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  1. #1
    Player
    Aaiko's Avatar
    Join Date
    Aug 2014
    Posts
    8
    Character
    Aki Black
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90

    Personal Limit Breaks

    Anyone else prefer to have their own limit break bars instead of sharing with the group?

    Obviously it would have to be nerfed a little in damage but having your own limit break is nice, It's always a pleasure to use it.

    Also having atleast one bar made avaliable at all times could be nice. What do you guys think?
    (26)

  2. #2
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Personally? I'd prefer it. Just about every character in Final Fantasy had their own, personal limit break, so it being a group mechanic feels a bit of a bummer.

    I'd even go a step further and let people pick a limit break. Job specific limit breaks would be unlocked by leveling the respective job, while other, non-specific limit breaks would be unlocked in raids, sidequests, PvP and fully spiritbonding special weapons like Zantetsuken.

    Buuut... that's me.
    (10)

  3. #3
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    We kinda already have these in the form of our super long cooldown abilities like Benediction or Hallowed Ground.
    (7)

  4. #4
    Player

    Join Date
    Sep 2013
    Posts
    261
    PVP did it right. Which is one thing i will always like from it.
    (8)

  5. #5
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Urthdigger View Post
    We kinda already have these in the form of our super long cooldown abilities like Benediction or Hallowed Ground.
    There are a few notable differences:
    a) Not all jobs have such abilities (DPS jobs in general have none - unless you wanna count smoke screen and its 180 seconds CD, in which case I'll laugh)
    b) These abilities are available from the get-go instead of earned over the fight/dungeon
    c) The recharge is purely time based instead of affected by anything else (such as good play)
    d) They are OGCD abilities with often negligible animations and little sense of impact (As powerful as hallowed ground is, it will go unnoticed 50 times more often than a non-tank LB)
    (1)

  6. #6
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    I brought this up in the healer's forum as a means to promote/reward better play and pretty much got shot down. Perhaps I presented it poorly, but I just can't fathom why anyone wouldn't want this.
    (3)

  7. #7
    Player
    dalta's Avatar
    Join Date
    Nov 2013
    Posts
    113
    Character
    Delta Mainks
    World
    Cerberus
    Main Class
    Thaumaturge Lv 80
    that would be fantastic






    WILL NEVER happen with the current dev's though. will just say the same 'to hard to implement' or 'will unbalance the game' >_>
    (8)

  8. #8
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I personally think a variation on the system in ff12 would be cool, where each character had some damage dealing abilities as a limit break that alone were just a strong attack, but when combined with other characters would lead to an extra effect called a concurrence.

    Because let's face it, if it doesn't do damage, 9/10 times the party isn't interested in it in this game. So making every personal limit break do damage makes all of them viable.

    So as an example, every job would have a personal level 1 limit break that would be a 500 potency attack, a level 2 limit break that would be a 750 potency attack and a level 3 limit break that would be a 1000 potency attack, all with their own animation.

    E.G. PLD level 1 would be shining blade, DRG would be dragon fang, WHM would be retribution.

    But if 2 people perform a level 1 limit break in a row it will lead to a concurrence effect based on which job performed the second limit break. So say a DRG used dragon fang then a PLD used shining blade, a concurrence effect would occur and shield wall (the current level 1 PLD LB) would happen, while if they reversed it and the PLD went first and the DRG followed up, braver would happen. (Although I'd want something else for dps concurrence as if it does damage we'd be right back to the "if it doesn't do damage we're not interested" problem).

    Then the same would happen with level 2 and level 3 LBs. But once a concurrence happens on an enemy, they will get an effect similar to antibody from virus, a 3min long buff that prevents another concurrence happening. So people can still use their personal LBs but there won't be any special effects, just the extra damage.
    (0)

  9. #9
    Player
    AkashiXI's Avatar
    Join Date
    Aug 2013
    Posts
    772
    Character
    Akashi Mousai
    World
    Adamantoise
    Main Class
    Archer Lv 90
    I don't see the reason to implement it outside of a more personalized experience. Limit Breaks serve very specific purposes, and having more (and, most likely, lesser valued) of it will have a diminishing effect. I'd rather they take time and create more game impacting abilities for all the jobs, rather than give us something that already exists. Just my .02
    (8)

  10. #10
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I'm pretty confident it's already been said that they have no plans to do this because all it does it create a carbon copy game-play mechanic within all jobs. A single ability, that does what? The same thing as their current Limit Breaks? So what's the point then, adding another button that is on a timer that's used to deal extra damage? So in all honesty, how necessary is it to create a new bar that builds up for players to use the minute it's active?

    it's not as fun as it sounds. It would get old fast, because now you have another thing to look after while keeping everything else active.
    (8)

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