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  1. #1
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    well yeah, and everyone should fill all their slots with t6 materia, eat food, and use potions. They should use knockback preventing abilities, things like erase and palisade, etc. It's just in casual content, it's not tuned that aggressively and people don't.
    (0)

  2. #2
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by RiyahArp View Post
    thought we meant duty finder here, not savage.
    What difference does it make? Both are content where more damage is always good since it allows mechanic skips, faster clears or will often generate significantly higher results than your average Duty Finder will.

    Quote Originally Posted by RiyahArp View Post
    And honestly, quit berating me, your passive aggressive sniping is getting old. I'm trying to explain why its not getting used in casual content. It's simply not necessary; there is no enrage timer, there are rarely single targets you need to nail, and its used as a finishing move if they didn't use healer lb3, tank lb, no one dced, etc. SE hasn't made it as must-use as it should be, and people often just don't use it because of that. It's the same as materia pre 70.
    You know what else gets old? Your constant interjections into content you either do not participate in or insisting your opinion is somehow the only opinion. LB being ignored in Duty Finder content does not magically make Melee LB3 inferior. A great number of people simply don't give a damn because DF is faceroll. That being said, it all depends on circumstance. To claim Melee LB3 is worthless is simply ignorant. That isn't a snipe, but fact.
    (5)

  3. #3
    Player
    kikix12's Avatar
    Join Date
    May 2017
    Posts
    953
    Character
    Seraphitia Faro
    World
    Midgardsormr
    Main Class
    Scholar Lv 80
    There are multiple issues with the limit break.

    1) It's not explained nearly enough.
    2) Players are not exposed to it nearly enough.
    3) Limit break is too limited in the content that is done most often.
    4) The shared resource makes it problematic to use.
    5) The long cast time/animation lock really hurts, especially with a lot of the content being made to be a dance parade of AoE's.
    6) It does have special mechanics that are non-intuitive.


    For example, there was a poster that complained about ranged DPS often stealing the limit break before they could use it after "setting up for it" with skills that increase their damage output/enemies vulnerability. But limit break is raw damage based entirely on weapons average item level between all members (at least according to the wiki and what not from when I did read it). That means that:
    1) If there are members with low item level weapons, limit break is very weak. Lvl1 at least may actually deal less damage than a highly geared DPS can do without it apparently.
    2) It is not affected by the users damage increase, the bosses vulnerability debuffs or anything else. I don't think it can ever crit. This steams from the fact that the limit break does not actually come from the player in the first place for the system. User just defines which limit break is used and what is the target.

    Then there is no information on what the limit break actually does, what are its traits and such for jobs.

    Both could be solved by making the limit break icon change into what is the players current limit break for the class they use. Just like Samurai and their Iai skill. The limit break also should either deal damage based on the player that uses it, or based on the player with highest ilvl weapon. Not the average of the party.


    Then there is the fact that solo there is no limit break. In dungeons there is only lvl1 limit break and lvl2 on final boss (not even ALL bosses, but only the final one). It also often does not even fill up to lvl2...or does so at a point where it is irrelevant.
    Limit break should be unlocked in all party compositions, in all content, up to lvl3. Sure, it will charge slower solo than in 4-man. It will charge faster in 8-man than in 4-man. It will be something you can always depend on though, so you will get used to it. And it will manage to be a lot more relevant on the boss once it comes to fighting him.

    Alternatively it should be an individual skill of every class.


    The animation lock should be removed. Have the cast time, sure, but let the player move right after while the animation goes off. I mean, why does the caster need to stand in place when there is a meteor already falling on the head of the enemy?!



    Basically, the limit break in Final Fantasy XIV is junk. It tried to make a single-player mechanic into a party-based mechanic and failed miserably. It does "work" and can be "used" pretty effectively, but the game does everything it can to make it obscure and unintuitive. It should get a complete overhaul and at least I believe that it should be a personal skill capped at 3 for any content. That would make it relevant for all classes, at all stages in every single piece of content in the game, if nothing else.
    (6)