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  1. #51
    Player
    Saiah's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    205
    Character
    Saiah Brea
    World
    Moogle
    Main Class
    Paladin Lv 70
    Its a shame the tank and healer LB are so situational they barely ever see any use outside of scripted events such as Alexander Prime. Outside of that I only use the tank/healer LB to "remind" DPS that forget it by using it after the last boss of the dungeon is dead.

    How could they change the tank and healer LB so that it would be viable to use? What if the LB's were separate for each job? So the tanks and the healers could use theirs freely without sacrficing the damage potential of the DPS LB? Would it disturb the balance of the game too much if tanks were granted a 10 second damage reduction party buff once or twice per dungeon? And the healers be granted a party wide benediction once or twice?*

    *Note that im referring to lvl 1 and 2 LB's that you only get in 4 mans.
    (0)
    Last edited by Saiah; 06-11-2017 at 09:29 AM.

  2. #52
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by MomoOG View Post
    I don't get why the opportunity is missed with expansion after expansion. Limit break as a current mechanic is so boring. Build it up through dungeon than do lb on final boss. So lame.

    Why not have some sort of meaningful party interaction to build (skill chains in ff11?) Or at least have it be usuable on a practical level multiple times in a dungeon or encounter.
    I feel like, while I would certainly prefer "meaningful party interactions", the two are fairly different things, at least short of putting the alternate mechanic on a resource or (more accurately) causing it to be consumed all at once at varying tiers.

    You could assign different properties to various skills wherein one given flank skill hits "high" and another "low" and if used simultaneously from opposite flanks they topple the enemy (or cause it to barrel roll), assign shared properties carried as granular on-target data such as Heat, Mass, Saturation, and Charge, by which to combine all synergize with (or stifle) other elements, or even attach different archetypal or iconic values by which to manifest enhanced skills (e.g. Dragon Kick opens a particular icon that Dragoons and Summoners can play onto), but none of that would need be mutually exclusive with each other or with the current Limit Break system. This game is still pretty bare-bone as far as undermechanics go; there's plenty left to choose from and add in if fitting and enjoyable, but that doesn't require replacement. Addition can be simply addition.

    I feel like the more immediate question is whether or not we like banking these nuke effects for emergencies/added output/gimmicks (Tank LB composition checks to prevent them 2-PLD/4-SAM/2-AST comps...), or not. If we do, may as well keep them. If we actively dislike it, then streamlining it out would leave, however slim, a loss of aethesthetic, output, and gameplay that would need a replacement system, in addition to fight-by-fight revisions where previously reliant on the current LB system.
    (0)

  3. #53
    Player
    Sylvina's Avatar
    Join Date
    May 2017
    Posts
    1,102
    Character
    Sylvina Eon
    World
    Exodus
    Main Class
    Warrior Lv 90
    Why not make the limit break a mega attack executed by multiple people at once, like the Tales Unison attacks?

    https://www.youtube.com/watch?v=3xeSN1VJHCI
    (0)

  4. #54
    Player
    Necrodamus's Avatar
    Join Date
    Sep 2013
    Posts
    8
    Character
    Necrodamus Cloudrider
    World
    Moogle
    Main Class
    Arcanist Lv 90
    I dont know if someone say it before, but we can "copy" FFXI skillchain system but easier.

    We all already have 1 button for LB, so we keep all like now with a simple change when
    Limit break bar fill up after 1º player use it you have a time window to follow up

    And add a bonus DMG counting how many ppl follow, so 2 players "chain" 10% 3 players 20% 4 players 50% extra Dmg.

    Its easy, adds a "TEAM SYNERGY" and all tank, heal and dps take part.

    You can add diferent effects, maybe diferent chain based on who start the chain, im always think this is a easy way to make it better with a lot of depth to improve.
    (0)

  5. #55
    Player
    Squigley's Avatar
    Join Date
    Feb 2016
    Posts
    191
    Character
    Miko Yaong
    World
    Cerberus
    Main Class
    Scholar Lv 81
    Please no QTE's.

    I think it would be nice if the gauge would fill faster when people are properly doing their combos. An extra bonus could be coming when the damage is getting boosted by other party members buff/debuff. The bonus could and should be applied to healing etc too, eg. WHM healing provides extra limit when it's being buffed by SCH fairy. These would then promote playing properly and working as a team.
    (0)

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