Quote Originally Posted by Rentahamster View Post
The only difference between Cloud's "limit breaks" and FF14's "Weapon Skills" is that Cloud's limit breaks take 5 seconds or more to finish their animation. Functionally, they are the same thing: a more powerful attack performed by spending a secondary resource.

I know what you're asking for and I understand the sentiment behind it, but you have to think about it in the context of FF14 and the differences between a single player RPG and an MMORPG.

1. With so many people complaining about animation lag and animation lock when doing their weaponskills (Ifrit battle especially) , would a limit break that has an even longer animation work? Is it practical in an MMO?
Hi Renta,

Some great questions.

I agree that if they didn't do anything but just play a longer animation, that would be problematic in most time-critical end game situations.

I think on a fundamental level, I personally would love to see "Super Attacks" (like Cloud's Omnislash from Final Fantasy VII), as long as they were rare.

As to how to implement it so that you wouldn't get killed by a Boss Attack (because you're still doing an animation), SE could make it so that while someone successfully lands their "Limit Break / Super Move / Overdrive / 2 Hour" (Grand Attack), the target is locked until the animation is over.

This is common in many videogames for a "Grapple / Link-Up" type move, so, say, the Paladin in a party lands their new "Omnislash" Super Attack: It'd lock up the target (Boss / Enemy) in hit reactions while the attack plays out, and then release once it's over.

That way it'd solve any issues with a boss just breaking out of an attack mid-stream and doing some other attack.

I appreciate the spectacle and grandeur of seeing stuff like Shiva's Diamond Dust, Knights of the Round, or Cloud's Omnislash, etc. These big moments are an indelible part of "Final Fantasy" for me in the past, and I'd love to see some form of this return here.