using LB is a personal damage loss, why would you want to LB?
using LB is a personal damage loss, why would you want to LB?
What do you consider "the wrong LB" or a "waste" though? I ask because it sounds like you expect the LB to be used by a melee DD on the boss, and while a melee LB on the final boss is prefered over an AoE LB on the final boss, saving the LB for a dungeon boss is rarely the best use for it.
When you say, "waste it on a mob," do you mean on a group of trash mobs? Because this is singularly the highest damage use of an LB. We have this discussion on the forums often. AoE LB1 with 2 targets does more damage than melee LB1, 4 targets does more damage than melee LB2, and 7 targets does more damage than melee LB3 -- note this is an AoE LB1 in all three cases. Which means if a caster or ranger can ever hit four or more targets with the LB in a dungeon, they should, as it's a higher damage usage than a melee LB2 on a boss (if the boss even survives to fill a second bar), and the party will probably get another LB1 on the boss anyway.
In re: "some LB's don't even cause damage at all.. (meaning they are weak)." is looking at the percentage of the HP bar, which is the wrong frame of reference. Regardless of how much hp% the LB does, it's still the same potency regardless of the boss's max HP, just like how all non-LB actions are still the same potency regardless of the boss's max HP, and the LB potency is still higher than one person's non-LB actions during the same period.
As Jonny and Fish have said, we all have epic personal actions and/or trancy-overdrivey types of actions already. The LB isn't meant to be a glorious moment for one person -- it's an epic cooperative moment, symbolized by the party cheering to channel their energy into a burst of solidarity.
Last edited by Rongway; 05-16-2018 at 09:26 AM.
Error 3102 Club, Order of the 52nd Hour
With using the wrong LB I was referring to situations where a certain class activates the LB while theirs has no effect on the situation "or" the fact that it often gets activated when the bars are almost full (when they could have been full in a few sec) or activate it just before the boss.
People constantly make descissions that aren't in the best intrest of the party and there lies the problem.
As far as the weak dps LB damage goes, I set the boss HP to % in the options wich is why I express it that way. But you've got to admit that there have been plenty of situations where a DPS sets off an LB with all bars filled and the HP bar of the boss didn't even move.. that gives you an indication of the damage it does. I wouldn't put the LB damage above 1-5% in the best case (in the higher end dungeons), in lower end (beginner bosses) I'd say its about 4-10% on average.
I wouldn't call it epic if the one thing that puts "cooperation" over the edge is the one thing people usualy screw up, and minor dmg isn't epic either btw.
I would much rather like to see them use the gauge system more in 5.0 with that being more of a personal limit break. Example if the gauges doubled in 5.0 introduce a skill that cost the whole gauge for each job.
Reworking the LB for personal use outside of pvp would take alot of development time.
Just an off the cuff thought, but perhaps role based LB? Tanks goes up based damage taken / mitigated, DPS is self explanatory, Healers based on heals / time group HP is over a threshold, etc. Obviously not fleshing this out very much, but just a thought.
I have several idea's in my head that might be done but I'm not sure that if descides to implement something like this... Thaty they'll actualy use our idea since it might unbalance the game.
Therefor I suggest using a specific LB in the form of a skill that is equal to all classes. An LB skill that you can activate from the start of the duty and that cannot be activated again in the same dungeon once used (doesn't need to build up).
An enhancement LB wich adds to the strength of all your skills/spells (including the effects and the shared LB if its still unused) for lets say 15 seconds.
There are a few other possibilities but I think this would be one of the easiest to implement.
But then they would need to re-balance ALL content to account for this new buff. And then, once they do that, the net result will be the same difficulty as now--so that begs the question: what are we gaining by adding this? Also what dungeon is so difficult that this would even be necessary? You can already clear every dungeon WITHOUT Limit Break, so the Limit Break we have now already is just something to finish the boss off at 5-10% to lower the time it takes to clear.Therefor I suggest using a specific LB in the form of a skill that is equal to all classes. An LB skill that you can activate from the start of the duty and that cannot be activated again in the same dungeon once used (doesn't need to build up).
An enhancement LB wich adds to the strength of all your skills/spells (including the effects and the shared LB if its still unused) for lets say 15 seconds.
If they did this they would remove lb3 most likely. Everyone would get lb2 on bosses only probably. Or we'd just have lb1 in full parties or bosses for balance.
In my eyes limit is something a group builds up together. Knowing when to use it is also part of working together as a group. Sometimes that is an 'Oh shit' button as a healer.
Also, using an LB poorly usually does not greatly impact a fight except in a few notable cases (tank LB for Bahamut/Alexander/Byakko), or melee LB to shave off a few% when progressing, etc. It makes almost no difference in dungeons or trials and it's simply bonus damage, or a free "retry" button (healer LB3).
That's the one change to the LB system, that I always wanted to see. I was disappointed when I discovered that every Melee DPS has the same LB animation, with only the Level 3 LB being unique. It's also really immersion breaking, for me as a Dragoon main, to pull a giant Buster Sword out of thin air.
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