rotation for 8 players to equal that damage, then nobody is going to do it because a single player pressing one button to do that damage is preferable to a party of 8 doing perfect mechanics to get the same damage. If you set it the buff too strong, the raid groups with world firsts are going to realize the potential and alienate other classes because a singular LB is that strong. SE has been really strict about not doing that too.

    So I honestly don't see these new abilities being used at all in the normal game. Now, they may add new and unique LBs to pvp, since the stats there are more or less set for everyone, so its' easier to make comparable moves (since you don't have to scale for increased ilevel).
    Being able to choose from a selection of LB options would meet the player's desire for customization too.
    Finally, it's a section of the game that I think the devs are more willing to experiment with than the dungeons, trials, and raids. If it works really well there, they might move it to the rest of the game too.
    (0)
    2015/09/19 05:03; Anova が最後に編集

  7. #7
    Player
    Shurrikhan's Avatar
    登録日
    2011/09/14
    投稿
    12,784
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    モンク Lv 100
    Quote 引用元:Anova 投稿を閲覧
    I think there's too many balance issues when you change the LBs for all the classes to be unique; especially replacing damage spells with buffs. You essentially have to calculate that the group buff will equal the damage dealt by the LB for however long it lasts.

    It's actually really hard to balance because if you set it up at a perfect rotation for 8 players to equal that damage, then nobody is going to do it because a single player pressing one button to do that damage is preferable to a party of 8 doing perfect mechanics to get the same damage. If you set it the buff too strong, the raid groups with world firsts are going to go with that combination and alienate other classes. SE has been really strict about not doing that too.
    Typically as long as you have one other job that can do basically the same LB (for a given stage), there's little to no increased reason to use a rigid class composition. This is a large part of why I like the idea of multiple LB options per stage for most jobs -- more potential overlap. Though, as much as I love the idea of buff/battle-regimen LBs, I have to agree with you in their difficulty of balancing. Usually any LBs of that style would need to generate more bonus damage than the more straightforward dps LB to be worthwhile, because there are so many more ways it can go wrong and waste itself. (If not 10-25% higher damage when perfected, then the bonus would have to at least come via the fact that you can refill the limit bars while still using the (buff) LB, and with the buff accelerating that limit bar generation at that.) That in turn does mean that most star groups will only ever use the buff LB unless they don't have enough time before phase shift or need something dead asap. Honestly that still doesn't seem a huge issue to me, though, as those disclaimer conditions happen frequently, and each choice (whether 'direct' or 'regimen' LB) can be carried by more than one job.
    (1)

  8. #8
    Player
    Kabooa's Avatar
    登録日
    2013/09/20
    投稿
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    彫金師 Lv 100
    Giving every job it's own unique mechanical limit break just means you're going to have 10 limit breaks that don't get used instead of 3.
    (0)

  9. #9
    Player
    Shurrikhan's Avatar
    登録日
    2011/09/14
    投稿
    12,784
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    モンク Lv 100
    Quote 引用元:Kabooa 投稿を閲覧
    Giving every job it's own unique mechanical limit break just means you're going to have 10 limit breaks that don't get used instead of 3.
    Would really depend on the particular fight, the particular LBs, and whatever adjustments are eventually made to the LB system generally. Who knows, we might eventually see sub-3-bar LBs used as more than just phase-pushers / waste-prevention.
    (0)

  10. #10
    Player
    Yaichiro's Avatar
    登録日
    2014/01/30
    投稿
    153
    Character
    Yaichiro Shimo
    World
    Odin
    Main Class
    戦士 Lv 80
    Why don't each player has his own LB bar separated from the party as seen in PvP seal rock and slaughter modes. I think it would be more fun that way. If damage was an issue then it can be scaled down to have it as powerful as it is now. This way we can have more variety in fights such as using tank LB and heal LB.
    (1)

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