Quote Originally Posted by Rentahamster View Post
The unintended result of this would be "limit gauge farming" parties where players max out their limit gauge as fast as possible so that they enter any boss fight with a full meter.

If the limit break move is strong enough, then it will pretty much be a necessity for any boss fight.
Limit Break farming has always been a part of Final Fantasy. In FFX I'd make sure every character and aeon had a full overdrive gauge before going into a tough boss fight. The difference here would be to design the Limit Break abilities in a way that they aren't game-breakingly powerful.

Look at the 2-hour abilities in FFXI. Paladins could become completely invincible to physical and magical damage for 30 seconds, and gain an enormous amount of enmity every two hours. Game breaking? Not at all. But it sure made for a great chance for the healers to catch their breath and let some enmity issues settle down at a crucial point in a fight. White Mage's 2-hour ability fully healed the HP of everyone not only in their party, but in an entire 18-man alliance. It also generated immense hate, and had to be used sparingly.

The point is, we can have really strong abilities which rarely see the light, without having them turn the game into easy-mode. They could give boss monsters limit gauges too, imagine the excitement of fighting a Behemoth or something with a thin red meter filling up slowly under its name. You have to make a choice: make a big push to finish it off before the gauge fills, or buckle down and brace for impact from Meteor, or Thunderbolt, or some other enormous AoE attack.

I feel like Limit Breaks would be an excellent way to add more complexity to battles and inject a huge amount "FF-feel" into the game.