Quote Originally Posted by PotatoTree View Post
That's just some random ideas I had for now, if you have a good idea I'd like to hear it too! The main point is that the abilities are "limit breaks" and are strong, but come with a downside. So the user either has to pick a good time to use it, or communicate with their group. Some abilties require the user to get their healers to pre-shield them because they will become weaker afterwards, some abilities are last ditch "oh shit" moves, and some are damage moves but make healing/dodging harder so they have to be timed right. I think overall the downsides are what makes the moves "fun", in that it would take some skill to use them to their full potential without killing yourself.
i think the most "fun" will have the healer who has to safe the **** >.>