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.


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