Results -9 to 0 of 60

Dev. Posts

Threaded View

  1. #34
    Player
    Teiren's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Haruna Astir
    World
    Leviathan
    Main Class
    Black Mage Lv 100
    That last bullet point is actually how the game works now since 2.1, and I haven't noticed a severe drop in Limit Break accumulation with repeat jobs. So if a fight appears to require Limit Break, then I don't think it'll be impossible to still do it with 1 tank or 1 healer (for Limit Break-related reasons) because I don't think the reduction will be very high if the current reduction incurred by repeat jobs is anything to go by.

    Therefore, this properly normalizes things because Limit Break is never needed outside of a couple very specific times in ARR. Gameplay-wise, Limit Break is a helpful aid (or "crutch," to be negative) if you're greatly challenged by the encounter, or if you're farming, it merely finishes it 5-20 seconds sooner. In other words, if you're using 1 tank or 1 healer, that means your party is just that good that they don't need Limit Break anyway, and you're not missing much. Limit Break damage is not enough to be worth more than another damage dealer if the fight is possible with 5, or even 6, damage dealers. And those parties that will be helped most by it will include 2 tanks and 2 healers anyway because they're still challenged greatly by the encounter, assuming that it outright requires a second tank.

    One last thing: If Limit Break is ever literally required and more than 4 damage dealers causes you to hit that point too soon, then oh well. That will probably never happen or be a very exclusive situation given Heavensward so far.
    (1)
    Last edited by Teiren; 02-13-2016 at 05:50 PM.